17 Commits

Author SHA1 Message Date
FlatHack f382aec492 Nevada: Infocard and Encounter Fix 2026-06-17 15:09:05 +02:00
FlatHack 39eed53729 Nevada: Battleship Henderson Fix; Station deletion 2026-06-17 14:41:24 +02:00
FlatHack 9f82edfa38 Nevada: Sentinel Outpost Fix 2026-06-17 14:25:10 +02:00
FlatHack 62d3fe88f8 Nevada: Helios Station Fix 2026-06-17 14:16:26 +02:00
FlatHack 075356c57d fix empty news 2026-06-17 14:15:16 +02:00
FlatHack fb5f158173 Nevada: Added News to Las Vegas and other Stations 2026-06-17 14:00:33 +02:00
D4rkl1ght3r b023c96c50 Update Shield + Story Arc Infocards 2026-06-16 18:13:59 +02:00
FlatHack 0cf9d384cd Update LI06 system object configurations and add new wreck infocards 2026-06-15 23:01:58 +02:00
FlatHack 04af153c1b Add asteroid and debris configurations for LI06 system
- Created LI06_asteroid_001.ini to define asteroid properties, textures, and lootable zones.
- Created LI06_debris_001.ini to define debris field properties, textures, and lootable zones.
- Updated LI06_mojavedustcloud_01.ini to remove unnecessary exclusions.
- Modified LI06_03_Base.ini to change the starting room and adjust price variance.
- Updated bar and deck room configurations to reflect new scripts and ambient scenes.
- Removed redundant deck2 room and adjusted hotspots for better navigation.
- Updated LI06.ini to include new asteroid and debris zones.
- Adjusted various object positions and properties within the LI06 system.
- Added new info cards for the Dustcloud Field and the hidden pirate base.
2026-06-15 22:37:41 +02:00
FlatHack b0e4771ef1 rep change npcs 2026-06-15 16:07:22 +02:00
FlatHack 867eaada72 NPCs Las Vegas 2026-06-15 15:56:49 +02:00
FlatHack a231c6fe98 Las Vegas Fix 2026-06-15 15:54:54 +02:00
FlatHack 1288211503 market for Li06_01 2026-06-15 15:02:17 +02:00
FlatHack e0e84c383a fix voice and costume error 2026-06-15 14:08:20 +02:00
FlatHack 6d9ecd2296 space normalization 2026-06-15 14:04:01 +02:00
FlatHack af97748b3a mojave field infocard 2026-06-15 13:55:55 +02:00
FlatHack 51db4789ca remove system wide asteroid field and move it behind planet 2026-06-15 13:41:32 +02:00
35 changed files with 3394 additions and 1178 deletions
+5 -6
View File
@@ -1464,6 +1464,7 @@ MarketGood = commodity_luxury_consumer_goods, 0, -1, 150, 500, 0, 1
MarketGood = commodity_cardamine, 0, -1, 0, 0, 1, 2 MarketGood = commodity_cardamine, 0, -1, 0, 0, 1, 2
MarketGood = commodity_sidearms, 0, -1, 0, 0, 1, 0.55 MarketGood = commodity_sidearms, 0, -1, 0, 0, 1, 0.55
MarketGood = commodity_soldiers, 0, -1, 0, 0, 1, 1.100000 MarketGood = commodity_soldiers, 0, -1, 0, 0, 1, 1.100000
;MarketGood = commodity_candycane, 0, -1, 150, 500, 0, 1.100000 ;MarketGood = commodity_candycane, 0, -1, 150, 500, 0, 1.100000
@@ -2563,7 +2564,6 @@ MarketGood = commodity_high_temp_alloys, 0, -1, 0, 0, 1, 0.5
MarketGood = commodity_mining_machinery, 0, -1, 0, 0, 1, 6.6667 MarketGood = commodity_mining_machinery, 0, -1, 0, 0, 1, 6.6667
MarketGood = commodity_pharm, 0, -1, 0, 0, 1, 0.5263 MarketGood = commodity_pharm, 0, -1, 0, 0, 1, 0.5263
; REM LINER ; REM LINER
[BaseGood] [BaseGood]
@@ -2571,7 +2571,6 @@ base = Hi02_REM_LINER_Base
MarketGood = commodity_slaves, 0, -1, 150, 500, 0, 1.000000 MarketGood = commodity_slaves, 0, -1, 150, 500, 0, 1.000000
MarketGood = commodity_prisoners, 0, -1, 0, 0, 1, 2.000000 MarketGood = commodity_prisoners, 0, -1, 0, 0, 1, 2.000000
; Farway Station ; Farway Station
[BaseGood] [BaseGood]
@@ -2585,21 +2584,21 @@ MarketGood = commodity_water, 0, -1, 150, 500, 0, 0.1
[BaseGood] [BaseGood]
base = ST03_01_Base base = ST03_01_Base
; Kairo ; Kairo
[BaseGood] [BaseGood]
base = ST04_01_Base base = ST04_01_Base
; Menes ; Menes
[BaseGood] [BaseGood]
base = ST04_02_Base base = ST04_02_Base
; Sinai ; Sinai
[BaseGood] [BaseGood]
base = ST04_03_Base base = ST04_03_Base
[BaseGood]
base = LI06_01_Base
MarketGood = commodity_water, 0, -1, 0, 0, 1, 4.000
+132 -4
View File
@@ -5880,7 +5880,6 @@ MarketGood = heavy_protection_armor, 0, -1, 100, 100, 0, 1
MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1 MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1 MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
[BaseGood] [BaseGood]
base = Ew03_02_base base = Ew03_02_base
MarketGood = gd_z_gun01_mark01, 2, -1, 10, 10, 0, 1 MarketGood = gd_z_gun01_mark01, 2, -1, 10, 10, 0, 1
@@ -16266,7 +16265,6 @@ MarketGood = heavy_protection_armor, 0, -1, 100, 100, 0, 1
MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1 MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1 MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
; Farway Station ; Farway Station
[BaseGood] [BaseGood]
@@ -16369,7 +16367,6 @@ MarketGood = heavy_protection_armor, 0, -1, 100, 100, 0, 1
MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1 MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1 MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
; Planet Primus ; Planet Primus
[BaseGood] [BaseGood]
@@ -16562,7 +16559,6 @@ MarketGood = heavy_protection_armor, 0, -1, 100, 100, 0, 1
MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1 MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1 MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
; Kairo ; Kairo
[BaseGood] [BaseGood]
@@ -16843,3 +16839,135 @@ MarketGood = ge_lf_engine_01, 0, -1, 100, 100, 0, 1
MarketGood = ge_fighter4_power01, 0, -1, 100, 100, 0, 1 MarketGood = ge_fighter4_power01, 0, -1, 100, 100, 0, 1
MarketGood = ge_fighter6_power01, 0, -1, 100, 100, 0, 1 MarketGood = ge_fighter6_power01, 0, -1, 100, 100, 0, 1
MarketGood = transport_power01, 0, -1, 100, 100, 0, 1 MarketGood = transport_power01, 0, -1, 100, 100, 0, 1
[BaseGood]
base = LI06_01_Base
MarketGood = ge_fighter2_power01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_01_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_02_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_03_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_tractor_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_fighter_power01, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_freighter_power01, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_turret01_mark01, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_turret01_mark02, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_turret02_mark01, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_turret02_mark02, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_gun01_mark01, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_gun01_mark02, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_gun01_mark03, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_gun01_mark04, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_gun02_mark01, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_gun02_mark02, 0, -1, 1, 1, 0, 1, 1
MarketGood = li_gun02_mark04, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_lf_engine_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_lfr_engine_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_le_engine_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_thruster_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_thruster_02, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark01_fr, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark01_hf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark01_lf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark02_fr, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark02_hf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark02_lf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield02_mark01_fr, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield02_mark01_hf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield02_mark01_lf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield02_mark02_fr, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield02_mark02_hf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield02_mark02_lf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield03_mark01_fr, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield03_mark01_hf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield03_mark01_lf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield03_mark02_fr, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield03_mark02_hf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield03_mark02_lf, 0, -1, 1, 1, 0, 1, 1
[BaseGood]
base = LI06_03_Base
MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_tractor_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_01_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_02, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_02_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = pi_fighter_power01, 0, -1, 1, 1, 0, 1, 1
MarketGood = pi_freighter_power01, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine01_mark01, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine01_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine01_mark02, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine01_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine01_mark03, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine01_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine02_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine02_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine02_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine02_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine02_mark05_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine01_mark05_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = mine01_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile01_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile01_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile01_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile01_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile01_mark05_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile02_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile02_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile02_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile02_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile02_mark05_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile03_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile03_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile03_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile03_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile01_mark02, 0, -1, 1, 1, 0, 1, 1
MarketGood = missile01_mark03, 0, -1, 1, 1, 0, 1, 1
MarketGood = fc_lr_turret01_mark01, 0, -1, 1, 1, 0, 1, 1
MarketGood = fc_lr_gun01_mark01, 0, -1, 1, 1, 0, 1, 1
MarketGood = fc_lr_gun01_mark02, 0, -1, 1, 1, 0, 1, 1
MarketGood = cruise_disruptor01_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = cruise_disruptor01_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = cruise_disruptor01_mark01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_thruster_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_thruster_02, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark01_fr, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark01_hf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark01_lf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield02_mark02_lf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield02_mark03_fr, 0, -1, 1, 1, 0, 1, 1
[BaseGood]
base = LI06_02_Base
MarketGood = co_gun01_mark01, 0, -1, 1, 1, 0, 1, 1
MarketGood = co_gun01_mark02, 0, -1, 1, 1, 0, 1, 1
MarketGood = co_gun01_mark03, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_01_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_02_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_03_ammo, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_cm_02, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_thruster_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_thruster_02, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark01_fr, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark01_hf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield01_mark01_lf, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield03_mark04_fr, 0, -1, 1, 1, 0, 1, 1
MarketGood = shield03_mark04_hf, 0, -1, 1, 1, 0, 1, 1
[BaseGood]
base = LI06_06_Base
MarketGood = ge_s_tractor_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
[BaseGood]
base = LI06_07_Base
MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
+2 -10
View File
@@ -158,6 +158,7 @@ marketgood = bhe_package, 13, -1, 1, 1, 0, 1, 1
[BaseGood] [BaseGood]
base = Ku04_03_base base = Ku04_03_base
;marketgood = kugu_package, 16, -1, 1, 1, 0, 1, 1 ;marketgood = kugu_package, 16, -1, 1, 1, 0, 1, 1
; Matsumoto ; Matsumoto
@@ -184,6 +185,7 @@ marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
[BaseGood] [BaseGood]
base = Li01_02_base base = Li01_02_base
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1 marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
; marketgood = cv02_heavy_fighter_package, 1, -1, 1, 1, 0, 1, 1 ; marketgood = cv02_heavy_fighter_package, 1, -1, 1, 1, 0, 1, 1
; Battleship Missouri ; Battleship Missouri
@@ -331,37 +333,27 @@ marketgood = oe_package, 16, -1, 1, 1, 0, 1, 1
base = Hi02_REM_LINER_Base base = Hi02_REM_LINER_Base
marketgood = package_bh_elite3, 1, -1, 1, 1, 0, 1, 1 marketgood = package_bh_elite3, 1, -1, 1, 1, 0, 1, 1
; Farway Station ; Farway Station
[BaseGood] [BaseGood]
base = Ew06_Farway_Base base = Ew06_Farway_Base
; Alexandria ; Alexandria
[BaseGood] [BaseGood]
base = ST03_01_Base base = ST03_01_Base
; Cairo ; Cairo
[BaseGood] [BaseGood]
base = ST04_01_Base base = ST04_01_Base
marketgood = prospector_package, 1, -1, 1, 1, 0, 1, 1 marketgood = prospector_package, 1, -1, 1, 1, 0, 1, 1
; Menes ; Menes
[BaseGood] [BaseGood]
base = ST04_02_Base base = ST04_02_Base
; Sinai ; Sinai
[BaseGood] [BaseGood]
+1850 -185
View File
File diff suppressed because it is too large Load Diff
+112
View File
@@ -8183,3 +8183,115 @@ headline = 251000
text = 251001 text = 251001
base = Rh01_01_Base base = Rh01_01_Base
[NewsItem]
rank = base_0_rank,mission_end
icon = system
logo = news_transport
category = 263028
headline = 263028
text = 263027
base = LI06_01_Base
base = LI06_02_Base
base = LI06_03_Base
base = LI06_04_Base
base = LI06_05_Base
base = LI06_06_Base
base = LI06_07_Base
[NewsItem]
rank = base_0_rank,mission_end
icon = system
logo = news_denver
category = 263029
headline = 263029
text = 263030
base = LI06_01_Base
base = LI06_02_Base
base = LI06_03_Base
base = LI06_04_Base
base = LI06_05_Base
base = LI06_06_Base
base = LI06_07_Base
[NewsItem]
rank = base_0_rank,mission_end
icon = world
logo = news_manhattan
category = 0
headline = 263031
text = 263032
base = LI06_01_Base
[NewsItem]
rank = base_0_rank,mission_end
icon = universe
logo = news_chart_crime
category = 0
headline = 263035
text = 263036
base = LI06_01_Base
base = Li01_01_Base
base = Li02_01_Base
base = Li03_01_Base
base = Li04_01_Base
base = Li05_01_Base
base = Rh01_01_Base
base = Rh02_01_Base
base = Rh03_01_Base
base = Rh04_01_Base
base = Rh05_01_Base
base = Br01_01_Base
base = Br02_01_Base
base = Br03_01_Base
base = Br04_01_Base
base = Br05_01_Base
base = Br06_01_Base
base = Ku01_01_Base
base = Ku03_01_Base
base = Ku02_01_Base
base = Ku04_01_Base
base = Ku05_01_Base
base = Ku06_01_Base
[NewsItem]
rank = base_0_rank,mission_end
icon = universe
logo = news_manhattan
category = 263038
headline = 263038
text = 263037
base = Iw01_02_Base
base = Iw03_01_Base
base = Bw01_02_Base
base = Bw09_03_Base
base = Ew01_01_Base
base = Ew03_02_Base
base = Ew04_01_Base
base = LI06_01_Base
[NewsItem]
rank = base_0_rank,mission_end
icon = world
logo = news_manhattan
category = 0
headline = 263041
text = 263040
base = LI06_01_Base
[NewsItem]
rank = base_0_rank,mission_end
icon = world
logo = news_manhattan
category = 0
headline = 263042
text = 263039
base = LI06_01_Base
[NewsItem]
rank = base_0_rank,mission_end
icon = world
logo = news_manhattan
category = 0
headline = 263044
text = 263043
base = LI06_01_Base
@@ -0,0 +1,75 @@
[TexturePanels]
file = solar\asteroids\rock_shapes.ini
[Field]
cube_size = 300
fill_dist = 3200
diffuse_color = 255, 255, 255
ambient_color = 140, 140, 140
ambient_increase = 90, 60, 30
empty_cube_frequency = 0.4
[properties]
flag = lava_objects
flag = Object_density_low
[Cube]
asteroid = lava02_asteroid30, 0.2, 0.8, 0.3, 45, 20, 45
asteroid = lava02_asteroid10, 0.5, -0.3, -0.8, 10, 0, -40
asteroid = lava02_asteroid30, -0.1, -0.3, 0.8, 30, 0, -70
asteroid = lava02_asteroid10, 0.7, 0.4, -0.4, 75, 30, 120
asteroid = lava02_asteroid30, -0.8, -0.3, 0.5, 30, 0, -70
[AsteroidBillboards]
count = 600
start_dist = 1800
fade_dist_percent = 0.5
shape = asteroid_lava02
color_shift = 1, 1, 1
ambient_intensity = 1
size = 10, 50
[DynamicAsteroids]
asteroid = DAsteroid_lava02
count = 20
placement_radius = 120
placement_offset = 90
max_velocity = 10
max_angular_velocity = 3
color_shift = 1, 1, 1
[ExclusionBand]
zone = Zone_Bw04_sun_death
render_parts = 12
shape = asteroid_belt_04
height = 800
offset_dist = -300
fade = 1, 1.5, 15, 18
texture_aspect = 1
color_shift = 0, 0, 0
ambient_intensity = 1
cull_mode = 0
vert_increase = 2
[Band]
render_parts = 12
shape = asteroid_belt_04
height = 800
offset_dist = 300
fade = 0.8, 1.25, 15, 17
texture_aspect = 1
color_shift = 0, 0, 0
ambient_intensity = 0.4
vert_increase = 2
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_diamonds
asteroid_loot_commodity = commodity_diamonds
dynamic_loot_container = lootcrate_ast_loot_diamonds
dynamic_loot_commodity = commodity_diamonds
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 30
dynamic_loot_difficulty = 6
; Copied by FL Atlas from file: solar\ASTEROIDS\bw04_von_rohe_lava_asteroids.ini
@@ -0,0 +1,65 @@
[TexturePanels]
file = solar\asteroids\rock_shapes.ini
[Field]
cube_size = 400
fill_dist = 3300
tint_field = 255, 255, 255
empty_cube_frequency = 0.6
[Cube]
asteroid = mineable2_asteroid30, 0.6, 0.2, -0.2, 35, 10, 20
asteroid = mineable2_asteroid60, 0.4, -0.7, -0.2, 15, 90, 120
asteroid = mine_spike_mineable, -0.2, -0.1, -0.6, 105, 160, 25, mine
asteroid = mine_spike_mineable, 0.5, -0.2, -0.6, 75, 30, 70, mine
asteroid = mineable2_asteroid60, -0.7, 0.4, -0.4, 75, 30, 70
asteroid = mine_spike_mineable, -0.9, 0.6, -0.8, 75, 30, 70, mine
[properties]
flag = rock_objects
flag = Object_density_med
flag = DANGER_DENSITY_MED
[Exclusion Zones]
exclusion = Zone_LI06_asteroid_002_exclusion_1
[Band]
render_parts = 6
shape = asteroid_belt_04
height = 3000
offset_dist = 2000
fade = 1, 1.35, 15, 17
texture_aspect = 1
color_shift = 0.8, 0.8, 0.8
ambient_intensity = 1
vert_increase = 2
[AsteroidBillboards]
count = 400
start_dist = 2000
fade_dist_percent = 0.35
shape = mine_rock_tri
color_shift = 0.7, 0.7, 0.7
ambient_intensity = 1
size = 60, 70
[DynamicAsteroids]
asteroid = DAsteroid_gold
count = 10
placement_radius = 150
placement_offset = 90
max_velocity = 15
max_angular_velocity = 3
color_shift = 1, 1, 1
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_gold
asteroid_loot_commodity = commodity_gold
dynamic_loot_container = lootcrate_ast_loot_gold
dynamic_loot_commodity = commodity_gold
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 40
dynamic_loot_difficulty = 2
; Copied by FL Atlas from file: solar\ASTEROIDS\br05_molly_gold_field.ini
+76
View File
@@ -0,0 +1,76 @@
[TexturePanels]
file = solar\asteroids\debris_shapes.ini
[Field]
cube_size = 400
fill_dist = 3000
diffuse_color = 100, 100, 80
ambient_color = 255, 255, 255
ambient_increase = 20, 20, 30
empty_cube_frequency = 0.4
contains_fog_zone = true
[properties]
flag = object_density_medium
flag = debris_objects
[Cube]
asteroid = debris_large3, 0.6, 0.2, -0.2, 35, 10, 20
asteroid = debris_med1, -0.7, 0.3, 0.2, 0, 20, 190
asteroid = debris_med2, 0.4, -0.8, -0.2, 15, 90, 120
asteroid = debris_large1, -0.2, -0.1, -0.6, 105, 160, 25
asteroid = debris_small2, 0, -0.8, -0.8, 35, 110, 60
[Band]
render_parts = 8
shape = debris_belt_04
height = 7000
offset_dist = 3500
fade = 1, 1.35, 10, 11
texture_aspect = 1.5
color_shift = 1, 1, 1
ambient_intensity = 1
vert_increase = 2
[ExclusionBand]
zone = Zone_Li01_005_Planet_Li01_02
render_parts = 12
shape = debris_belt_04
height = 3000
offset_dist = -500
fade = 1, 1.5, 15, 18
texture_aspect = 1
color_shift = 1, 1, 1
ambient_intensity = 1
cull_mode = 0
vert_increase = 2
[AsteroidBillboards]
count = 300
start_dist = 1800
fade_dist_percent = 0.5
shape = debris_tri
color_shift = 1, 1, 1
ambient_intensity = 1
size = 70, 160
[DynamicAsteroids]
asteroid = dasteroid_debris_small1
count = 10
placement_radius = 150
placement_offset = 90
max_velocity = 10
max_angular_velocity = 3
color_shift = 1, 1, 1
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_metal
asteroid_loot_commodity = commodity_scrap_metal
dynamic_loot_container = lootcrate_ast_loot_metal
dynamic_loot_commodity = commodity_scrap_metal
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 40
dynamic_loot_difficulty = 4
; Copied by FL Atlas from file: solar\ASTEROIDS\li01_pittsburgh_debris_field_001.ini
@@ -69,9 +69,6 @@ exclude_billboards = 1
exclude_dynamic_asteroids = 1 exclude_dynamic_asteroids = 1
exclusion = Zone_LI06_to_LI07_hole exclusion = Zone_LI06_to_LI07_hole
exclusion = Zone_LI06_mojavedustcloud_01_exclusion_1
exclude_billboards = 1
exclude_dynamic_asteroids = 1
[DynamicAsteroids] [DynamicAsteroids]
asteroid = DAsteroid_lava02 asteroid = DAsteroid_lava02
@@ -1,6 +1,7 @@
[BaseInfo] [BaseInfo]
nickname = LI06_01_Base nickname = LI06_01_Base
start_room = Planetscape start_room = Planetscape
price_variance = 0.15
[Room] [Room]
nickname = Bar nickname = Bar
@@ -9,3 +10,7 @@ file = Universe\Systems\LI06\Bases\Rooms\LI06_01_bar.ini
[Room] [Room]
nickname = Planetscape nickname = Planetscape
file = Universe\Systems\LI06\Bases\Rooms\LI06_01_planetscape.ini file = Universe\Systems\LI06\Bases\Rooms\LI06_01_planetscape.ini
[Room]
nickname = Planetscape2
file = UNIVERSE\SYSTEMS\LI06\Bases\ROOMS\li06_01_planetscape2.ini
@@ -1,6 +1,7 @@
[BaseInfo] [BaseInfo]
nickname = LI06_02_Base nickname = LI06_02_Base
start_room = Deck start_room = Deck
price_variance = 0.15
[Room] [Room]
nickname = Bar nickname = Bar
@@ -9,7 +10,3 @@ file = Universe\Systems\LI06\Bases\Rooms\LI06_02_bar.ini
[Room] [Room]
nickname = Deck nickname = Deck
file = Universe\Systems\LI06\Bases\Rooms\LI06_02_deck.ini file = Universe\Systems\LI06\Bases\Rooms\LI06_02_deck.ini
[Room]
nickname = Deck2
file = Universe\Systems\LI06\Bases\Rooms\LI06_02_deck2.ini
@@ -1,6 +1,7 @@
[BaseInfo] [BaseInfo]
nickname = LI06_03_Base nickname = LI06_03_Base
start_room = Bar start_room = Deck
price_variance = 0.15
[Room] [Room]
nickname = Bar nickname = Bar
@@ -9,11 +10,3 @@ file = Universe\Systems\LI06\Bases\Rooms\LI06_03_bar.ini
[Room] [Room]
nickname = Deck nickname = Deck
file = Universe\Systems\LI06\Bases\Rooms\LI06_03_deck.ini file = Universe\Systems\LI06\Bases\Rooms\LI06_03_deck.ini
[Room]
nickname = Deck2
file = Universe\Systems\LI06\Bases\Rooms\LI06_03_deck2.ini
[Room]
nickname = ShipDealer
file = Universe\Systems\LI06\Bases\Rooms\LI06_03_shipdealer.ini
@@ -1,11 +0,0 @@
[BaseInfo]
nickname = LI06_05_Base
start_room = Deck
[Room]
nickname = bar
file = Universe\Systems\LI06\Bases\Rooms\LI06_05_bar.ini
[Room]
nickname = Deck
file = Universe\Systems\LI06\Bases\Rooms\LI06_05_deck.ini
@@ -1,6 +1,7 @@
[BaseInfo] [BaseInfo]
nickname = LI06_06_Base nickname = LI06_06_Base
start_room = Bar start_room = Deck
price_variance = 0.15
[Room] [Room]
nickname = Bar nickname = Bar
@@ -9,3 +10,7 @@ file = Universe\Systems\LI06\Bases\Rooms\LI06_06_bar.ini
[Room] [Room]
nickname = Deck nickname = Deck
file = Universe\Systems\LI06\Bases\Rooms\LI06_06_deck.ini file = Universe\Systems\LI06\Bases\Rooms\LI06_06_deck.ini
[Room]
nickname = ShipDealer
file = Universe\Systems\LI06\Bases\ROOMS\li06_06_shipdealer.ini
@@ -1,11 +1,16 @@
[BaseInfo] [BaseInfo]
nickname = LI06_07_Base nickname = LI06_07_Base
start_room = Deck start_room = Deck
price_variance = 0.15
[Room] [Room]
nickname = bar nickname = Bar
file = Universe\Systems\LI06\Bases\Rooms\LI06_07_bar.ini file = Universe\Systems\LI06\Bases\Rooms\LI06_07_bar.ini
[Room] [Room]
nickname = Deck nickname = Deck
file = Universe\Systems\LI06\Bases\Rooms\LI06_07_deck.ini file = Universe\Systems\LI06\Bases\Rooms\LI06_07_deck.ini
[Room]
nickname = Deck2
file = Universe\Systems\LI06\Bases\ROOMS\li06_07_deck2.ini
@@ -1,7 +1,6 @@
[Room_Info] [Room_Info]
set_script = Scripts\Bases\Pl_03_bar_hardpoint_01.thn set_script = Scripts\Bases\Pl_01_bar_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Pl_03_bar_ambi_int_01.thn scene = all, ambient, Scripts\Bases\Pl_01_bar_ambi_int_01.thn
scene = all, ambient, Scripts\Bases\Pl_03_bar_traffic_01.thn, TRAFFIC_PRIORITY
[Room_Sound] [Room_Sound]
music = music_bar_li02 music = music_bar_li02
@@ -12,13 +11,7 @@ name = Camera_0
[CharacterPlacement] [CharacterPlacement]
name = Zg/PC/Player/01/A/Stand name = Zg/PC/Player/01/A/Stand
start_script = scripts\bases\Pl_03_bar_enter_01.thn start_script = scripts\bases\Pl_01_bar_enter_01.thn
[PlayerShipPlacement]
name = X/Shipcentre/01
[ForSaleShipPlacement]
name = X/Shipcentre/02
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_PLANETSCAPE name = IDS_HOTSPOT_PLANETSCAPE
@@ -55,141 +48,3 @@ behavior = NewsVendor
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_MISSIONVENDOR name = IDS_HOTSPOT_MISSIONVENDOR
behavior = MissionVendor behavior = MissionVendor
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA01
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA02
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA03
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA04
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA05
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA06
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA07
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA08
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA09
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA10
[FlashlightSet]
icolor = 255, 225, 133
scale = 2.500000
blink = 1.500000
endpause = 1.500000
hardpoint = HP_LightB01
hardpoint = HP_LightB02
hardpoint = HP_LightB03
hardpoint = HP_LightB04
hardpoint = HP_LightB05
hardpoint = HP_LightB06
hardpoint = HP_LightB07
hardpoint = HP_LightB08
hardpoint = HP_LightB09
hardpoint = HP_LightB10
[FlashlightSet]
icolor = 255, 225, 133
scale = 2.500000
blink = 1.500000
endpause = 0.500000
hardpoint = HP_LightC01
hardpoint = HP_LightC02
hardpoint = HP_LightC03
[FlashlightSet]
icolor = 255, 225, 133
scale = 2.500000
blink = 1.500000
endpause = 0.500000
hardpoint = HP_LightD01
hardpoint = HP_LightD02
hardpoint = HP_LightD03
[FlashlightSet]
icolor = 75, 25, 0
scale = 9.000000
gap = 0.000000
blink = 2.500000
endpause = 0.250000
hardpoint = HP_LightE01
hardpoint = HP_LightE02
hardpoint = HP_LightE07
hardpoint = HP_LightE08
hardpoint = HP_LightE10
hardpoint = HP_LightE11
hardpoint = HP_LightE14
hardpoint = HP_LightE15
hardpoint = HP_LightE18
hardpoint = HP_LightE19
[FlashlightSet]
icolor = 155, 0, 0
scale = 9.000000
gap = 0.000000
blink = 5.000000
endpause = 0.250000
hardpoint = HP_LightE03
hardpoint = HP_LightE04
hardpoint = HP_LightE05
hardpoint = HP_LightE06
hardpoint = HP_LightE09
hardpoint = HP_LightE12
hardpoint = HP_LightE13
hardpoint = HP_LightE16
hardpoint = HP_LightE17
hardpoint = HP_LightE20
@@ -1,26 +1,31 @@
[Room_Info] [Room_Info]
set_script = Scripts\Bases\Pl_03_pad_hardpoint_01.thn set_script = Scripts\Bases\Pl_01_pad_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Pl_03_pad_ambi_day_01.thn scene = all, ambient, Scripts\Bases\Pl_01_pad_ambi_day_01.thn
scene = all, ambient, Scripts\Bases\Pl_03_pad_traffic_01.thn, TRAFFIC_PRIORITY scene = all, ambient, Scripts\Bases\Pl_01_pad_traffic_01.thn, TRAFFIC_PRIORITY
[Spiels]
CommodityDealer = manhattan_commodity_spiel
EquipmentDealer = manhattan_equipment_spiel
ShipDealer = pittsburgh_ship_spiel
[Room_Sound] [Room_Sound]
ambient = ambience_planetscape_rocky ambient = ambience_planetscape_rocky
music = music_californiaminor, oneshot music = music_pittsburgh, oneshot
[Camera]
name = Camera_0
[CharacterPlacement] [CharacterPlacement]
name = Zg/PC/Player/01/A/Stand name = Zg/PC/Player/01/A/Stand
[PlayerShipPlacement] [PlayerShipPlacement]
name = X/Shipcentre/01 name = X/Shipcentre/01
landing_script = scripts\bases\Pl_03_pad_land_01.thn landing_script = scripts\bases\Pl_01_pad_land_01.thn
launching_script = scripts\bases\Pl_03_pad_launch_01.thn launching_script = scripts\bases\Pl_01_pad_launch_01.thn
[ForSaleShipPlacement] [ForSaleShipPlacement]
name = X/Shipcentre/02 name = X/Shipcentre/02
[Camera]
name = Camera_0
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_PLANETSCAPE name = IDS_HOTSPOT_PLANETSCAPE
behavior = ExitDoor behavior = ExitDoor
@@ -49,7 +54,7 @@ room_switch = ShipDealer
[Hotspot] [Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair behavior = Repair
virtual_room = Deck virtual_room = Planetscape
[Hotspot] [Hotspot]
name = IDS_DEALER_FRONT_DESK name = IDS_DEALER_FRONT_DESK
@@ -109,163 +114,3 @@ virtual_room = ShipDealer
name = IDS_NN_REPAIR_YOUR_SHIP name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair behavior = Repair
virtual_room = ShipDealer virtual_room = ShipDealer
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA01
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA02
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA03
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA04
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA05
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA06
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA07
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA08
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA09
[FlashlightSet]
icolor = 155, 55, 55
scale = 1.000000
blink = 1.000000
endpause = 0.750000
hardpoint = HP_LightA10
[FlashlightSet]
icolor = 155, 55, 55
scale = 0.800000
blink = 1.500000
endpause = 0.500000
hardpoint = HP_LightA11
hardpoint = HP_LightA12
hardpoint = HP_LightA13
hardpoint = HP_LightA14
hardpoint = HP_LightA15
[FlashlightSet]
icolor = 155, 55, 55
scale = 0.800000
blink = 1.500000
endpause = 0.500000
hardpoint = HP_LightA16
hardpoint = HP_LightA17
hardpoint = HP_LightA18
hardpoint = HP_LightA19
hardpoint = HP_LightA20
[FlashlightSet]
icolor = 255, 225, 133
scale = 2.500000
blink = 1.500000
endpause = 1.500000
hardpoint = HP_LightB01
hardpoint = HP_LightB02
hardpoint = HP_LightB03
hardpoint = HP_LightB04
hardpoint = HP_LightB05
hardpoint = HP_LightB06
hardpoint = HP_LightB07
hardpoint = HP_LightB08
hardpoint = HP_LightB09
hardpoint = HP_LightB10
[FlashlightSet]
icolor = 255, 225, 133
scale = 2.500000
blink = 1.500000
endpause = 0.500000
hardpoint = HP_LightC01
hardpoint = HP_LightC02
hardpoint = HP_LightC03
[FlashlightSet]
icolor = 255, 225, 133
scale = 2.500000
blink = 1.500000
endpause = 0.500000
hardpoint = HP_LightD01
hardpoint = HP_LightD02
hardpoint = HP_LightD03
[FlashlightSet]
icolor = 75, 25, 0
scale = 9.000000
gap = 0.000000
blink = 2.500000
endpause = 0.250000
hardpoint = HP_LightE01
hardpoint = HP_LightE02
hardpoint = HP_LightE07
hardpoint = HP_LightE08
hardpoint = HP_LightE10
hardpoint = HP_LightE11
hardpoint = HP_LightE14
hardpoint = HP_LightE15
hardpoint = HP_LightE18
hardpoint = HP_LightE19
[FlashlightSet]
icolor = 155, 0, 0
scale = 9.000000
gap = 0.000000
blink = 5.000000
endpause = 0.250000
hardpoint = HP_LightE03
hardpoint = HP_LightE04
hardpoint = HP_LightE05
hardpoint = HP_LightE06
hardpoint = HP_LightE09
hardpoint = HP_LightE12
hardpoint = HP_LightE13
hardpoint = HP_LightE16
hardpoint = HP_LightE17
hardpoint = HP_LightE20
@@ -1,17 +1,17 @@
[Room_Info] [Room_Info]
set_script = Scripts\Bases\Li_05_Bar_hardpoint_01.thn set_script = scripts\bases\li_09_Bar_hardpoint_R6.thn
scene = all, ambient, Scripts\Bases\Li_05_Bar_ambi_int_01.thn scene = ambient, scripts\bases\li_09_bar_ambi_Li01_09.thn
[Room_Sound] [Room_Sound]
ambient = ambience_bar_space ambient = ambience_deck_space_smaller
music = music_bar_li03 music = music_bar_generic04
[Camera]
name = Camera_0
[CharacterPlacement] [CharacterPlacement]
name = Zg/PC/Player/01/A/Stand name = Zg/PC/Player/01/A/Stand
start_script = scripts\bases\Li_05_Bar_enter_01.thn start_script = Scripts\Bases\li_09_bar_enter_01.thn
[Camera]
name = Camera_0
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_DECK name = IDS_HOTSPOT_DECK
@@ -35,12 +35,6 @@ behavior = ExitDoor
room_switch = Deck room_switch = Deck
set_virtual_room = Equipment set_virtual_room = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = ShipDealer
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_NEWSVENDOR name = IDS_HOTSPOT_NEWSVENDOR
behavior = NewsVendor behavior = NewsVendor
@@ -1,6 +1,7 @@
[Room_Info] [Room_Info]
set_script = Scripts\Bases\Li_05_Deck_HardPoint_01.thn set_script = Scripts\Bases\li_08_Deck_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Li_05_Deck_ambi_int_01.thn scene = all, ambient, Scripts\Bases\li_08_Deck_ambi_int_01.thn
animation = Sc_loop
[Spiels] [Spiels]
CommodityDealer = manhattan_commodity_spiel CommodityDealer = manhattan_commodity_spiel
@@ -9,14 +10,9 @@ EquipmentDealer = manhattan_equipment_spiel
[Room_Sound] [Room_Sound]
ambient = ambience_deck_space_smaller ambient = ambience_deck_space_smaller
[CharacterPlacement]
name = Zg/PC/Player/01/A/Stand
[PlayerShipPlacement] [PlayerShipPlacement]
name = X/Shipcentre/01 name = X/Shipcentre/01
landing_script = Scripts\Bases\Li_westpoint_deck_land_01.thn
[ForSaleShipPlacement]
name = X/Shipcentre/02
[Camera] [Camera]
name = Camera_0 name = Camera_0
@@ -41,11 +37,6 @@ name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom behavior = VirtualRoom
room_switch = Equipment room_switch = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = VirtualRoom
room_switch = ShipDealer
[Hotspot] [Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair behavior = Repair
@@ -90,22 +81,3 @@ virtual_room = Equipment
name = IDS_NN_REPAIR_YOUR_SHIP name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair behavior = Repair
virtual_room = Equipment virtual_room = Equipment
[Hotspot]
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = ShipDealer
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER
behavior = StartShipDealer
state_read = 2
state_send = 1
virtual_room = ShipDealer
[Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = ShipDealer
@@ -1,20 +1,21 @@
[Room_Info] [Room_Info]
set_script = scripts\bases\li_09_Bar_hardpoint_R6.thn set_script = scripts\bases\rh_08_Bar_hardpoint_R6.thn
scene = ambient, scripts\bases\li_09_bar_ambi_Li01_12.thn scene = ambient, scripts\bases\rh_08_bar_ambi_Bw04_02.thn
scene = ambient, scripts\bases\Ambi_Terrain_Static_Badlands.thn scene = ambient, scripts\bases\Ambi_Terrain_Static_D01.thn
scene = ambient, scripts\bases\Ambi_Terrain_Dynamic_Badlands.thn scene = ambient, scripts\bases\Ambi_Terrain_Static_D02.thn
scene = ambient, scripts\bases\Ambi_Lightning.thn scene = ambient, scripts\bases\Ambi_Terrain_Dynamic.thn
scene = ambient, scripts\bases\Ambi_Terrain_Distant.thn
[Room_Sound] [Room_Sound]
music = music_bar_generic07 music = music_bar_generic01
ambient = ambience_bar_space ambient = ambience_deck_space_smaller
[Camera]
name = Camera_0
[CharacterPlacement] [CharacterPlacement]
name = Zg/PC/Player/01/A/Stand name = Zg/PC/Player/01/A/Stand
start_script = Scripts\Bases\br_08_bar_enter_01.thn start_script = Scripts\Bases\rh_08_bar_enter_01.thn
[Camera]
name = Camera_0
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_DECK name = IDS_HOTSPOT_DECK
@@ -38,11 +39,6 @@ behavior = ExitDoor
room_switch = Deck room_switch = Deck
set_virtual_room = Equipment set_virtual_room = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_NEWSVENDOR name = IDS_HOTSPOT_NEWSVENDOR
behavior = NewsVendor behavior = NewsVendor
@@ -1,17 +1,11 @@
[Room_Info] [Room_Info]
scene = all, ambient, Scripts\Bases\br_05_Deck_ambi_int_01.thn set_script = Scripts\Bases\rh_07_Deck_hardpoint_01.thn
set_script = Scripts\Bases\br_05_Deck_hardpoint_01.thn scene = all, ambient, Scripts\Bases\rh_07_Deck_ambi_int_01.thn
animation = Sc_loop
[Spiels]
CommodityDealer = manhattan_commodity_spiel
EquipmentDealer = manhattan_equipment_spiel
[Room_Sound] [Room_Sound]
ambient = ambience_deck_space_larger ambient = ambience_deck_space_larger
[CharacterPlacement]
name = Zg/PC/Player/01/A/Stand
[PlayerShipPlacement] [PlayerShipPlacement]
name = X/Shipcentre/01 name = X/Shipcentre/01
@@ -38,11 +32,6 @@ name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom behavior = VirtualRoom
room_switch = Equipment room_switch = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer
[Hotspot] [Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair behavior = Repair
@@ -87,91 +76,3 @@ virtual_room = Equipment
name = IDS_NN_REPAIR_YOUR_SHIP name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair behavior = Repair
virtual_room = Equipment virtual_room = Equipment
[FlashlightSet]
icolor = 255, 200, 100
scale = 0.500000
gap = 0.000000
blink = 0.050000
endpause = 0.000000
hardpoint = HpLightA01
hardpoint = HpLightA02
hardpoint = HpLightA03
hardpoint = HpLightA04
hardpoint = HpLightA05
hardpoint = HpLightA06
hardpoint = HpLightA07
hardpoint = HpLightA08
hardpoint = HpLightA09
hardpoint = HpLightA10
hardpoint = HpLightA11
hardpoint = HpLightA12
hardpoint = HpLightA13
hardpoint = HpLightA14
hardpoint = HpLightA15
hardpoint = HpLightA16
hardpoint = HpLightA17
hardpoint = HpLightA18
hardpoint = HpLightA19
hardpoint = HpLightA20
hardpoint = HpLightA21
hardpoint = HpLightA22
hardpoint = HpLightA23
hardpoint = HpLightA24
hardpoint = HpLightA25
hardpoint = HpLightA26
hardpoint = HpLightA27
hardpoint = HpLightA28
hardpoint = HpLightA29
hardpoint = HpLightA30
hardpoint = HpLightB15
hardpoint = HpLightB16
hardpoint = HpLightB17
hardpoint = HpLightB18
hardpoint = HpLightB19
hardpoint = HpLightB20
hardpoint = HpLightB21
hardpoint = HpLightB22
hardpoint = HpLightB23
hardpoint = HpLightB24
hardpoint = HpLightB25
hardpoint = HpLightB26
[FlashlightSet]
icolor = 200, 255, 50
scale = 0.500000
gap = 0.000000
blink = 0.000000
endpause = 0.000000
hardpoint = HpLightA31
hardpoint = HpLightA32
hardpoint = HpLightA33
hardpoint = HpLightA34
hardpoint = HpLightA35
hardpoint = HpLightA36
hardpoint = HpLightA37
hardpoint = HpLightA38
hardpoint = HpLightA39
hardpoint = HpLightA40
[FlashlightSet]
icolor = 100, 200, 200
scale = 0.500000
gap = 0.000000
blink = 0.000000
endpause = 0.000000
numlights = 26
hardpoint = HpLightB01
hardpoint = HpLightB02
hardpoint = HpLightB03
hardpoint = HpLightB04
hardpoint = HpLightB05
hardpoint = HpLightB06
hardpoint = HpLightB07
hardpoint = HpLightB08
hardpoint = HpLightB09
hardpoint = HpLightB10
hardpoint = HpLightB11
hardpoint = HpLightB12
hardpoint = HpLightB13
hardpoint = HpLightB14
@@ -11,16 +11,31 @@ name = X/Shipcentre/01
[Camera] [Camera]
name = Camera_0 name = Camera_0
[Hotspot]
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_BAR name = IDS_HOTSPOT_BAR
behavior = ExitDoor behavior = ExitDoor
room_switch = Bar room_switch = Bar
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer
[Hotspot]
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[FlashlightSet] [FlashlightSet]
icolor = 255, 200, 100 icolor = 255, 200, 100
scale = 0.500000 scale = 0.500000
@@ -14,11 +14,6 @@ ambient = ambience_shipbuy
[ForSaleShipPlacement] [ForSaleShipPlacement]
name = X/Shipcentre/01 name = X/Shipcentre/01
[Hotspot]
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_BAR name = IDS_HOTSPOT_BAR
behavior = ExitDoor behavior = ExitDoor
@@ -41,6 +36,11 @@ name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor behavior = ExitDoor
room_switch = ShipDealer room_switch = ShipDealer
[Hotspot]
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot] [Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair behavior = Repair
@@ -1,27 +0,0 @@
[Room_Info]
set_script = Scripts\Bases\Li_09_bar_hardpoint_s020x.thn
scene = all, ambient, Scripts\Bases\Li_09_bar_ambi_int_s020x.thn
[Room_Sound]
ambient = ambience_deck_space_smaller
[CharacterPlacement]
name = Zg/PC/Player/01/A/Stand
start_script = Scripts\Bases\li_09_bar_enter_01.thn
[Camera]
name = Camera_0
[Hotspot]
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot]
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar
[Hotspot]
name = IDS_HOTSPOT_NEWSVENDOR
behavior = NewsVendor
@@ -1,23 +0,0 @@
[Room_Info]
set_script = Scripts\Bases\Li_08_Deck_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Li_08_Deck_ambi_int_01.thn
animation = Sc_loop
[Room_Sound]
ambient = ambience_deck_space_smaller
[PlayerShipPlacement]
name = X/Shipcentre/01
[Camera]
name = Camera_0
[Hotspot]
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot]
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar
@@ -1,18 +1,17 @@
[Room_Info] [Room_Info]
set_script = Scripts\Bases\Li_07_bar_hardpoint_01.thn set_script = scripts\bases\br_05_Bar_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Li_07_bar_ambi_int_01.thn scene = ambient, scripts\bases\br_05_bar_ambi_Br02_03.thn
animation = Sc_loop
[Room_Sound] [Room_Sound]
music = music_bar_li05 music = music_bar_generic06
ambient = ambience_bar_space ambient = ambience_deck_space_smaller
[Camera]
name = Camera_0
[CharacterPlacement] [CharacterPlacement]
name = Zg/PC/Player/01/A/Stand name = Zg/PC/Player/01/A/Stand
start_script = scripts\bases\Li_07_bar_enter_01.thn start_script = Scripts\Bases\br_05_bar_enter_01.thn
[Camera]
name = Camera_0
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_DECK name = IDS_HOTSPOT_DECK
@@ -24,6 +23,27 @@ name = IDS_HOTSPOT_BAR
behavior = ExitDoor behavior = ExitDoor
room_switch = Bar room_switch = Bar
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Trader
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_NEWSVENDOR name = IDS_HOTSPOT_NEWSVENDOR
behavior = NewsVendor behavior = NewsVendor
[Hotspot]
name = IDS_HOTSPOT_MISSIONVENDOR
behavior = MissionVendor
@@ -1,10 +1,10 @@
[Room_Info] [Room_Info]
set_script = Scripts\Bases\Li_07_Deck_hardpoint_01.thn set_script = Scripts\Bases\br_05_Deck_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Li_07_Deck_ambi_int_01.thn scene = all, ambient, Scripts\Bases\br_05_Deck_ambi_int_01.thn
animation = Sc_loop animation = Sc_loop
[Room_Sound] [Room_Sound]
ambient = ambience_deck_space_larger ambient = ambience_deck_space_smaller
[PlayerShipPlacement] [PlayerShipPlacement]
name = X/Shipcentre/01 name = X/Shipcentre/01
@@ -22,12 +22,72 @@ name = IDS_HOTSPOT_BAR
behavior = ExitDoor behavior = ExitDoor
room_switch = Bar room_switch = Bar
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer
[Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Deck
[Hotspot]
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Trader
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER
behavior = StartDealer
state_read = 2
state_send = 1
virtual_room = Trader
[Hotspot]
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Equipment
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER
behavior = StartEquipDealer
state_read = 2
state_send = 1
virtual_room = Equipment
[Hotspot]
name = IDS_EQUIPMENT_ROOM_RIGHT
behavior = MoveRight
state_read = 2
state_send = 1
virtual_room = Equipment
[Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Equipment
[FlashlightSet] [FlashlightSet]
icolor = 0, 155, 255 icolor = 255, 200, 100
scale = 0.250000 scale = 0.5
gap = 0.000000 gap = 0
blink = 0.000000 blink = 0.05
endpause = 0.000000 endpause = 0
hardpoint = HpLightA01 hardpoint = HpLightA01
hardpoint = HpLightA02 hardpoint = HpLightA02
hardpoint = HpLightA03 hardpoint = HpLightA03
@@ -56,6 +116,14 @@ hardpoint = HpLightA25
hardpoint = HpLightA26 hardpoint = HpLightA26
hardpoint = HpLightA27 hardpoint = HpLightA27
hardpoint = HpLightA28 hardpoint = HpLightA28
hardpoint = HpLightA29
hardpoint = HpLightA30
hardpoint = HpLightB15
hardpoint = HpLightB16
hardpoint = HpLightB17
hardpoint = HpLightB18
hardpoint = HpLightB19
hardpoint = HpLightB20
hardpoint = HpLightB21 hardpoint = HpLightB21
hardpoint = HpLightB22 hardpoint = HpLightB22
hardpoint = HpLightB23 hardpoint = HpLightB23
@@ -64,11 +132,28 @@ hardpoint = HpLightB25
hardpoint = HpLightB26 hardpoint = HpLightB26
[FlashlightSet] [FlashlightSet]
icolor = 255, 255, 55 icolor = 200, 255, 50
scale = 0.250000 scale = 0.5
gap = 0.000000 gap = 0
blink = 0.050000 blink = 0
endpause = 0.000000 endpause = 0
hardpoint = HpLightA31
hardpoint = HpLightA32
hardpoint = HpLightA33
hardpoint = HpLightA34
hardpoint = HpLightA35
hardpoint = HpLightA36
hardpoint = HpLightA37
hardpoint = HpLightA38
hardpoint = HpLightA39
hardpoint = HpLightA40
[FlashlightSet]
icolor = 100, 200, 200
scale = 0.5
gap = 0
blink = 0
endpause = 0
numlights = 26 numlights = 26
hardpoint = HpLightB01 hardpoint = HpLightB01
hardpoint = HpLightB02 hardpoint = HpLightB02
@@ -84,9 +169,3 @@ hardpoint = HpLightB11
hardpoint = HpLightB12 hardpoint = HpLightB12
hardpoint = HpLightB13 hardpoint = HpLightB13
hardpoint = HpLightB14 hardpoint = HpLightB14
hardpoint = HpLightB15
hardpoint = HpLightB16
hardpoint = HpLightB17
hardpoint = HpLightB18
hardpoint = HpLightB19
hardpoint = HpLightB20
@@ -1,17 +1,18 @@
[Room_Info] [Room_Info]
set_script = Scripts\Bases\Li_09_bar_hardpoint_s020x.thn set_script = Scripts\Bases\li_05_bar_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Li_09_bar_ambi_int_s020x.thn scene = all, ambient, Scripts\Bases\Li_05_Bar_ambi_int_01.thn
[Room_Sound] [Room_Sound]
ambient = ambience_deck_space_smaller ambient = ambience_bar_ground_smaller
music = music_bar_generic09
[CharacterPlacement]
name = Zg/PC/Player/01/A/Stand
start_script = Scripts\Bases\li_09_bar_enter_01.thn
[Camera] [Camera]
name = Camera_0 name = Camera_0
[CharacterPlacement]
name = Zg/PC/Player/01/A/Stand
start_script = scripts\bases\li_05_bar_enter_01.thn
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_DECK name = IDS_HOTSPOT_DECK
behavior = ExitDoor behavior = ExitDoor
@@ -22,6 +23,28 @@ name = IDS_HOTSPOT_BAR
behavior = ExitDoor behavior = ExitDoor
room_switch = Bar room_switch = Bar
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Trader
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = ShipDealer
[Hotspot] [Hotspot]
name = IDS_HOTSPOT_NEWSVENDOR name = IDS_HOTSPOT_NEWSVENDOR
behavior = NewsVendor behavior = NewsVendor
[Hotspot]
name = IDS_HOTSPOT_MISSIONVENDOR
behavior = MissionVendor
@@ -1,14 +1,23 @@
[Room_Info] [Room_Info]
set_script = Scripts\Bases\Li_08_Deck_hardpoint_01.thn set_script = Scripts\Bases\Li_05_Deck_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Li_08_Deck_ambi_int_01.thn scene = all, ambient, Scripts\Bases\Li_05_Deck_ambi_int_01.thn
animation = Sc_loop
[Spiels]
CommodityDealer = manhattan_commodity_spiel
EquipmentDealer = manhattan_equipment_spiel
[Room_Sound] [Room_Sound]
ambient = ambience_deck_space_smaller ambient = ambience_deck_space_smaller
[CharacterPlacement]
name = Zg/PC/Player/01/A/Stand
[PlayerShipPlacement] [PlayerShipPlacement]
name = X/Shipcentre/01 name = X/Shipcentre/01
[ForSaleShipPlacement]
name = X/Shipcentre/02
[Camera] [Camera]
name = Camera_0 name = Camera_0
@@ -21,3 +30,82 @@ room_switch = Deck
name = IDS_HOTSPOT_BAR name = IDS_HOTSPOT_BAR
behavior = ExitDoor behavior = ExitDoor
room_switch = Bar room_switch = Bar
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = VirtualRoom
room_switch = ShipDealer
[Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Deck
[Hotspot]
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Trader
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER
behavior = StartDealer
state_read = 2
state_send = 1
virtual_room = Trader
[Hotspot]
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Equipment
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER
behavior = StartEquipDealer
state_read = 2
state_send = 1
virtual_room = Equipment
[Hotspot]
name = IDS_EQUIPMENT_ROOM_RIGHT
behavior = MoveRight
state_read = 2
state_send = 1
virtual_room = Equipment
[Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Equipment
[Hotspot]
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = ShipDealer
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER
behavior = StartShipDealer
state_read = 2
state_send = 1
virtual_room = ShipDealer
[Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = ShipDealer
@@ -0,0 +1,38 @@
[Room_Info]
set_script = Scripts\Bases\Pl_01_pad_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Pl_01_pad_ambi_day_01.thn
scene = all, ambient, Scripts\Bases\Pl_01_pad_traffic_01.thn, TRAFFIC_PRIORITY
[Room_Sound]
ambient = ambience_planetscape_rocky
[PlayerShipPlacement]
name = X/Shipcentre/01
[Camera]
name = Camera_0
[Hotspot]
name = IDS_HOTSPOT_PLANETSCAPE
behavior = ExitDoor
room_switch = Planetscape
[Hotspot]
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = VirtualRoom
room_switch = ShipDealer
@@ -0,0 +1,61 @@
[Room_Info]
set_script = Scripts\Bases\Br_05_Deck_hardpoint_SDlr.thn
scene = all, ambient, Scripts\Bases\br_05_Deck_ambi_int_01.thn
[Spiels]
ShipDealer = manhattan_ship_spiel
[Camera]
name = Camera_0
[Room_Sound]
ambient = ambience_shipbuy
[CharacterPlacement]
name = Zg/PC/Player/01/A/Stand
[ForSaleShipPlacement]
name = X/Shipcentre/01
[Hotspot]
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot]
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Trader
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer
[Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
[Hotspot]
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER
behavior = StartShipDealer
state_read = 2
state_send = 1
@@ -0,0 +1,37 @@
[Room_Info]
set_script = Scripts\Bases\Li_05_Deck_HardPoint_01.thn
scene = all, ambient, Scripts\Bases\Li_05_Deck_ambi_int_01.thn
[Room_Sound]
ambient = ambience_deck_space_smaller
[PlayerShipPlacement]
name = X/Shipcentre/01
[Camera]
name = Camera_0
[Hotspot]
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot]
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar
[Hotspot]
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader
[Hotspot]
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = VirtualRoom
room_switch = ShipDealer
File diff suppressed because it is too large Load Diff
+10 -25
View File
@@ -1490,7 +1490,6 @@ system = Bw11
strid_name = 262040 strid_name = 262040
file = Universe\Systems\Bw11\Bases\Bw11_01_Base.ini file = Universe\Systems\Bw11\Bases\Bw11_01_Base.ini
; REM LINER ; REM LINER
[Base] [Base]
@@ -1500,7 +1499,6 @@ strid_name = 198007
file = Universe\custom_bases\Hi02_REM_LINER_Base.ini file = Universe\custom_bases\Hi02_REM_LINER_Base.ini
BGCS_base_run_by = W02bF35 BGCS_base_run_by = W02bF35
; Omicron Minor ; Omicron Minor
[Base] [Base]
@@ -1516,8 +1514,6 @@ system = St01
strid_name = 197409 strid_name = 197409
file = Universe\Systems\St01\Bases\St01_02_Base.ini file = Universe\Systems\St01\Bases\St01_02_Base.ini
; Omicron Beta 2 ; Omicron Beta 2
[Base] [Base]
@@ -1535,7 +1531,6 @@ file = Universe\Systems\St02\Bases\St02_01_Base.ini
; file = UNIVERSE\SYSTEMS\ST02\Bases\St02_02_Base.ini ; file = UNIVERSE\SYSTEMS\ST02\Bases\St02_02_Base.ini
; BGCS_base_run_by = W02bF35 ; BGCS_base_run_by = W02bF35
[Base] [Base]
nickname = St03b_01_Base nickname = St03b_01_Base
system = St03b system = St03b
@@ -1552,7 +1547,6 @@ strid_name = 198005
file = UNIVERSE\SYSTEMS\ST03\Bases\ST03_01_Base.ini file = UNIVERSE\SYSTEMS\ST03\Bases\ST03_01_Base.ini
BGCS_base_run_by = W02bF35 BGCS_base_run_by = W02bF35
[Base] [Base]
nickname = br_m_hydrocarbon_miner nickname = br_m_hydrocarbon_miner
system = Br02 system = Br02
@@ -1740,22 +1734,22 @@ BGCS_base_run_by = W02bF35
[Base] [Base]
nickname = LI06_01_Base nickname = LI06_01_Base
system = LI06 system = LI06
file = UNIVERSE\SYSTEMS\LI06\Bases\LI06_01_Base.ini file = UNIVERSE\SYSTEMS\Li06\Bases\LI06_01_Base.ini
strid_name = 458754 strid_name = 450010
BGCS_base_run_by = W02bF33 BGCS_base_run_by = W02bF33
[Base] [Base]
nickname = LI06_02_Base nickname = LI06_02_Base
system = LI06 system = LI06
strid_name = 458756 strid_name = 450040
file = UNIVERSE\SYSTEMS\LI06\Bases\LI06_02_Base.ini file = UNIVERSE\SYSTEMS\Li06\Bases\LI06_02_Base.ini
BGCS_base_run_by = W02bF39 BGCS_base_run_by = W02bF39
[Base] [Base]
nickname = LI06_03_Base nickname = LI06_03_Base
system = LI06 system = LI06
strid_name = 524292 strid_name = 450035
file = UNIVERSE\SYSTEMS\LI06\Bases\LI06_03_Base.ini file = UNIVERSE\SYSTEMS\Li06\Bases\LI06_03_Base.ini
BGCS_base_run_by = W02bF52 BGCS_base_run_by = W02bF52
[Base] [Base]
@@ -1765,25 +1759,18 @@ strid_name = 0
file = UNIVERSE\SYSTEMS\LI06\Bases\LI06_04_Base.ini file = UNIVERSE\SYSTEMS\LI06\Bases\LI06_04_Base.ini
BGCS_base_run_by = W02bF33 BGCS_base_run_by = W02bF33
[Base]
nickname = LI06_05_Base
system = LI06
strid_name = 0
file = Universe\Systems\LI06\Bases\LI06_05_Base.ini
BGCS_base_run_by = W02bF33
[Base] [Base]
nickname = LI06_06_Base nickname = LI06_06_Base
system = LI06 system = LI06
strid_name = 0 strid_name = 450030
file = Universe\Systems\LI06\Bases\LI06_06_Base.ini file = UNIVERSE\SYSTEMS\Li06\Bases\LI06_06_Base.ini
BGCS_base_run_by = W02bF33 BGCS_base_run_by = W02bF33
[Base] [Base]
nickname = LI06_07_Base nickname = LI06_07_Base
system = LI06 system = LI06
strid_name = 0 strid_name = 450060
file = Universe\Systems\LI06\Bases\LI06_07_Base.ini file = UNIVERSE\SYSTEMS\Li06\Bases\LI06_07_Base.ini
BGCS_base_run_by = W02bF33 BGCS_base_run_by = W02bF33
[system] [system]
@@ -2306,7 +2293,6 @@ strid_name = 196657
ids_info = 66115 ids_info = 66115
NavMapScale = 3 NavMapScale = 3
; Omicron Lambda ; Omicron Lambda
[system] [system]
@@ -2362,4 +2348,3 @@ pos = 12, 16
strid_name = 454900 strid_name = 454900
NavMapScale = 2 NavMapScale = 2
msg_id_prefix = gcs_refer_system_St05 msg_id_prefix = gcs_refer_system_St05
+124 -16
View File
@@ -5,6 +5,7 @@
-- Test Infocard -- Test Infocard
rem.AddInfoCard(9000, "Spam") rem.AddInfoCard(9000, "Spam")
-- HotkeyMenu Infocard (Override) -- HotkeyMenu Infocard (Override)
rem.AddInfoCard(1904, "REMNANT") rem.AddInfoCard(1904, "REMNANT")
@@ -30,9 +31,9 @@ rem.AddInfoCard(450010, "Planet Las Vegas")
rem.AddInfoCard(450011, "Planet Las Vegas Docking Ring") rem.AddInfoCard(450011, "Planet Las Vegas Docking Ring")
rem.AddInfoCard(450020, "Planet Reno") rem.AddInfoCard(450020, "Planet Reno")
rem.AddInfoCard(450021, "Planet Reno Docking Ring") rem.AddInfoCard(450021, "Planet Reno Docking Ring")
rem.AddInfoCard(450030, "Carson Station") rem.AddInfoCard(450030, "Sentinel Outpost")
rem.AddInfoCard(450035, "Hoover Station") rem.AddInfoCard(450035, "Hoover Station")
rem.AddInfoCard(450040, "The Ranch") rem.AddInfoCard(450040, "Helios Station")
rem.AddInfoCard(450045, "Primm Station") rem.AddInfoCard(450045, "Primm Station")
rem.AddInfoCard(450050, "Mojave Dust Cloud") rem.AddInfoCard(450050, "Mojave Dust Cloud")
rem.AddInfoCard(450051, "Death Valley Dust Storm") rem.AddInfoCard(450051, "Death Valley Dust Storm")
@@ -130,13 +131,13 @@ rem.AddInfoCard(458872, "Lane Hacker Wreckage")
rem.AddInfoCard(458874, "Liberty Rogues Courier") rem.AddInfoCard(458874, "Liberty Rogues Courier")
rem.AddInfoCard(458876, "Ageira Large Transport Wreckage") rem.AddInfoCard(458876, "Ageira Large Transport Wreckage")
-- Story Arc - Inner Corruption (Buffalo Station - Li01_12_Base) -- Story Arc Buffalo - Inner Corruption (Buffalo Station - Li01_12_Base)
-- Mission Text Introducing -- Mission Text Introducing
rem.AddInfoCard(458999, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>I received a cryptic message from an unknown contact for a rendezvous on Buffalo Station. The message contains also the specific location data for the meeting.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>There could be a trap, but at least I should risk a look.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(458999, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Receiving a cryptic message from an unknown contact for a rendezvous on Buffalo Station. The message contains also the specific location data for the meeting.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>There could be a trap, but at least giving it a chance and risk a look.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459000, "Story Arc - Buffalo") rem.AddInfoCard(459000, "Story Arc - Buffalo")
rem.AddInfoCard(459001, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>After my arrival on Buffalo Station, I met a female artificial intelligence unit linked with an underground news channel called the Rebus. Revealing the truth about Liberty's intention, it's inner corruption and the lie to cover-up of the impacts of the nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Through the complex security communication structure of the Rebus, independent freelancers are always required to gain information. Liberty transmitted their planned emergency action documents to their intel Navy Satellite near Maine. Based on our intelligence, this Navy Satellite near the icy moon Maine functions as a connection hub for communication networks used in covert operations and discreet messaging. Getting these documents will certainly have an impact to the further political events and the revelation of Liberty's political agendas.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy the Navy Satellite</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Obtain the latest emergency action documents from Liberty</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the files to the Rebus on Buffalo Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459001, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>After arriving at Buffalo Station, a female artificial intelligence unit linked with an underground news channel called the Rebus has been introduced: Revealing the truth about Liberty's intention, it's inner corruption and the lie to cover-up of the impacts of the nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Through the complex security communication structure of the Rebus, independent freelancers are always required to gain information. Liberty transmitted their planned emergency action documents to their intel Navy Satellite near Maine. Based on our intelligence, this Navy Satellite near the icy moon Maine functions as a connection hub for communication networks used in covert operations and discreet messaging. Getting these documents will certainly have an impact to the further political events and the revelation of Liberty's political agendas.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy the Navy Satellite</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Obtain the latest emergency action documents from Liberty</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the files to the Rebus on Buffalo Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459002, "Obtain the Emergency Action Documents") rem.AddInfoCard(459002, "Obtain the Emergency Action Documents")
rem.AddInfoCard(459003, "Destroy the Navy Satellite") rem.AddInfoCard(459003, "Destroy the Navy Satellite")
rem.AddInfoCard(459004, "Tractor in the Emergency Action Documents") rem.AddInfoCard(459004, "Tractor in the Emergency Action Documents")
@@ -144,17 +145,20 @@ rem.AddInfoCard(459005, "Deliver the Documents to Buffalo")
rem.AddInfoCard(459006, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>The Rebus was right. By obtaining the latest emergency action documents, there are some delicate information what hardliners of the Liberty authorities have planned as a reaction for the destruction of Freeport 7 and the Nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>These actions are primarely focussing to restrict the scope in what the The Rebus is acting. The political pressure is forcing President Jacobi to take action accordingly.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>It will take some time to evalute all captured documents. In the meantime the Lane Hackers are requesting some assistance with one of their patrols. Fly to Mactan Base in the Magellan System to start the mission.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459006, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>The Rebus was right. By obtaining the latest emergency action documents, there are some delicate information what hardliners of the Liberty authorities have planned as a reaction for the destruction of Freeport 7 and the Nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>These actions are primarely focussing to restrict the scope in what the The Rebus is acting. The political pressure is forcing President Jacobi to take action accordingly.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>It will take some time to evalute all captured documents. In the meantime the Lane Hackers are requesting some assistance with one of their patrols. Fly to Mactan Base in the Magellan System to start the mission.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459009, "Fly to Mactan Base") rem.AddInfoCard(459009, "Fly to Mactan Base")
rem.AddInfoCard(459010, "Land on Mactan Base") rem.AddInfoCard(459010, "Land on Mactan Base")
-- Story Arc Buffalo - Phantom Breach (Mactan Base - Li01_12_Base)
rem.AddInfoCard(459011, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Phantom Breach</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Lane Hackers were intercepted by Ageira Technologies armed forces during their attempt to inject their cracked firmware codes to the Tradelanes near Freeport 4. Despite their efforts, the hackers managed to crack the Tradelane's firmware, gaining access to sensitive navigation and control systems. However, the security forces of Ageira Technologies quickly responded, leading to a fierce confrontation.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Your mission is to destroy all Ageira Technologies vessels and salvage the cracked firmware codes so they don't get their hands on them and bring them back to Mactan Base.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy all Ageira Vessels</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Salvage the cracked firmware codes</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the cracked firmware codes to Mactan Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459011, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Phantom Breach</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Lane Hackers were intercepted by Ageira Technologies armed forces during their attempt to inject their cracked firmware codes to the Tradelanes near Freeport 4. Despite their efforts, the hackers managed to crack the Tradelane's firmware, gaining access to sensitive navigation and control systems. However, the security forces of Ageira Technologies quickly responded, leading to a fierce confrontation.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Your mission is to destroy all Ageira Technologies vessels and salvage the cracked firmware codes so they don't get their hands on them and bring them back to Mactan Base.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy all Ageira Vessels</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Salvage the cracked firmware codes</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the cracked firmware codes to Mactan Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459012, "Salvage the Cracked Firmware Codes") rem.AddInfoCard(459012, "Salvage the Cracked Firmware Codes")
rem.AddInfoCard(459013, "Destroy all Ageira Vessels") rem.AddInfoCard(459013, "Destroy all Ageira Vessels")
rem.AddInfoCard(459015, "Tractor in Cracked Firmware Codes") rem.AddInfoCard(459015, "Tractor in Cracked Firmware Codes")
rem.AddInfoCard(459016, "Deliver the Codes to Mactan Base") rem.AddInfoCard(459016, "Deliver the Codes to Mactan Base")
rem.AddInfoCard(459017, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 02: Phantom Breach</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>This was a harsh battle against Ageira Technologies security forces. Thankfully, the Lane Hackers have regained access to the cracked firmware codes. However, Ageira Technologies will definitely monitor their actions more closely than usual.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Rebus sent a message to my Neural Net, instructing to meet her at Buffalo Base. It is highly alarming about the sitatuion and Liberty's upcoming plans.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>To foil or at least delay these measures, The Rebus awaits my response to continue countering their political agendas.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459017, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 02: Phantom Breach</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>This was a harsh battle against Ageira Technologies security forces. Thankfully, the Lane Hackers have regained access to the cracked firmware codes. However, Ageira Technologies will definitely monitor their actions more closely than usual.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Rebus sent a message to your Neural Net, instructing to meet her at Buffalo Base. It is highly alarming about the sitatuion and Liberty's upcoming plans.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>To foil or at least delay these measures, The Rebus awaits my response to continue countering their political agendas.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459018, "Fly to Buffalo Base") rem.AddInfoCard(459018, "Fly to Buffalo Base")
rem.AddInfoCard(459019, "Land on Buffalo Base") rem.AddInfoCard(459019, "Land on Buffalo Base")
-- Story Arc - Subversive Operation (Buffalo Station - Li01_12_Base) -- Story Arc Buffalo - Subversive Operation (Buffalo Station - Li01_12_Base)
rem.AddInfoCard(459020, "Story Arc - Buffalo") rem.AddInfoCard(459020, "Story Arc - Buffalo")
rem.AddInfoCard(459021, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 03: Subversive Operation</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>President Jacobi's political power fades away. She is loosing more and more control to the authorities in Liberty. She will not be able to hold on her power for much longer, if she continues to weaken.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Although she does not clearly represent our ideals, President Jacobi was the only hope for a peaceful solution to our conflict with the colonies. That's why we have to launch an attack, the authorities of Liberty won't recover so quickly from this blow. The undercover strike force usually hides in the Detroit Debris Field. Destroy the fighters, the Liberty Cruiser commando post and deliver the Experimental Weapons to Buffalo Base.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy Liberty's Black Op Strike Force</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy the Liberty Cruiser</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the Experimental Weapons to Buffalo Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459021, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 03: Subversive Operation</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>President Jacobi's political power fades away. She is loosing more and more control to the authorities in Liberty. She will not be able to hold on her power for much longer, if she continues to weaken.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Although she does not clearly represent our ideals, President Jacobi was the only hope for a peaceful solution to our conflict with the colonies. That's why we have to launch an attack, the authorities of Liberty won't recover so quickly from this blow. The undercover strike force usually hides in the Detroit Debris Field. Destroy the fighters, the Liberty Cruiser commando post and deliver the Experimental Weapons to Buffalo Base.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy Liberty's Black Op Strike Force</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy the Liberty Cruiser</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the Experimental Weapons to Buffalo Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
@@ -165,15 +169,19 @@ rem.AddInfoCard(459025, "Destroy the Liberty Cruiser")
rem.AddInfoCard(459026, "Tractor in Experimental Weapons") rem.AddInfoCard(459026, "Tractor in Experimental Weapons")
rem.AddInfoCard(459027, "Deliver the Experimental Weapons to Buffalo Base") rem.AddInfoCard(459027, "Deliver the Experimental Weapons to Buffalo Base")
rem.AddInfoCard(459028, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 03: Subversive Operation</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>This was a severe blow against Liberty's radical military wing. Fortunately, they had transported the Experimental Weapons along with their commando post.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Rebus offeres you another step to enter the inner ranks. Now, that you are part of our initiative you deserve more informations about what we are. Once you have finished your next missions contact The Rebus on Buffalo Base.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Jump to the California System and meet the Liberty Rogues courier to start the next mission.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459028, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 03: Subversive Operation</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>This was a severe blow against Liberty's radical military wing. Fortunately, they had transported the Experimental Weapons along with their commando post.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Rebus offeres you another step to enter the inner ranks. Now, that you are part of our initiative you deserve more informations about what we are. Once you have finished your next missions contact The Rebus on Buffalo Base.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Jump to the California System and meet the Liberty Rogues courier to start the next mission.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459030, "Meet the Liberty Rouges courier") rem.AddInfoCard(459030, "Meet the Liberty Rouges courier")
rem.AddInfoCard(459031, "Jump to California") rem.AddInfoCard(459031, "Jump to California")
rem.AddInfoCard(459032, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 04: Interlude</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Your mission courier has been trapped within a gravitational energy field and is unable to escape.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Bounty Hunter Guild Patrols are already on their way to catch their prey. Stop them and assist the courier.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy the Gravity Buoy</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Eliminate all Liberty Navy and Bounty Hunter Vessels</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Meet the courier on Alcatraz Depot</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Story Arc Buffalo - Interlude (Buffalo Station - Li01_12_Base)
rem.AddInfoCard(459032, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 04: Interlude</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Liberty Rogues mission courier has been trapped within a gravitational energy field and is unable to escape.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Bounty Hunter Guild Patrols are already on their way to catch their prey. Stop them and assist the courier.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy the Gravity Buoy</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Eliminate all Liberty Navy and Bounty Hunter Vessels</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Meet the courier on Alcatraz Depot</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459033, "Destroy the Gravity Buoy") rem.AddInfoCard(459033, "Destroy the Gravity Buoy")
rem.AddInfoCard(459034, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 04: Interlude</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>....</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>...</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>...</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459034, "Eliminate all Bounty Hunter Guild Vessels")
rem.AddInfoCard(459035, "Eliminate all Bounty Hunter Guild Vessels") rem.AddInfoCard(459035, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 04: Interlude</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>....</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>...</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Fly to Alcatraz Depot to talk to the courier</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459036, "Meet the courier at Alcatraz Depot") rem.AddInfoCard(459036, "Meet the courier at Alcatraz Depot")
-- Story Arc Buffalo - Silent Deception (Buffalo Station - Li01_12_Base)
rem.AddInfoCard(459040, "Story Arc - Buffalo") rem.AddInfoCard(459040, "Story Arc - Buffalo")
rem.AddInfoCard(459041, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 05: Silent Deception</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Liberty Rouges ambushed a military convoy in the Tahoe Ice Cloud. This supply patrol delivering a decoder keyed to high-level military ciphers. To stay one step ahead of Liberty, we must acquire this device. Fly to the Tahoe Ice Cloud and join the Liberty Rogues.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Large Transport is guarded by a fighter escort. First destroy all fighters, then the transport to tractor in the decoder and bring them to Alcatraz Depot.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Eliminate all Liberty Navy Vessels</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Salvage the High-Level Cipher Decoder</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the High-Level Cipher Decoder to Alcatraz Depot</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459041, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 05: Silent Deception</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Liberty Rouges ambushed a military convoy in the Tahoe Ice Cloud. This supply patrol delivering a decoder keyed to high-level military ciphers. To stay one step ahead of Liberty, we must acquire this device. Fly to the Tahoe Ice Cloud and join the Liberty Rogues.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Large Transport is guarded by a fighter escort. First destroy all fighters, then the transport to tractor in the decoder and bring them to Alcatraz Depot.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Eliminate all Liberty Navy Vessels</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Salvage the High-Level Cipher Decoder</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the High-Level Cipher Decoder to Alcatraz Depot</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459042, "Salvage the High-Level Cipher Decoder") rem.AddInfoCard(459042, "Salvage the High-Level Cipher Decoder")
@@ -181,17 +189,19 @@ rem.AddInfoCard(459043, "Eliminate all Liberty Navy Vessels")
rem.AddInfoCard(459044, "Destroy the Large Transport") rem.AddInfoCard(459044, "Destroy the Large Transport")
rem.AddInfoCard(459045, "Tractor in High-Level Cipher Decoder") rem.AddInfoCard(459045, "Tractor in High-Level Cipher Decoder")
rem.AddInfoCard(459046, "Deliver the Decoder to Alcatraz Depot") rem.AddInfoCard(459046, "Deliver the Decoder to Alcatraz Depot")
rem.AddInfoCard(459047, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 05: Silent Deception</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>This mission was tough, but we managed to get the High-Level Cipher Decoder. The Liberty Rogues belive that the Liberty Navy is trying to locate the source of The Rebus. Therefore, the Liberty Rogues need that device to understand how Liberty is expected to behave and to plan their actions accordingly.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>......</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>....</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459047, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 05: Silent Deception</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>This mission was tough, but we managed to get the High-Level Cipher Decoder. The Liberty Rogues belive that the Liberty Navy is trying to locate the source of The Rebus. Therefore, the Liberty Rogues need that device to understand how Liberty is expected to behave and to plan their actions accordingly.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>With the Deciper no security system in Liberty will be save anymore. The collected data will direclty be sent to the Rebus to protect the pirate network.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Come back to Buffalo Base to get in touch with The Rebus once more.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459048, "Fly to Buffalo Base") rem.AddInfoCard(459048, "Fly to Buffalo Base")
rem.AddInfoCard(459049, "Land on Buffalo Base") rem.AddInfoCard(459049, "Land on Buffalo Base")
-- Story Arc - Data Fragment (Liberty) (Buffalo Station - Li01_12_Base) -- Story Arc Buffalo - Data Fragment (Liberty) (Buffalo Station - Li01_12_Base)
rem.AddInfoCard(459050, "Story Arc - Buffalo") rem.AddInfoCard(459050, "Story Arc - Buffalo")
rem.AddInfoCard(459051, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 06: Data Fragment (Liberty)</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>With the new confidence, I gained additional information about what exactly the Rebus is. It's a network of informants and pirate transmitters leading to one ship: The Rebus</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>For years, the authority started covert operations searching the whole Sirius Sector to find that source. To ensure that the location of the Rebus will not be discovered, the transmitters must be destroyed.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Find and destroy the transmitter</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Loot and transmit the data fragment to Buffalo Station</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459051, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 06: Data Fragment (Liberty)</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>With the new confidence, I gained additional information about what exactly the Rebus is. It's a network of informants and pirate transmitters leading to one ship: The Rebus</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>For a long time, the authority started covert operations searching the whole Sirius Sector to find that source. To ensure that the location of the Rebus will not be discovered, the transmitters must be destroyed.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Find and destroy the transmitter</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Loot and transmit the data fragment to Buffalo Station</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459052, "Find and destroy the transmitter") rem.AddInfoCard(459052, "Find and destroy the transmitter")
rem.AddInfoCard(459053, "Fly to Sector B2") rem.AddInfoCard(459053, "Fly to Sector B2")
rem.AddInfoCard(459054, "Tractor in the Data Fragment") rem.AddInfoCard(459054, "Tractor in the Data Fragment")
rem.AddInfoCard(459055, "Deliver the Data Fragment to Buffalo Base")
rem.AddInfoCard(459056, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 06: Data Fragment (Liberty)</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>For now, the actions to preserve the secret were successful and the Rebus has not been disclosed. But the Liberty authorities are still dangerous and compromised. The physical separation of the Nomads from their hosts resulted in a permanent psychosis, caused by a lingering influence of a persistent mental connection to their parasites. Depending on the host's mental strength, this induced process of madness emerges and is prolonged over a long period of time.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Rebus Network gained another information that President Jacobi has been restructured the Liberty Security Force under the Commando of Officer Jun'ko Zane. Both are aware about Liberty's inner corruption, so they formed the Liberty Security Force as a protection unit to save the president and trusted diplomats.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>To get access to the source of the ship, the location of The Rebus you have to find all four Data Fragments. You will find one of them in every House System: Bretonia, Kusari, Liberty and Rheinland. The Rebus transfered the Data Fragment (Liberty) to your Depot in Manhattan. With all Data Framents you can craft a key to get access to a restricted Jumphole.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Story Arc - Shattered Empire (Kyoto Base - Ku06_01_base) -- Story Arc - Shattered Empire (Kyoto Base - Ku06_01_base)
@@ -480,8 +490,10 @@ rem.AddInfoCard(50022, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUS
rem.AddInfoCard(222155, "Heavy Protection Armor") rem.AddInfoCard(222155, "Heavy Protection Armor")
rem.AddInfoCard(222227, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Heavy Protection Armor</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>This is an enhanced hull-panel-based armor that provides additional protection from all weapons at low costs. That armor class is not specifically designed for a specialized fighter. It can be mounted on every fighter class. </TEXT><PARA/><POP/></RDL>]]) rem.AddInfoCard(222227, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Heavy Protection Armor</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>This is an enhanced hull-panel-based armor that provides additional protection from all weapons at low costs. That armor class is not specifically designed for a specialized fighter. It can be mounted on every fighter class. </TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(263911, "Reinforced Nomad H. F. Shield") rem.AddInfoCard(263911, "Adv. Brigandine Mk II H. F. Shield")
rem.AddInfoCard(264000, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>SP-e3 "Reinforced Nomad" Heavy Fighter Positron Shield</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>This is a positron-based shield that provides enhanced protection by xeno-energy from tachyon and neutron weapons. This shield is specifically designed for Heavy Fighter class ships.</TEXT><PARA/><PARA/><POP/></RDL>]]) rem.AddInfoCard(263912, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>SP-e2 "Advanced Brigandine" Mk II Heavy Fighter Positron Shield</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>This is a positron-based shield that provides improved protection with Nomad Technology from tachyon and neutron weapons. This shield is specifically designed for Heavy Fighter class ships.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(264000, "Reinforced Nomad H. F. Shield")
rem.AddInfoCard(264001, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>SP-e3 "Reinforced Nomad" Heavy Fighter Positron Shield</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>This is a positron-based shield that provides enhanced protection by xeno-energy from tachyon and neutron weapons. This shield is specifically designed for Heavy Fighter class ships.</TEXT><PARA/><PARA/><POP/></RDL>]])
@@ -725,6 +737,16 @@ rem.AddInfoCard(320016, "Perry")
rem.AddInfoCard(320017, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>The wreckage of the Corsair Fighter </TEXT><TRA italic="true"/><TEXT>Perry</TEXT><TRA italic="false"/><TEXT>There's no information about him. He's like a shadow in that appears at a certain time.</TEXT><PARA/><POP/></RDL>]]) rem.AddInfoCard(320017, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>The wreckage of the Corsair Fighter </TEXT><TRA italic="true"/><TEXT>Perry</TEXT><TRA italic="false"/><TEXT>There's no information about him. He's like a shadow in that appears at a certain time.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(320018, "Scarab") rem.AddInfoCard(320018, "Scarab")
rem.AddInfoCard(320019, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>The wreckage of the Rogue Fighter </TEXT><TRA italic="true"/><TEXT>Scarab</TEXT><TRA italic="false"/><TEXT>There's no information about this wreckage.</TEXT><PARA/><POP/></RDL>]]) rem.AddInfoCard(320019, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>The wreckage of the Rogue Fighter </TEXT><TRA italic="true"/><TEXT>Scarab</TEXT><TRA italic="false"/><TEXT>There's no information about this wreckage.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(320020, "Dustrunner")
rem.AddInfoCard(320021, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>The wreckage of the Rogue Fighter </TEXT><TRA italic="true"/><TEXT>Dustrunner</TEXT><TRA italic="false"/><TEXT>, which was found drifting deep in the debris field near Station Hoover. Its transponder was wiped before the ship went dark, and the only trace left behind was a trail of scorched fragments leading toward the pirate lanes.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(320022, "High Roller")
rem.AddInfoCard(320023, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>The wreckage of the Pirate Fighter </TEXT><TRA italic="true"/><TEXT>High Roller</TEXT><TRA italic="false"/><TEXT>, a raider that tried to ambush traffic near Las Vegas and paid for the attempt with a broken hull and a silent cockpit. The ship still carries damaged casino markings, likely taken from one of the crews that used the wreck field as a hiding place.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(320024, "Free Port")
rem.AddInfoCard(320025, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>The wreckage of the Zoner Freighter </TEXT><TRA italic="true"/><TEXT>Free Port</TEXT><TRA italic="false"/><TEXT>, which was lost while carrying supplies to the Las Vegas underground facilities. The ship was found broken apart in the outer debris lanes, with its cargo pods stripped clean and its navigation systems destroyed beyond recovery.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(320026, "Checkpoint")
rem.AddInfoCard(320027, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>The wreckage of the Police Light Fighter </TEXT><TRA italic="true"/><TEXT>Checkpoint</TEXT><TRA italic="false"/><TEXT>, a patrol craft that vanished after entering the debris field in pursuit of a Rogue scout. The fighters that followed later found only a shattered frame and enough broken sensors to suggest the ship was ambushed from both sides.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(320028, "Bellwether")
rem.AddInfoCard(320029, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>The wreckage of the Large Transport </TEXT><TRA italic="true"/><TEXT>Bellwether</TEXT><TRA italic="false"/><TEXT>, which was assigned to move supplies into the underground city before it vanished without a distress call. The wreck is badly scorched, suggesting the ship was hit by long-range fire before the final impact in the debris field.</TEXT><PARA/><POP/></RDL>]])
-- REM NEWS -- REM NEWS
@@ -755,6 +777,92 @@ rem.AddInfoCard(262029, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TR
rem.AddInfoCard(262027, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA bold="true"/><JUST loc="c"/><PARA/><TEXT>Menes Station</TEXT><PARA/><TEXT></TEXT><TRA bold="false"/><JUST loc="l"/><PARA/><TEXT>Little is known about Menes, as all data are subject to the highest secrecy.</TEXT><PARA/><PARA/><TEXT>According to rumors, The Order tries to find out more about the Nomads and their ability for taking over humans.</TEXT><PARA/><PARA/><TEXT>There are strict safety measures for docking and visitors.</TEXT><PARA/><PARA/><PARA/><TEXT>+++ It is strictly forbidden to take cargo like Light Arms and Optical Chips with you into the security zone +++</TEXT><PARA/><PARA/><POP/></RDL>]]) rem.AddInfoCard(262027, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA bold="true"/><JUST loc="c"/><PARA/><TEXT>Menes Station</TEXT><PARA/><TEXT></TEXT><TRA bold="false"/><JUST loc="l"/><PARA/><TEXT>Little is known about Menes, as all data are subject to the highest secrecy.</TEXT><PARA/><PARA/><TEXT>According to rumors, The Order tries to find out more about the Nomads and their ability for taking over humans.</TEXT><PARA/><PARA/><TEXT>There are strict safety measures for docking and visitors.</TEXT><PARA/><PARA/><PARA/><TEXT>+++ It is strictly forbidden to take cargo like Light Arms and Optical Chips with you into the security zone +++</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(262030, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>DIAMETER: 26,216 km</TEXT><PARA/><TEXT>MASS: 9.89 x 10^24 kg</TEXT><PARA/><TEXT>TERRAIN: N/A</TEXT><PARA/><TEXT>TEMPERATURE: N/A</TEXT><PARA/><TEXT>ESCAPE VELOCITY: 15.42 km/s</TEXT><PARA/><PARA/><TEXT>Buried far beneath Nevada's scorching surface, Las Vegas was built after repeated attempts to establish an above-ground settlement failed under the planet's extreme heat. What began as a small underground shelter for miners, traders, and station workers gradually expanded into a vast network of buried casinos, luxury corridors, and air-conditioned pleasure halls.</TEXT><PARA/><TEXT>Today, the planet is administered by The Zoners, who keep the city functioning while quietly profiting from its endless appetite for credits, risk, and vice. Las Vegas has become a haven for criminals, smugglers, and fugitives looking to disappear into the crowd, as well as a magnet for those hoping to make a fast fortune.</TEXT><PARA/><TEXT>Bounty Hunters are also a common sight, drawn by the same chaos that attracts the desperate and the guilty. In Las Vegas, every deal carries a risk, every table has a cost, and every visitor arrives believing they will be the one to leave richer than they came.</TEXT><PARA/><POP/></RDL>]]) rem.AddInfoCard(262030, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>DIAMETER: 26,216 km</TEXT><PARA/><TEXT>MASS: 9.89 x 10^24 kg</TEXT><PARA/><TEXT>TERRAIN: N/A</TEXT><PARA/><TEXT>TEMPERATURE: N/A</TEXT><PARA/><TEXT>ESCAPE VELOCITY: 15.42 km/s</TEXT><PARA/><PARA/><TEXT>Buried far beneath Nevada's scorching surface, Las Vegas was built after repeated attempts to establish an above-ground settlement failed under the planet's extreme heat. What began as a small underground shelter for miners, traders, and station workers gradually expanded into a vast network of buried casinos, luxury corridors, and air-conditioned pleasure halls.</TEXT><PARA/><TEXT>Today, the planet is administered by The Zoners, who keep the city functioning while quietly profiting from its endless appetite for credits, risk, and vice. Las Vegas has become a haven for criminals, smugglers, and fugitives looking to disappear into the crowd, as well as a magnet for those hoping to make a fast fortune.</TEXT><PARA/><TEXT>Bounty Hunters are also a common sight, drawn by the same chaos that attracts the desperate and the guilty. In Las Vegas, every deal carries a risk, every table has a cost, and every visitor arrives believing they will be the one to leave richer than they came.</TEXT><PARA/><POP/></RDL>]])
-- Astroid / Cloud / NPC Infocards and Names / News
rem.AddInfoCard(263001, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>DIAMETER: N/A</TEXT><PARA/><TEXT>MASS: N/A</TEXT><PARA/><TEXT>TERRAIN: Asteroid Field</TEXT><PARA/><TEXT>TEMPERATURE: N/A</TEXT><PARA/><TEXT>ESCAPE VELOCITY: N/A</TEXT><PARA/><PARA/><TEXT>The asteroid field behind Las Vegas formed from the shattered remains of an early mining operation that failed during the first attempts to expand the underground settlement. What was meant to be a source of raw material became a graveyard of broken rock, abandoned equipment, and derelict transport frames after repeated excavation caused unstable fractures in the surrounding belt.</TEXT><PARA/><TEXT>Today, the field remains dangerous and poorly charted. Zoner crews avoid the densest regions, while smugglers and bounty hunters sometimes use the drifting wreckage to hide from patrols or set up ambushes. Local rumors claim that sealed cargo caches and forgotten mining tunnels still lie buried inside the belt, but few who enter ever return with proof.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(263002, "Planet Las Vegas Ship Dealer Nico Drake")
rem.AddInfoCard(263003, "Planet Las Vegas Equipment Dealer Elena Volkov")
rem.AddInfoCard(263004, "Planet Las Vegas Trade Dealer Kara Mason")
rem.AddInfoCard(263005, "Universal Shipping Jonas Volkov")
rem.AddInfoCard(263006, "Republican Shipping Nadia Kowalski")
rem.AddInfoCard(263007, "Liberty Police, Inc. Elena Novak")
rem.AddInfoCard(263008, "Planet Las Vegas Bartender Nico Fischer")
rem.AddInfoCard(263009, "Deep Space Engineering Rafael Fischer")
rem.AddInfoCard(263010, "Deep Space Engineering Alex Patel")
rem.AddInfoCard(263011, "Deep Space Engineering Amelia Cortez")
rem.AddInfoCard(263012, "Deep Space Engineering Marek Fischer")
rem.AddInfoCard(263013, "Border World Exports Samira Larsen")
rem.AddInfoCard(263014, "Bounty Hunters Guild Maya Archer")
rem.AddInfoCard(263015, "Bounty Hunters Guild Steven Archer")
rem.AddInfoCard(263016, "Dustcloud Field")
rem.AddInfoCard(263017, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>CLASS: Dunkirk</TEXT><PARA/><TEXT>CREW: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><TRA color="default"/><PARA/><TEXT>ARMAMENT: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(263018, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>DIAMETER: N/A</TEXT><PARA/><TEXT>MASS: N/A</TEXT><PARA/><TEXT>TERRAIN: Hidden Base</TEXT><PARA/><TEXT>TEMPERATURE: N/A</TEXT><PARA/><TEXT>ESCAPE VELOCITY: N/A</TEXT><PARA/><PARA/><TEXT>Hidden somewhere in the debris fields near Las Vegas, this pirate base is built inside a collapsed mining frame and shielded by layers of wreckage and dust. What began as a smuggler's hideout was gradually expanded into a fortified black-market refuge for raiders, fence operators, and captains looking to disappear from the rest of Nevada.</TEXT><PARA/><TEXT>The base survives by preying on traffic moving between the planet and the surrounding lanes. Stolen cargo, forged ident codes, and damaged ships are traded here for fuel, repairs, and protection. Zoner patrols know the area is dangerous, but the wreckage makes full inspection nearly impossible, and the pirates use that to their advantage.</TEXT><PARA/><TEXT>Rumors say the base has at least two emergency exits leading into the nearby asteroid field, along with hidden docking points that are never shown on public scans. Anyone who finds the place is advised to leave quickly, because the pirates of Las Vegas prefer to let visitors find the wrong door first.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(263019, "Debris Field")
rem.AddInfoCard(263020, "Hoover Station Bartender Alex Fischer")
rem.AddInfoCard(263021, "Red Hessians Nadia Sato")
rem.AddInfoCard(263022, "Red Hessians Tobias Drake")
rem.AddInfoCard(263023, "Red Hessians Nico Novak")
rem.AddInfoCard(263024, "Hoover Station Trade Dealer Jonas Fischer")
rem.AddInfoCard(263025, "Hoover Station Equipment Dealer Rafael Archer")
rem.AddInfoCard(263026, "Hoover Station Ship Dealer George Buffalo")
rem.AddInfoCard(263027, "Security patrols have been increased along the outer trade lanes after a growing number of cargo losses were reported by independent traders. Zoner officials say the additional coverage is only a precaution, but several captains claim that unidentified ships have been drifting near the system edge for days. Traffic through Nevada remains steady for now, though a number of pilots are choosing to avoid the slower routes until the situation settles.")
rem.AddInfoCard(263028, "Nevada Security Tightens Patrols")
rem.AddInfoCard(263029, "Navigation Beacons Recalibrated")
rem.AddInfoCard(263030, "Several navigation beacons near the Nevada gate were recently recalibrated after repeated false readings disrupted inbound traffic. Technicians have not confirmed the cause, but traders moving through the system report brief sensor echoes and unreliable positional data around the approaches to Las Vegas. Zoner authorities have asked commercial pilots to report any further irregularities directly to station control.")
rem.AddInfoCard(263031, "Ventilation Grid Under Maintenance")
rem.AddInfoCard(263032, "Zoner engineers have begun maintenance work on the underground ventilation grid beneath Las Vegas. The city depends heavily on its cooling systems, and even minor disruptions can affect casino levels, residential quarters, and cargo access tunnels alike. Officials insist there is no danger to the public, though the temporary restrictions have already slowed movement in the lower districts.")
rem.AddInfoCard(263033, "Bounty Hunter Guild Issues New Advisory")
rem.AddInfoCard(263034, "The Bounty Hunter Guild has issued a new advisory for independent pilots operating in high-risk civilian zones. The notice warns that criminals are increasingly using neutral stations and frontier worlds to hide from active contracts, making planets such as Las Vegas especially attractive to both hunters and fugitives. Guild representatives say crews should verify docking records carefully and avoid trusting unmarked contacts offering fast work.")
rem.AddInfoCard(263035, "Smuggling Activity Rises Across Fringe Systems")
rem.AddInfoCard(263036, "Smuggling activity continues to rise across several fringe systems as demand on the black market remains high. Officials and traders alike report that forged permits, false transponders, and concealed cargo holds are becoming more common near busy civilian hubs. Neutral planets with a steady traffic flow are seeing the heaviest pressure, as smugglers attempt to blend into legitimate trade routes and disappear before inspections can begin.")
rem.AddInfoCard(263037, "Zoner-controlled facilities across multiple sectors are reporting heavier traffic from merchants seeking neutral ground for trade and repair. Analysts note that independent operators often prefer Zoner-administered worlds when dealing with disputed cargo, sensitive deliveries, or off-book arrangements. While the increased business has strengthened Zoner influence, it has also drawn more attention from criminal groups and bounty hunters looking for easy profit.")
rem.AddInfoCard(263038, "Zoner Facilities Report Heavier Traffic")
rem.AddInfoCard(263039, "Casino owners on Las Vegas are reporting record traffic as credit flows from visiting merchants and off-world gamblers continue to rise. The underground city thrives on risk, and locals say the latest surge in visitors has filled even the quieter halls with noise, wagers, and private deals. Zoner administrators remain confident that the city can handle the pressure, though some workers privately admit that the crowds are becoming harder to control.")
rem.AddInfoCard(263042, "Casino Traffic Reaches Record Levels")
rem.AddInfoCard(263040, "Zoner administrators have denied rumors of unauthorized tunnels beneath the western entertainment district. Despite the official statement, several staff members claim that cargo sometimes arrives through routes not marked on any public map. The story has only strengthened the belief that Las Vegas contains more hidden passages than anyone is willing to admit, and that some of them are used for more than simple maintenance.")
rem.AddInfoCard(263041, "Rumors Denied About Unauthorized Tunnels")
rem.AddInfoCard(263043, "Several visitors were reportedly shaken after a brief power flicker exposed a sealed accessway below the main casino levels. Witnesses say the opening lasted only a few seconds before emergency power restored the corridor to darkness. Security teams moved quickly to block the area, but the incident has fueled new speculation about the scale of the underground complex and what may be stored beneath the public floors.")
rem.AddInfoCard(263044, "Hidden Accessway Briefly Exposed")
rem.AddInfoCard(263045, "Helios Station Equipment Dealer Maya Vargas")
rem.AddInfoCard(263046, "Helios Station Trade Dealer Anika Wolfe")
rem.AddInfoCard(263047, "Universal Shipping Anika Schneider")
rem.AddInfoCard(263048, "Liberty Navy Hanna Schneider")
rem.AddInfoCard(263049, "Liberty Navy Elena Volkov")
rem.AddInfoCard(263050, "Liberty Navy Anika Reyes")
rem.AddInfoCard(263051, "Liberty Navy Anton Patel")
rem.AddInfoCard(263052, "Helios Station Bartender Nadia Mercer")
rem.AddInfoCard(263053, "Bounty Hunters Guild Maya Cortez")
rem.AddInfoCard(263054, "Bounty Hunters Guild Tobias Sato")
rem.AddInfoCard(263055, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>CLASS: Dunkirk</TEXT><PARA/><TEXT>CREW: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><TRA color="default"/><PARA/><TEXT>ARMAMENT: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(263056, "Sentinel Outpost Ship Dealer Caleb Reyes")
rem.AddInfoCard(263057, "Sentinel Outpost Equipment Dealer Anika Reyes")
rem.AddInfoCard(263058, "Sentinel Outpost Trade Dealer Kara Wolfe")
rem.AddInfoCard(263059, "Universal Shipping Anika Larsen")
rem.AddInfoCard(263060, "Gateway Shipping Jonas Archer")
rem.AddInfoCard(263061, "Sentinel Outpost Bartender Hanna Mason")
rem.AddInfoCard(263062, "Bretonia Police Rafael Larsen")
rem.AddInfoCard(263063, "Bretonia Police Leona Cortez")
rem.AddInfoCard(263064, "Border World Exports Marek Bennett")
rem.AddInfoCard(263065, "Bounty Hunters Guild Rafael Archer")
rem.AddInfoCard(263066, "Bounty Hunters Guild Samira Schneider")
rem.AddInfoCard(263067, "Bounty Hunters Guild Maya Patel")
rem.AddInfoCard(263068, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>CLASS: Dunkirk</TEXT><PARA/><TEXT>CREW: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><TRA color="#FFFFFF"/><PARA/><TEXT>ARMAMENT: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><TRA color="#FFFFFF"/><PARA/><PARA/><TEXT>Built to monitor the traffic moving through Nevada's trade lanes, this Bounty Hunter station serves as a forward operating post for trackers, contract brokers, and patrol wings assigned to the Las Vegas sector. Its location allows quick response to pirate activity near the debris fields, where criminals and smugglers often try to vanish into the wreckage.</TEXT><PARA/><TEXT>The station is heavily secured and keeps its own records separate from the local authorities. Hunters stationed here are known to favor fast contracts, quiet deals, and aggressive pursuit, making the post one of the most effective choke points in the system. Few fugitives pass through Nevada without hearing of the station first.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(263069, "Northgrave Field")
rem.AddInfoCard(263070, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>CLASS: Liberty Battleship</TEXT><PARA/><TEXT>CREW: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><TRA color="default"/><PARA/><TEXT>ARMAMENT: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><PARA/><PARA/><TEXT>This Liberty Navy battleship serves as the sole military outpost in Nevada, maintaining order across the system and watching for signs of criminal activity. Its presence is meant to discourage smugglers, pirates, and other fugitives who might otherwise treat Las Vegas and the surrounding lanes as safe ground.</TEXT><PARA/><TEXT>The ship acts as both a patrol anchor and a command post, keeping a close eye on traffic moving through the system. While the Zoners handle civilian administration, the Navy vessel remains ready to respond if the local balance shifts too far toward lawlessness. Few ships entering Nevada fail to notice it, and fewer still mistake its silence for weakness.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(263071, "Battleship Henderson Equipment Dealer Samira Zhao")
rem.AddInfoCard(263072, "Battleship Henderson Trade Dealer Rafael Novak")
rem.AddInfoCard(263073, "Battleship Henderson Ship Dealer Sofia Vargas")
rem.AddInfoCard(263074, "Universal Shipping Alex Archer")
rem.AddInfoCard(263075, "Liberty Navy Hanna Patel")
rem.AddInfoCard(263076, "Liberty Navy Amelia Mercer")
rem.AddInfoCard(263077, "Liberty Navy Samira Wolfe")
rem.AddInfoCard(263078, "Battleship Henderson Bartender Sofia Mercer")
rem.AddInfoCard(263079, "Bounty Hunters Guild Caleb Wolfe")
rem.AddInfoCard(263080, "Bounty Hunters Guild Sofia Wolfe")
rem.AddInfoCard(263081, "ALG Waste Disposal Elena Patel")
rem.AddInfoCard(263082, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>CLASS: Liberty Battleship</TEXT><PARA/><TEXT>CREW: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><TRA color="#FFFFFF"/><PARA/><TEXT>ARMAMENT: </TEXT><TRA color="#FF0000"/><TEXT>CLASSIFIED</TEXT><TRA color="#FFFFFF"/><PARA/><PARA/><TEXT>This Liberty Navy battleship serves as the sole military outpost in Nevada, maintaining order across the system and watching for signs of criminal activity. Its presence is meant to discourage smugglers, pirates, and other fugitives who might otherwise treat Las Vegas and the surrounding lanes as safe ground.</TEXT><PARA/><TEXT>The ship acts as both a patrol anchor and a command post, keeping a close eye on traffic moving through the system. While the Zoners handle civilian administration, the Navy vessel remains ready to respond if the local balance shifts too far toward lawlessness. Few ships entering Nevada fail to notice it, and fewer still mistake its silence for weakness.</TEXT><PARA/><POP/></RDL>]])
rem.AddInfoCard(263083, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT>NAME: Northgrave Field</TEXT><PARA/><TEXT>TYPE: Asteroid Field</TEXT><PARA/><TEXT>DENSITY: High</TEXT><PARA/><TEXT>HAZARD: Extreme</TEXT><PARA/><PARA/><TEXT>Northgrave Field marks the northern edge of Nevada's more unstable debris zones. The field was formed from the remnants of an early mining push that collapsed after repeated impact fractures and uncontrolled excavation tore the rock formation apart, leaving behind mine structures, broken equipment, and drifting rock corridors.</TEXT><PARA/><TEXT>Today, the field is poorly charted but still worked by local miners willing to risk the hazards for the gold particles embedded in the asteroids. Smugglers sometimes use the dense regions as cover, while bounty hunters and patrol craft avoid the deepest pockets unless they have a very good reason to enter. The old mine grids and shallow extraction sites make the area valuable, but also dangerous for anyone flying too casually.</TEXT><PARA/><TEXT>Local rumors claim that hidden cargo caches and forgotten tunnel mouths still lie buried somewhere inside the rocks, but most pilots treat the area as a dead end best crossed quickly and with all scanners active.</TEXT><PARA/><POP/></RDL>]])
-- Thrust Velocity Extensions Equipment -- Thrust Velocity Extensions Equipment
rem.AddInfoCard(001711, "Thrust Velocity Extension") rem.AddInfoCard(001711, "Thrust Velocity Extension")
rem.AddInfoCard(001712, "Vector Thrust Coil") rem.AddInfoCard(001712, "Vector Thrust Coil")