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| Author | SHA1 | Date | |
|---|---|---|---|
| f382aec492 | |||
| 39eed53729 | |||
| 9f82edfa38 | |||
| 62d3fe88f8 | |||
| 075356c57d | |||
| fb5f158173 | |||
| b023c96c50 | |||
| 0cf9d384cd | |||
| 04af153c1b | |||
| b0e4771ef1 | |||
| 867eaada72 | |||
| a231c6fe98 | |||
| 1288211503 | |||
| e0e84c383a | |||
| 6d9ecd2296 | |||
| af97748b3a | |||
| 51db4789ca |
@@ -1464,6 +1464,7 @@ MarketGood = commodity_luxury_consumer_goods, 0, -1, 150, 500, 0, 1
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MarketGood = commodity_cardamine, 0, -1, 0, 0, 1, 2
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MarketGood = commodity_cardamine, 0, -1, 0, 0, 1, 2
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MarketGood = commodity_sidearms, 0, -1, 0, 0, 1, 0.55
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MarketGood = commodity_sidearms, 0, -1, 0, 0, 1, 0.55
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MarketGood = commodity_soldiers, 0, -1, 0, 0, 1, 1.100000
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MarketGood = commodity_soldiers, 0, -1, 0, 0, 1, 1.100000
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;MarketGood = commodity_candycane, 0, -1, 150, 500, 0, 1.100000
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;MarketGood = commodity_candycane, 0, -1, 150, 500, 0, 1.100000
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@@ -2563,7 +2564,6 @@ MarketGood = commodity_high_temp_alloys, 0, -1, 0, 0, 1, 0.5
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MarketGood = commodity_mining_machinery, 0, -1, 0, 0, 1, 6.6667
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MarketGood = commodity_mining_machinery, 0, -1, 0, 0, 1, 6.6667
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MarketGood = commodity_pharm, 0, -1, 0, 0, 1, 0.5263
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MarketGood = commodity_pharm, 0, -1, 0, 0, 1, 0.5263
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; REM LINER
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; REM LINER
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[BaseGood]
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[BaseGood]
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@@ -2571,7 +2571,6 @@ base = Hi02_REM_LINER_Base
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MarketGood = commodity_slaves, 0, -1, 150, 500, 0, 1.000000
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MarketGood = commodity_slaves, 0, -1, 150, 500, 0, 1.000000
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MarketGood = commodity_prisoners, 0, -1, 0, 0, 1, 2.000000
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MarketGood = commodity_prisoners, 0, -1, 0, 0, 1, 2.000000
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; Farway Station
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; Farway Station
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[BaseGood]
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[BaseGood]
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@@ -2585,21 +2584,21 @@ MarketGood = commodity_water, 0, -1, 150, 500, 0, 0.1
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[BaseGood]
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[BaseGood]
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base = ST03_01_Base
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base = ST03_01_Base
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; Kairo
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; Kairo
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[BaseGood]
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[BaseGood]
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base = ST04_01_Base
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base = ST04_01_Base
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; Menes
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; Menes
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[BaseGood]
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[BaseGood]
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base = ST04_02_Base
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base = ST04_02_Base
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; Sinai
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; Sinai
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[BaseGood]
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[BaseGood]
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base = ST04_03_Base
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base = ST04_03_Base
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[BaseGood]
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base = LI06_01_Base
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MarketGood = commodity_water, 0, -1, 0, 0, 1, 4.000
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@@ -5880,7 +5880,6 @@ MarketGood = heavy_protection_armor, 0, -1, 100, 100, 0, 1
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MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
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MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
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MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
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MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
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[BaseGood]
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[BaseGood]
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base = Ew03_02_base
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base = Ew03_02_base
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MarketGood = gd_z_gun01_mark01, 2, -1, 10, 10, 0, 1
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MarketGood = gd_z_gun01_mark01, 2, -1, 10, 10, 0, 1
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@@ -16266,7 +16265,6 @@ MarketGood = heavy_protection_armor, 0, -1, 100, 100, 0, 1
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MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
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MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
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MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
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MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
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; Farway Station
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; Farway Station
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[BaseGood]
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[BaseGood]
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@@ -16369,7 +16367,6 @@ MarketGood = heavy_protection_armor, 0, -1, 100, 100, 0, 1
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MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
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MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
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MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
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MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
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; Planet Primus
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; Planet Primus
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[BaseGood]
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[BaseGood]
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@@ -16562,7 +16559,6 @@ MarketGood = heavy_protection_armor, 0, -1, 100, 100, 0, 1
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MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
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MarketGood = vector_thrust_coil, 0, -1, 100, 100, 0, 1
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MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
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MarketGood = turbo_coolant_pump, 0, -1, 100, 100, 0, 1
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; Kairo
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; Kairo
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[BaseGood]
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[BaseGood]
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@@ -16842,4 +16838,136 @@ MarketGood = ge_gf6_engine_01, 0, -1, 100, 100, 0, 1
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MarketGood = ge_lf_engine_01, 0, -1, 100, 100, 0, 1
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MarketGood = ge_lf_engine_01, 0, -1, 100, 100, 0, 1
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MarketGood = ge_fighter4_power01, 0, -1, 100, 100, 0, 1
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MarketGood = ge_fighter4_power01, 0, -1, 100, 100, 0, 1
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MarketGood = ge_fighter6_power01, 0, -1, 100, 100, 0, 1
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MarketGood = ge_fighter6_power01, 0, -1, 100, 100, 0, 1
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MarketGood = transport_power01, 0, -1, 100, 100, 0, 1
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MarketGood = transport_power01, 0, -1, 100, 100, 0, 1
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[BaseGood]
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base = LI06_01_Base
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MarketGood = ge_fighter2_power01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_01_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_02_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_03_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_tractor_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_fighter_power01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_freighter_power01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_turret01_mark01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_turret01_mark02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_turret02_mark01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_turret02_mark02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_gun01_mark01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_gun01_mark02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_gun01_mark03, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_gun01_mark04, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_gun02_mark01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_gun02_mark02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = li_gun02_mark04, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_lf_engine_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_lfr_engine_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_le_engine_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_thruster_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_thruster_02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark01_fr, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark01_hf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark01_lf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark02_fr, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark02_hf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark02_lf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield02_mark01_fr, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield02_mark01_hf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield02_mark01_lf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield02_mark02_fr, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield02_mark02_hf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield02_mark02_lf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield03_mark01_fr, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield03_mark01_hf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield03_mark01_lf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield03_mark02_fr, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield03_mark02_hf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield03_mark02_lf, 0, -1, 1, 1, 0, 1, 1
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[BaseGood]
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base = LI06_03_Base
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MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_tractor_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_01_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_02_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = pi_fighter_power01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = pi_freighter_power01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine01_mark01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine01_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine01_mark02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine01_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine01_mark03, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine01_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine02_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine02_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine02_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine02_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine02_mark05_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine01_mark05_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = mine01_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile01_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile01_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile01_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile01_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile01_mark05_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile02_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile02_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile02_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile02_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile02_mark05_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile03_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile03_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile03_mark03_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile03_mark04_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile01_mark02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = missile01_mark03, 0, -1, 1, 1, 0, 1, 1
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MarketGood = fc_lr_turret01_mark01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = fc_lr_gun01_mark01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = fc_lr_gun01_mark02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = cruise_disruptor01_mark01_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = cruise_disruptor01_mark02_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = cruise_disruptor01_mark01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_thruster_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_thruster_02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark01_fr, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark01_hf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark01_lf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield02_mark02_lf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield02_mark03_fr, 0, -1, 1, 1, 0, 1, 1
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[BaseGood]
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base = LI06_02_Base
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MarketGood = co_gun01_mark01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = co_gun01_mark02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = co_gun01_mark03, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_01_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_02_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_03_ammo, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_cm_02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_thruster_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_thruster_02, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark01_fr, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark01_hf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield01_mark01_lf, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield03_mark04_fr, 0, -1, 1, 1, 0, 1, 1
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MarketGood = shield03_mark04_hf, 0, -1, 1, 1, 0, 1, 1
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[BaseGood]
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base = LI06_06_Base
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MarketGood = ge_s_tractor_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
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[BaseGood]
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base = LI06_07_Base
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MarketGood = ge_s_repair_01, 0, -1, 1, 1, 0, 1, 1
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MarketGood = ge_s_battery_01, 0, -1, 1, 1, 0, 1, 1
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@@ -158,6 +158,7 @@ marketgood = bhe_package, 13, -1, 1, 1, 0, 1, 1
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[BaseGood]
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[BaseGood]
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base = Ku04_03_base
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base = Ku04_03_base
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;marketgood = kugu_package, 16, -1, 1, 1, 0, 1, 1
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;marketgood = kugu_package, 16, -1, 1, 1, 0, 1, 1
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; Matsumoto
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; Matsumoto
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@@ -184,6 +185,7 @@ marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
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[BaseGood]
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[BaseGood]
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base = Li01_02_base
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base = Li01_02_base
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marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
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marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
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; marketgood = cv02_heavy_fighter_package, 1, -1, 1, 1, 0, 1, 1
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; marketgood = cv02_heavy_fighter_package, 1, -1, 1, 1, 0, 1, 1
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; Battleship Missouri
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; Battleship Missouri
|
||||||
@@ -331,40 +333,30 @@ 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]
|
||||||
base = ST04_03_Base
|
base = ST04_03_Base
|
||||||
marketgood = remtrain_package, 16, -1, 1, 1, 0, 1, 1
|
marketgood = remtrain_package, 16, -1, 1, 1, 0, 1, 1
|
||||||
marketgood = oe2_package, 1, -1, 1, 1, 0, 1, 1
|
marketgood = oe2_package, 1, -1, 1, 1, 0, 1, 1
|
||||||
|
|||||||
+1853
-188
File diff suppressed because it is too large
Load Diff
@@ -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
|
||||||
@@ -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
|
||||||
+463
-317
File diff suppressed because it is too large
Load Diff
+10
-25
@@ -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
|
||||||
|
|
||||||
|
|||||||
+125
-17
@@ -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")
|
||||||
@@ -774,4 +882,4 @@ rem.AddInfoCard(500010, "Chugoku->Hokkaido")
|
|||||||
|
|
||||||
-- Weapons
|
-- Weapons
|
||||||
rem.AddInfoCard(520000, "Acc. Tizona del Cid")
|
rem.AddInfoCard(520000, "Acc. Tizona del Cid")
|
||||||
rem.AddInfoCard(520001, "Rapid Tizona del Cid")
|
rem.AddInfoCard(520001, "Rapid Tizona del Cid")
|
||||||
|
|||||||
Reference in New Issue
Block a user