#Mission Info $Version: 0.10 $Name: XSTR("Ride of the Valkyries", -1) $Author: FUBAR $Created: 05/24/08 at 22:47:09 $Modified: 12/22/08 at 20:37:42 $Notes: This is a FRED2_OPEN created mission. questions comments to fubar@fubar.org$End Notes: $Mission Desc: XSTR("Ground attack against a Streib Research Facility ", -1) $end_multi_text +Game Type Flags: 10 +Flags: 262296 +Num Players: 12 +Num Respawns: 10 +Disallow Support: 0 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: -6533.144531, 4795.217773, -6892.387207 +Viewer orient: 0.859033, 0.000002, -0.511921, 0.023382, 0.998956, 0.039240, 0.511386, -0.045678, 0.858136 $Starting wing names: ( "Geri" "Freki" "Huginn" ) $Squadron wing names: ( "Geri" "Freki" "Huginn" "Muninn" "Epsilon" ) $Team-versus-team wing names: ( "Geri" "Freki" ) $Skybox Model: starfield.pof $AI Profile: TBP #Sexp_variables $Variables: ( 0 "Dif" "0" "number" 1 "gunarrive" "" "string" 2 "guns" "0" "number" 3 "size1" "999999" "number" 4 "targetmess" "0" "number" 5 "x1" "999999" "number" 6 "y1" "999999" "number" 7 "z1" "999999" "number" 98 "Eidandi Valfalls" "0" "block" 99 "Eidandi Valfalls" "75000" "block" ) #Command Briefing #Briefing $start_briefing $num_stages: 5 $start_stage $multi_text XSTR("All right Pilots listen up. It seems the Streib have decided to start operating in League space again. There have been several reports of recent abductions. Most recently the Vree witnessed the abduction of one of their citizens. Enough with the laughfter. While in the past that may have seemed ironic President Sheridan doesn't share your point of view on this.", -1) $end_multi_text $voice: none.wav $camera_pos: 7541.752930, 4132.129883, 8320.068359 $camera_orient: -0.422212, -0.000002, 0.906497, -0.274538, 0.953037, -0.127867, -0.863925, -0.302855, -0.402384 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 1 $Formula: ( true ) $start_icon $type: 20 $team: Hostile $class: Ground Base $pos: -862.592834, 1510.413940, 6572.337402 $label: Streib +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 4 $team: Friendly $class: VF Xill $pos: -3488.324463, -78.262085, 216.402390 $label: Vree +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The Vree where able to track the Streib ship to a base on a small moon. As usual the WhiteStar fleet is busy frying bigger fish so you will be assisting the Vree with a rescue.", -1) $end_multi_text $voice: none.wav $camera_pos: 7541.752930, 4132.129883, 8320.068359 $camera_orient: -0.422212, -0.000002, 0.906497, -0.274538, 0.953037, -0.127867, -0.863925, -0.302855, -0.402384 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 3 $Formula: ( true ) $start_icon $type: 7 $team: Hostile $class: Ground Base $pos: -862.592834, 1510.413940, 6572.337402 $label: Streib base +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 4 $team: Friendly $class: VF Xill $pos: -3488.324463, -78.262085, 216.402390 $label: Vree +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The moon is large enough to support a thin atmosphere. This isn't a problem for the Vree but your standard Furies will not be usable. Instead you will be flying the Valkyrie atmospheric bomber. ", -1) $end_multi_text $voice: none.wav $camera_pos: 7541.752930, 4132.129883, 8320.068359 $camera_orient: -0.422212, -0.000002, 0.906497, -0.274538, 0.953037, -0.127867, -0.863925, -0.302855, -0.402384 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 3 $Formula: ( true ) $start_icon $type: 0 $team: Friendly $class: EA Valkyrie $pos: -4821.326660, -78.262268, 2240.548096 $label: EA Valkyrie +id: 5 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your goal will be to clear a path throguh the Streib defenses for the Vree. Their intel reports no fighters or ships in the area but there are heavy ground defenses. At least 3 outposts and several weapons arrays surround the research facility. The facility itself will be the main objective.", -1) $end_multi_text $voice: none.wav $camera_pos: 7541.752930, 4132.129883, 8320.068359 $camera_orient: -0.422212, -0.000002, 0.906497, -0.274538, 0.953037, -0.127867, -0.863925, -0.302855, -0.402384 $camera_time: 500 $num_lines: 0 $num_icons: 10 $Flags: 3 $Formula: ( true ) $start_icon $type: 15 $team: Hostile $class: Ground Base $pos: -82.374878, 1510.413940, 4769.034668 $label: Streib Outpost +id: 6 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 15 $team: Hostile $class: Ground Base $pos: -6960.337891, 1510.413940, 3037.887207 $label: Streib Outpost +id: 7 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 15 $team: Hostile $class: Ground Base $pos: 2649.768311, 1510.413940, 6485.308105 $label: Streib Outpost +id: 8 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 15 $team: Hostile $class: Ground Base $pos: -7886.670898, 1510.414063, 6549.244141 $label: Streib Weapon Array +id: 9 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 15 $team: Hostile $class: Ground Base $pos: -1422.463501, 1510.414185, 7646.285156 $label: Streib Weapon Array +id: 10 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 15 $team: Hostile $class: Ground Base $pos: 1995.344116, 1510.413940, 7835.103027 $label: Streib Weapon Array +id: 11 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 15 $team: Hostile $class: Ground Base $pos: -346.173981, 1510.413940, 6552.612793 $label: Research Facility +id: 12 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 4 $team: Friendly $class: VF Xill $pos: -2951.555908, -78.262306, -1560.748535 $label: Vree +id: 13 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: EA Valkyrie $pos: -15436.558594, -78.262199, -4903.033203 $label: Alpha +id: 14 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: EA Valkyrie $pos: 151.486191, -78.261726, 3921.872559 $label: Beta +id: 15 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("You are to disarm the facility so that the Vree can rescue any captives. Since the Vree have teleportation technology there will be no need for transport craft to dock with the station. After any captives are teleported the base is to be put out of comission. ", -1) $end_multi_text $voice: none.wav $camera_pos: 7541.752930, 4132.129883, 8320.068359 $camera_orient: -0.422212, -0.000002, 0.906497, -0.274538, 0.953037, -0.127867, -0.863925, -0.302855, -0.402384 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 3 $Formula: ( true ) $start_icon $type: 15 $team: Hostile $class: Ground Base $pos: 454.563751, 1510.414185, 5283.187012 $label: Research Facility +id: 16 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 4 $team: Friendly $class: VF Xill $pos: -10232.047852, -78.262047, 641.539368 $label: Vree +id: 17 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: EA Valkyrie $pos: -22546.205078, -78.262337, 361.735107 $label: Alpha +id: 18 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: EA Valkyrie $pos: -745.275085, -78.262390, 6298.139648 $label: Beta +id: 19 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( is-goal-true-delay "Win" 0 ) $Multi text XSTR("Great Job!!!. The Vree managed to save most of the captives.", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-destroyed-delay 0 "Eidandi Valfalls" ) $Multi text XSTR("This mission was a total failure. Not only was the Vree ship lost but the base remains in operation. Most likely all the captives have been killed by now.", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("Concentrate on taking out turrets.", -1) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Eidandi Valfalls" ) ) ( is-goal-false-delay "Win" 0 ) ) $Multi text XSTR("You had no authorization to abort this mission. Without your escort the Vree ship was destroyed and the mission failed. Guards escort them to the brig. ", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text #Alternate Types: $Alt: Research Facility $Alt: Streib Defense Outpost $Alt: Streib Weapon Array $Alt: Streib Auto Turret #end #Players ;! 12 total $Starting Shipname: Geri 1 $Ship Choices: ( "EA Valkyrie" 5 ) +Weaponry Pool: ( "40mm Pulse" 20 "60mm Pulse" 20 "Disruptor" 20 "EA Venom 1" 436 "EA Venom 2" 756 "EA Panther" 452 "EA Bulldog" 472 ) #Objects ;! 90 total $Name: Geri 1 ;! Object #0 $Class: EA Valkyrie $Team: Friendly $Location: -500.000000, 1000.000000, -1000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "invulnerable" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Moon Landscape 1 ;! Object #1 $Class: Moon Landscape $Team: Hostile $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: moonrock +new: rock1 $Name: Moon Landscape 2 ;! Object #2 $Class: Moon Landscape $Team: Hostile $Location: 16385.857422, 2217.716309, 17.209808 $Orientation: 0.963771, 0.266731, 0.000000, -0.266731, 0.963771, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: moonrock +new: rock1 $Name: Streib Reasearch Facility ;! Object #3 $Class: EA Asteroid Base $Alt: Research Facility $Team: Hostile $Location: 0.000000, 0.000000, 8000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a-base +Primary Banks: ( "CR Heavy TwinArray" ) +Subsystem: turret02a-base +Primary Banks: ( "CR Heavy TwinArray" ) +Subsystem: turret03a-base +Primary Banks: ( "CR Heavy TwinArray" ) +Subsystem: turret04a-base +Primary Banks: ( "CR Heavy TwinArray" ) +Subsystem: turret05a-base +Primary Banks: ( "DI X-Ray" ) +Subsystem: turret06a-base +Primary Banks: ( "DI X-Ray" ) +Subsystem: turret07a-base +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret08a-base +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret09a-base +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret10a-base +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret11a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret12a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret13a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret14a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret15a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret16a-base +Primary Banks: ( "Brakiri Medium Pulse" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 600 $Texture Replace: +old: base-01a +new: rock1 +old: base-02c +new: rock1 +old: base-03a +new: rock1 +old: base-03b +new: rock1 +old: ea-debris01 +new: rock1 $Name: Moon Landscape 4 ;! Object #4 $Class: Moon Landscape $Team: Hostile $Location: -15944.727539, 2988.942383, -227.893845 $Orientation: 0.900448, -0.434966, 0.000000, 0.434966, 0.900448, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: moonrock +new: rock1 $Name: Moon Landscape 5 ;! Object #5 $Class: Moon Landscape $Team: Hostile $Location: -3161.456299, 4228.081055, 17244.712891 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.886994, -0.461778, 0.000000, 0.461778, 0.886994 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: moonrock +new: rock1 $Name: Moon Landscape 6 ;! Object #6 $Class: Moon Landscape $Team: Hostile $Location: -38.746124, 1160.481079, -13953.859375 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.988771, 0.149438, 0.000000, -0.149438, 0.988771 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: moonrock +new: rock1 $Name: Moon Landscape 7 ;! Object #7 $Class: Moon Landscape $Team: Hostile $Location: 14924.562500, 3669.986816, -15509.695313 $Orientation: 0.957248, 0.280046, -0.072458, -0.259595, 0.942176, 0.211931, 0.127619, -0.184061, 0.974594 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: moonrock +new: rock1 $Name: Moon Landscape 8 ;! Object #8 $Class: Moon Landscape $Team: Hostile $Location: -12967.352539, 3608.868164, -13920.799805 $Orientation: 0.928646, -0.370966, 0.000433, 0.362607, 0.907965, 0.210035, -0.078309, -0.194891, 0.977694 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: moonrock +new: rock1 $Name: Moon Landscape 9 ;! Object #9 $Class: Moon Landscape $Team: Hostile $Location: -17945.654297, 7037.500000, 15081.463867 $Orientation: 0.882596, -0.395293, 0.254501, 0.468569, 0.783763, -0.407628, -0.038335, 0.479021, 0.876966 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: moonrock +new: rock1 $Name: Moon Landscape 10 ;! Object #10 $Class: Moon Landscape $Team: Hostile $Location: 14052.335938, 6176.478027, 16945.296875 $Orientation: 0.966455, 0.256788, -0.004957, -0.225616, 0.839595, -0.494143, -0.122728, 0.478685, 0.869367 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: moonrock +new: rock1 $Name: Asteroid (B, L) 11 ;! Object #11 $Class: Asteroid (B, L) $Team: Neutral $Location: 6839.382324, 129.861679, 10155.543945 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Texture Replace: +old: rock1b +new: rock1 +old: rock1c +new: rock1 $Name: Eidandi Valfalls ;! Object #12 $Class: VF Xill $Team: Friendly $Location: 0.000000, 1000.000000, -10000.000000 $Orientation: 0.981307, 0.000000, 0.192447, -0.000081, 1.000000, 0.000412, -0.192447, -0.000420, 0.981307 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +AI Class: Perfect +Primary Banks: ( "DH Scatter" ) +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 0 +Special Hitpoint index: 98 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 600 $Name: Streib Auto Turret 1-1 ;! Object #13 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 4811.367676, 320.440063, 1982.460449 $Orientation: 0.219452, 0.034142, 0.975026, -0.428094, 0.901409, 0.064789, -0.876685, -0.431621, 0.212432 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 1-1" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 2-1 ;! Object #14 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -5078.242676, -458.863098, 2443.583984 $Orientation: 0.219452, 0.034142, 0.975026, -0.428094, 0.901409, 0.064789, -0.876685, -0.431621, 0.212432 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 2-1" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Defense Outpost 1 ;! Object #15 $Class: Ground Base $Alt: Streib Defense Outpost $Team: Hostile $Location: 2766.555176, 323.299683, 5936.846680 $Orientation: -0.076454, 0.108998, 0.991097, -0.024122, 0.993513, -0.111124, -0.996781, -0.032403, -0.073329 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret02a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret03a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret04a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret05a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret06a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret07a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret08a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret09a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret10a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret11a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret12a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret13a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret14a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret15a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret16a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret17a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret18a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret19a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret20a-base +Primary Banks: ( "Brakiri Medium Pulse" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 600 $Texture Replace: +old: matok01a +new: rock1 $Name: Streib Weapon Array 1 ;! Object #16 $Class: EA Defense Platform $Alt: Streib Weapon Array $Team: Hostile $Location: 1190.155029, 627.888367, 10239.666016 $Orientation: 0.930707, 0.186707, 0.314522, 0.034091, 0.811882, -0.582828, -0.364172, 0.553165, 0.749259 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret02a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret03a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret04a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret05a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret06a +Secondary Banks: ( "NR Ta'Lon" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: defplatform01a +new: rock1 +old: defplatform02a +new: rock1 +old: defplatform03a +new: rock1 $Name: Streib Defense Outpost 2 ;! Object #17 $Class: Ground Base $Alt: Streib Defense Outpost $Team: Hostile $Location: -2766.555176, -20.817125, 5936.846680 $Orientation: -0.072682, -0.020715, 0.997139, -0.033829, 0.999259, 0.018294, -0.996781, -0.032403, -0.073329 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a-base +Subsystem: turret02a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret03a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret04a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret05a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret06a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret07a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret08a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret09a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret10a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret11a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret12a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret13a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret14a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret15a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret16a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret17a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret18a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret19a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret20a-base +Primary Banks: ( "Brakiri Medium Pulse" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 600 $Texture Replace: +old: matok01a +new: rock1 $Name: Streib Weapon Array 2 ;! Object #18 $Class: EA Defense Platform $Alt: Streib Weapon Array $Team: Hostile $Location: -1190.155029, 428.646667, 10239.666016 $Orientation: 0.828888, 0.232201, 0.508946, 0.102363, 0.831470, -0.546061, -0.549968, 0.504722, 0.665426 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret02a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret03a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret04a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret05a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret06a +Secondary Banks: ( "NR Ta'Lon" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: defplatform01a +new: rock1 +old: defplatform02a +new: rock1 +old: defplatform03a +new: rock1 $Name: Streib Defense Outpost 3 ;! Object #19 $Class: Ground Base $Alt: Streib Defense Outpost $Team: Hostile $Location: -5.803658, -78.262390, 4524.914551 $Orientation: -0.075974, 0.039211, 0.996338, -0.009520, 0.999152, -0.040047, -0.997064, -0.012528, -0.075537 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a-base +Subsystem: turret02a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret03a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret04a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret05a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret06a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret07a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret08a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret09a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret10a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret11a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret12a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret13a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret14a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret15a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret16a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret17a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret18a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret19a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret20a-base +Primary Banks: ( "Brakiri Medium Pulse" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 600 $Texture Replace: +old: matok01a +new: rock1 $Name: Streib Weapon Array 3 ;! Object #20 $Class: EA Defense Platform $Alt: Streib Weapon Array $Team: Hostile $Location: 0.000000, 627.888367, 10539.525391 $Orientation: 0.930707, 0.186707, 0.314522, 0.034091, 0.811882, -0.582828, -0.364172, 0.553165, 0.749259 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret02a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret03a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret04a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret05a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret06a +Secondary Banks: ( "NR Ta'Lon" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: defplatform01a +new: rock1 +old: defplatform02a +new: rock1 +old: defplatform03a +new: rock1 $Name: Geri 2 ;! Object #21 $Class: EA Valkyrie $Team: Friendly $Location: -550.000000, 1000.000000, -1100.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Geri 3 ;! Object #22 $Class: EA Valkyrie $Team: Friendly $Location: -450.000000, 1000.000000, -1100.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Geri 4 ;! Object #23 $Class: EA Valkyrie $Team: Friendly $Location: -500.000000, 1000.000000, -1200.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Freki 1 ;! Object #24 $Class: EA Valkyrie $Team: Friendly $Location: 500.000000, 1000.000000, -1000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Freki 2 ;! Object #25 $Class: EA Valkyrie $Team: Friendly $Location: 550.000000, 1000.000000, -1100.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Freki 3 ;! Object #26 $Class: EA Valkyrie $Team: Friendly $Location: 450.000000, 1000.000000, -1100.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Freki 4 ;! Object #27 $Class: EA Valkyrie $Team: Friendly $Location: 500.000000, 1000.000000, -1200.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Huginn 1 ;! Object #28 $Class: EA Valkyrie $Team: Friendly $Location: 425.000000, 1000.000000, -1200.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Huginn 2 ;! Object #29 $Class: EA Valkyrie $Team: Friendly $Location: 575.000000, 1000.000000, -1200.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Huginn 3 ;! Object #30 $Class: EA Valkyrie $Team: Friendly $Location: -425.000000, 1000.000000, -1200.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Huginn 4 ;! Object #31 $Class: EA Valkyrie $Team: Friendly $Location: -575.000000, 1000.000000, -1200.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Muninn 1 ;! Object #32 $Class: EA Valkyrie $Team: Friendly $Location: 0.000000, 1000.000000, -1000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Disruptor" ) +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Muninn 2 ;! Object #33 $Class: EA Valkyrie $Team: Friendly $Location: 50.000000, 1000.000000, -1100.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Disruptor" ) +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Muninn 3 ;! Object #34 $Class: EA Valkyrie $Team: Friendly $Location: -50.000000, 1000.000000, -1100.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Disruptor" ) +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Muninn 4 ;! Object #35 $Class: EA Valkyrie $Team: Friendly $Location: 0.000000, 1000.000000, -1200.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Disruptor" ) +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Muninn 5 ;! Object #36 $Class: EA Valkyrie $Team: Friendly $Location: -75.000000, 1000.000000, -1200.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Disruptor" ) +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Muninn 6 ;! Object #37 $Class: EA Valkyrie $Team: Friendly $Location: 75.000000, 1000.000000, -1200.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Elite $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Disruptor" ) +Secondary Banks: ( "EA Venom 2" "EA Venom 2" "EA Bulldog" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Streib Defense Outpost 4 ;! Object #38 $Class: Ground Base $Alt: Streib Defense Outpost $Team: Hostile $Location: 8957.830078, 143.812775, 9134.391602 $Orientation: -0.109848, 0.041490, 0.993082, 0.089879, 0.995450, -0.031647, -0.989876, 0.085781, -0.113077 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret02a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret03a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret04a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret05a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret06a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret07a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret08a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret09a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret10a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret11a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret12a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret13a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret14a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret15a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret16a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret17a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret18a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret19a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret20a-base +Primary Banks: ( "Brakiri Medium Pulse" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 600 $Texture Replace: +old: matok01a +new: rock1 $Name: Streib Defense Outpost 5 ;! Object #39 $Class: Ground Base $Alt: Streib Defense Outpost $Team: Hostile $Location: -10954.497070, 2182.921143, 12527.249023 $Orientation: -0.042255, 0.096411, 0.994444, 0.006542, 0.995339, -0.096220, -0.999085, 0.002440, -0.042688 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret02a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret03a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret04a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret05a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret06a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret07a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret08a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret09a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret10a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret11a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret12a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret13a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret14a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret15a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret16a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret17a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret18a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret19a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret20a-base +Primary Banks: ( "Brakiri Medium Pulse" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 600 $Texture Replace: +old: matok01a +new: rock1 $Name: Streib Defense Outpost 6 ;! Object #40 $Class: Ground Base $Alt: Streib Defense Outpost $Team: Hostile $Location: -2770.433350, 4381.244629, 17710.050781 $Orientation: -0.606545, 0.361807, 0.707954, 0.062530, 0.909404, -0.411187, -0.792587, -0.205135, -0.574218 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret02a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret03a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret04a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret05a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret06a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret07a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret08a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret09a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret10a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret11a-base +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret12a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret13a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret14a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret15a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret16a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret17a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret18a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret19a-base +Primary Banks: ( "Brakiri Medium Pulse" ) +Subsystem: turret20a-base +Primary Banks: ( "Brakiri Medium Pulse" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 600 $Texture Replace: +old: matok01a +new: rock1 $Name: Streib Weapon Array 4 ;! Object #41 $Class: EA Defense Platform $Alt: Streib Weapon Array $Team: Hostile $Location: -13203.016602, 4437.243164, 15144.703125 $Orientation: 0.634035, -0.082508, 0.768890, 0.538642, 0.760537, -0.362558, -0.554856, 0.644031, 0.526649 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret02a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret03a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret04a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret05a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret06a +Secondary Banks: ( "NR Ta'Lon" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: defplatform01a +new: rock1 +old: defplatform02a +new: rock1 +old: defplatform03a +new: rock1 $Name: Streib Weapon Array 5 ;! Object #42 $Class: EA Defense Platform $Alt: Streib Weapon Array $Team: Hostile $Location: 480.153900, 4085.721436, 17087.337891 $Orientation: 0.951008, 0.208247, 0.228511, -0.111603, 0.920518, -0.374421, -0.288320, 0.330574, 0.898661 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret02a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret03a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret04a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret05a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret06a +Secondary Banks: ( "NR Ta'Lon" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: defplatform01a +new: rock1 +old: defplatform02a +new: rock1 +old: defplatform03a +new: rock1 $Name: Streib Weapon Array 6 ;! Object #43 $Class: EA Defense Platform $Alt: Streib Weapon Array $Team: Hostile $Location: 8966.771484, 3952.954590, 15790.784180 $Orientation: 0.933913, 0.285991, 0.214515, -0.066820, 0.729105, -0.681132, -0.351201, 0.621784, 0.700030 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "DI Light Ray" ) +Subsystem: turret02a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret03a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret04a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret05a +Primary Banks: ( "CR Medium TwinArray" ) +Subsystem: turret06a +Secondary Banks: ( "NR Ta'Lon" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: defplatform01a +new: rock1 +old: defplatform02a +new: rock1 +old: defplatform03a +new: rock1 $Name: Streib Auto Turret 1-2 ;! Object #44 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 5221.971680, 309.369476, 3408.404053 $Orientation: 0.418454, -0.290233, 0.860617, -0.193124, 0.897464, 0.396561, -0.887468, -0.332149, 0.319497 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 1-2" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 2-2 ;! Object #45 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -5396.962891, -82.924240, 5263.873047 $Orientation: 0.196540, 0.085651, 0.976748, -0.191577, 0.980332, -0.047417, -0.961598, -0.177803, 0.209084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 2-2" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 1-3 ;! Object #46 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 4970.781250, 22.998028, 5439.986816 $Orientation: -0.026812, 0.295518, 0.954961, 0.247667, 0.927484, -0.280061, -0.968474, 0.229003, -0.098057 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 1-3" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 2-3 ;! Object #47 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -5519.425781, -36.616611, 8840.418945 $Orientation: 0.233881, 0.003474, 0.972259, -0.162392, 0.986086, 0.035540, -0.958608, -0.166199, 0.231191 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 2-3" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 1-4 ;! Object #48 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 4350.553711, 444.944794, 7075.312500 $Orientation: 0.709069, -0.057762, 0.702769, 0.059124, 0.998000, 0.022374, -0.702656, 0.025686, 0.711066 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 1-4" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 2-4 ;! Object #49 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -4768.138672, 822.642639, 10340.948242 $Orientation: -0.972540, 0.105639, 0.207380, -0.017036, 0.856350, -0.516115, -0.232111, -0.505476, -0.831035 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 2-4" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 1-5 ;! Object #50 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 4549.777832, 416.128967, 9099.496094 $Orientation: -0.381114, 0.436159, 0.815179, 0.060582, 0.891611, -0.448730, -0.922541, -0.121632, -0.366229 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 1-5" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 2-5 ;! Object #51 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -4421.069824, 1549.277710, 11729.852539 $Orientation: 0.275613, 0.402971, 0.872727, 0.095189, 0.891987, -0.441925, -0.956544, 0.204874, 0.207485 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 2-5" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 1-6 ;! Object #52 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 4478.698730, 1426.800293, 11413.700195 $Orientation: 0.448679, 0.262860, 0.854161, 0.080710, 0.939942, -0.331655, -0.890041, 0.217746, 0.400517 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 1-6" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 2-6 ;! Object #53 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -3506.293213, 2082.159668, 13399.764648 $Orientation: 0.113169, 0.305781, 0.945352, 0.106860, 0.942200, -0.317553, -0.987813, 0.136958, 0.073952 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 2-6" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 3-1 ;! Object #54 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 3984.993652, -38.995186, 4391.208496 $Orientation: 0.784782, 0.235297, 0.573369, -0.087000, 0.957793, -0.273976, -0.613635, 0.165128, 0.772130 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 3-1" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 3-2 ;! Object #55 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 2850.594971, 653.585876, 9669.371094 $Orientation: 0.943292, 0.216097, 0.251995, -0.067896, 0.868651, -0.490750, -0.324945, 0.445812, 0.834064 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 3-2" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 3-3 ;! Object #56 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 2365.564209, 1505.563110, 11839.611328 $Orientation: 0.957809, 0.185720, 0.219340, -0.102657, 0.933902, -0.342474, -0.268446, 0.305508, 0.913565 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 3-3" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 3-4 ;! Object #57 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 1311.577881, 2449.092285, 13792.180664 $Orientation: 0.978977, 0.082208, 0.186672, 0.059199, 0.761277, -0.645718, -0.195192, 0.643194, 0.740406 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 3-4" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 3-5 ;! Object #58 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 1225.532471, 108.482735, 4896.305176 $Orientation: 0.844450, 0.234515, 0.481567, -0.207801, 0.972079, -0.108997, -0.493683, -0.008028, 0.869605 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 3-5" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 3-6 ;! Object #59 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 2203.483643, 293.166534, 7320.906738 $Orientation: 0.967395, -0.103723, -0.231060, -0.015936, 0.885561, -0.464250, 0.252771, 0.452795, 0.855034 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 3-6" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 4-1 ;! Object #60 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -2991.041504, -98.623604, 4527.471191 $Orientation: 0.073570, 0.036985, 0.996604, 0.054111, 0.997692, -0.041020, -0.995821, 0.056946, 0.071399 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 4-1" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 4-2 ;! Object #61 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -2650.367920, 453.840454, 9944.791992 $Orientation: -0.277839, 0.536795, 0.796653, 0.200898, 0.843436, -0.498253, -0.939386, 0.021612, -0.342180 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 4-2" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 4-3 ;! Object #62 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -1483.446777, 1422.808472, 12100.487305 $Orientation: 0.288211, 0.350743, 0.891018, 0.152097, 0.901921, -0.404233, -0.945410, 0.252026, 0.206597 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 4-3" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 4-4 ;! Object #63 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: 210.334167, 2724.601074, 14854.346680 $Orientation: 0.988346, 0.148459, -0.033636, -0.135132, 0.753968, -0.642862, -0.070079, 0.639916, 0.765243 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 4-4" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 4-5 ;! Object #64 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -1736.725586, -71.625549, 6069.451172 $Orientation: 0.612737, -0.034041, 0.789553, 0.021389, 0.999420, 0.026490, -0.789997, 0.000656, 0.613110 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 4-5" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Streib Auto Turret 4-6 ;! Object #65 $Class: CR Blockade Mine $Alt: Streib Auto Turret $Team: Hostile $Location: -297.801910, -104.357307, 6085.368164 $Orientation: 0.992530, 0.010072, 0.121585, -0.019379, 0.996949, 0.075609, -0.120452, -0.077401, 0.989697 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +AI Class: Colonel +Primary Banks: ( "CR Medium TwinArray" ) $Arrival Location: Hyperspace $Arrival Cue: ( string-equals "@gunarrive[]" "Streib Auto Turret 4-6" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 400 $Texture Replace: +old: crblockademine +new: rock1 +old: crmine +new: rock1 +old: crmine1 +new: rock1 +old: ea-debris01 +new: rock1 $Name: Asteroid (B, S) 1-1 ;! Object #66 $Class: Asteroid (B, S) $Team: Hostile $Location: 4811.367676, 320.440063, 1982.460449 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 1-2 ;! Object #67 $Class: Asteroid (B, S) $Team: Hostile $Location: 5221.971680, 309.369476, 3408.404053 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 1-3 ;! Object #68 $Class: Asteroid (B, S) $Team: Hostile $Location: 4970.781250, 22.998028, 5439.986816 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 1-4 ;! Object #69 $Class: Asteroid (B, S) $Team: Hostile $Location: 4350.553711, 444.944794, 7075.312500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 1-5 ;! Object #70 $Class: Asteroid (B, S) $Team: Hostile $Location: 4549.777832, 416.128967, 9099.496094 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 1-6 ;! Object #71 $Class: Asteroid (B, S) $Team: Hostile $Location: 4478.698730, 1426.800293, 11413.700195 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 2-1 ;! Object #72 $Class: Asteroid (B, S) $Team: Hostile $Location: -5078.000000, -459.000031, 2444.000000 $Orientation: 1.000000, -0.000041, -0.000087, 0.000041, 1.000000, -0.000082, 0.000087, 0.000082, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 2-2 ;! Object #73 $Class: Asteroid (B, S) $Team: Hostile $Location: -5396.962891, -82.924240, 5263.873047 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 2-3 ;! Object #74 $Class: Asteroid (B, S) $Team: Hostile $Location: -5519.425781, -36.616611, 8840.418945 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 2-4 ;! Object #75 $Class: Asteroid (B, S) $Team: Hostile $Location: -4768.138672, 822.642639, 10340.948242 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 2-5 ;! Object #76 $Class: Asteroid (B, S) $Team: Hostile $Location: -4421.069824, 1549.277710, 11729.852539 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 2-6 ;! Object #77 $Class: Asteroid (B, S) $Team: Hostile $Location: -3506.293213, 2082.159668, 13399.764648 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 3-1 ;! Object #78 $Class: Asteroid (B, S) $Team: Hostile $Location: 3984.993652, -38.995186, 4391.208496 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 3-2 ;! Object #79 $Class: Asteroid (B, S) $Team: Hostile $Location: 2850.594971, 653.585876, 9669.371094 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 3-3 ;! Object #80 $Class: Asteroid (B, S) $Team: Hostile $Location: 2365.564209, 1505.563110, 11839.611328 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 3-4 ;! Object #81 $Class: Asteroid (B, S) $Team: Hostile $Location: 1311.577881, 2449.092285, 13792.180664 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 3-5 ;! Object #82 $Class: Asteroid (B, S) $Team: Hostile $Location: 1225.532471, 108.482735, 4896.305176 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 3-6 ;! Object #83 $Class: Asteroid (B, S) $Team: Hostile $Location: 2203.483643, 293.166534, 7320.906738 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 4-1 ;! Object #84 $Class: Asteroid (B, S) $Team: Hostile $Location: -2991.041504, -98.623604, 4527.471191 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 4-2 ;! Object #85 $Class: Asteroid (B, S) $Team: Hostile $Location: -2650.367920, 453.840454, 9944.791992 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 4-3 ;! Object #86 $Class: Asteroid (B, S) $Team: Hostile $Location: -1483.446777, 1422.808472, 12100.487305 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 4-4 ;! Object #87 $Class: Asteroid (B, S) $Team: Hostile $Location: 210.334167, 2724.601074, 14854.346680 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 4-5 ;! Object #88 $Class: Asteroid (B, S) $Team: Hostile $Location: -1736.725586, -71.625549, 6069.451172 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 $Name: Asteroid (B, S) 4-6 ;! Object #89 $Class: Asteroid (B, S) $Team: Hostile $Location: -297.801910, -104.357307, 6085.368164 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 ;;FSO 3.6.10;; +Use Table Score: +Score: 0 #Wings ;! 4 total $Name: Geri $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Geri 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Geri 1" "Geri 2" "Geri 3" "Geri 4" ) +Hotkey: 0 +Flags: ( ) $Name: Freki $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Freki 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Freki 1" "Freki 2" "Freki 3" "Freki 4" ) +Hotkey: 0 +Flags: ( ) $Name: Huginn $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Huginn 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Huginn 1" "Huginn 2" "Huginn 3" "Huginn 4" ) +Hotkey: 0 +Flags: ( ) $Name: Muninn $Waves: 10 $Wave Threshold: 0 $Special Ship: 0 ;! Muninn 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Muninn 1" "Muninn 2" "Muninn 3" "Muninn 4" "Muninn 5" "Muninn 6" ) $AI Goals: ( goals ( ai-disarm-ship "Streib Defense Outpost 3" 85 ) ( ai-disarm-ship "Streib Defense Outpost 1" 75 ) ( ai-disarm-ship "Streib Reasearch Facility" 68 ) ( ai-disarm-ship "Streib Defense Outpost 2" 50 ) ( ai-chase "Streib Weapon Array 1" 40 ) ) +Hotkey: 0 +Flags: ( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 5 +Wave Delay Max: 15 #Events ;! 22 total $Formula: ( when ( true ) ( beam-lock "Eidandi Valfalls" "turret01" ) ( ship-guardian-threshold 54 "Streib Reasearch Facility" ) ( ship-guardian-threshold 46 "Streib Defense Outpost 1" ) ( ship-guardian-threshold 38 "Streib Defense Outpost 2" ) ( ship-guardian-threshold 43 "Streib Defense Outpost 3" ) ( ship-guardian-threshold 49 "Streib Defense Outpost 4" ) ( ship-guardian-threshold 36 "Streib Defense Outpost 5" ) ( ship-guardian-threshold 41 "Streib Defense Outpost 6" ) ( set-support-ship "Hyperspace" "" "Hyperspace" "" "Support Ship Vree" -1 ) ( cap-waypoint-speed "Eidandi Valfalls" 20 ) ( turret-lock "Eidandi Valfalls" "turret01" ) ( ship-stealthy "Moon Landscape 1" "Moon Landscape 2" "Moon Landscape 4" "Moon Landscape 5" "Moon Landscape 6" "Moon Landscape 7" "Moon Landscape 8" "Moon Landscape 9" "Moon Landscape 10" "Asteroid (B, L) 11" "Asteroid (B, S) 1-1" "Asteroid (B, S) 1-2" "Asteroid (B, S) 1-3" "Asteroid (B, S) 1-4" "Asteroid (B, S) 1-5" "Asteroid (B, S) 1-6" "Asteroid (B, S) 2-1" "Asteroid (B, S) 2-2" "Asteroid (B, S) 2-3" "Asteroid (B, S) 2-4" "Asteroid (B, S) 2-5" "Asteroid (B, S) 2-6" "Asteroid (B, S) 3-1" "Asteroid (B, S) 3-2" "Asteroid (B, S) 3-3" "Asteroid (B, S) 3-4" "Asteroid (B, S) 3-5" "Asteroid (B, S) 3-6" "Asteroid (B, S) 4-1" "Asteroid (B, S) 4-2" "Asteroid (B, S) 4-3" "Asteroid (B, S) 4-4" "Asteroid (B, S) 4-5" "Asteroid (B, S) 4-6" ) ( ship-subsys-guardian-threshold 21 "Eidandi Valfalls" "turret01" ) ( play-sound-from-file "FUBAR_M04_Wagner-RideValkyries." 1 ) ( ship-invisible "Moon Landscape 1" "Moon Landscape 2" "Moon Landscape 4" "Moon Landscape 5" "Moon Landscape 6" "Moon Landscape 7" "Moon Landscape 8" "Moon Landscape 9" "Moon Landscape 10" "Asteroid (B, L) 11" "Asteroid (B, S) 1-1" "Asteroid (B, S) 1-2" "Asteroid (B, S) 1-3" "Asteroid (B, S) 1-4" "Asteroid (B, S) 1-5" "Asteroid (B, S) 1-6" "Asteroid (B, S) 2-1" "Asteroid (B, S) 2-2" "Asteroid (B, S) 2-3" "Asteroid (B, S) 2-4" "Asteroid (B, S) 2-5" "Asteroid (B, S) 2-6" "Asteroid (B, S) 3-1" "Asteroid (B, S) 3-2" "Asteroid (B, S) 3-3" "Asteroid (B, S) 3-4" "Asteroid (B, S) 3-5" "Asteroid (B, S) 3-6" "Asteroid (B, S) 4-1" "Asteroid (B, S) 4-2" "Asteroid (B, S) 4-3" "Asteroid (B, S) 4-4" "Asteroid (B, S) 4-5" "Asteroid (B, S) 4-6" ) ) +Name: Start +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Eidandi Valfalls" "Waypoint path 1:1" ) 50 ) ( send-message-list "#Vree Commander" "High" "Waypoint 1" 2000 "#Vree Commander" "High" "Waypoint 1a" 5000 ) ) +Name: Outpost reached +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( are-waypoints-done-delay "Eidandi Valfalls" "Waypoint path 1" 0 ) ( send-message "#Vree Commander" "High" "Waypoint 2" ) ( ship-guardian "Eidandi Valfalls" ) ) +Name: Destination Reached +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( turret-free "Eidandi Valfalls" "turret01" ) ( ship-no-guardian "Streib Reasearch Facility" ) ( send-message "#Vree Commander" "High" "Fire" ) ) +Name: Prepare to fire +Repeat Count: 1 +Interval: 1 +Chained: 10 +Team: 0 $Formula: ( when ( true ) ( fire-beam "Eidandi Valfalls" "turret01" "Streib Reasearch Facility" "towera" ) ) +Name: Fire +Repeat Count: 99999999 +Interval: 1 +Chained: 1 +Team: 0 $Formula: ( when ( is-subsystem-destroyed-delay "Streib Reasearch Facility" "reactora" 0 ) ( sabotage-subsystem "Streib Reasearch Facility" "turret01a-base" 101 ) ( sabotage-subsystem "Streib Reasearch Facility" "turret02a-base" 101 ) ( sabotage-subsystem "Streib Reasearch Facility" "turret03a-base" 101 ) ( sabotage-subsystem "Streib Reasearch Facility" "turret04a-base" 101 ) ) +Name: Reactor destroyed +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Streib Reasearch Facility" ) ( send-message "#Vree Commander" "High" "Chain reaction" ) ) +Name: Blow base +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( self-destruct "Streib Defense Outpost 1" "Streib Weapon Array 1" "Streib Defense Outpost 2" "Streib Weapon Array 2" "Streib Defense Outpost 3" "Streib Weapon Array 3" "Streib Defense Outpost 4" "Streib Weapon Array 4" "Streib Defense Outpost 5" "Streib Weapon Array 5" "Streib Defense Outpost 6" "Streib Weapon Array 6" ) ) +Name: Kaboom +Repeat Count: 1 +Interval: 1 +Chained: 22 +Team: 0 $Formula: ( when ( true ) ( send-message "#Vree Commander" "High" "RTB" ) ) +Name: RTB Message +Repeat Count: 1 +Interval: 1 +Chained: 10 +Team: 0 $Formula: ( when ( true ) ( clear-goals "Eidandi Valfalls" ) ( add-goal "Eidandi Valfalls" ( ai-warp-out 89 ) ) ) +Name: Vree Warp +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( destroyed-or-departed-delay 0 "Geri" "Freki" "Huginn" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to Base", -1) +Team: 0 $Formula: ( when ( true ) ( turret-change-weapon "Streib Defense Outpost 1" "turret01a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 1" "turret02a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 1" "turret03a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 1" "turret04a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 2" "turret01a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 2" "turret02a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 2" "turret03a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 2" "turret04a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 3" "turret01a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 3" "turret02a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 3" "turret03a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 3" "turret04a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 4" "turret01a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 4" "turret02a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 4" "turret03a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 4" "turret04a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 5" "turret01a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 5" "turret02a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 5" "turret03a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 5" "turret04a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 6" "turret01a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 6" "turret02a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 6" "turret03a-base" "BI Meteor Shower" 1 0 ) ( turret-change-weapon "Streib Defense Outpost 6" "turret04a-base" "BI Meteor Shower" 1 0 ) ( turret-free-all "Streib Defense Outpost 1" ) ( turret-free-all "Streib Defense Outpost 2" ) ( turret-free-all "Streib Defense Outpost 3" ) ( turret-free-all "Streib Defense Outpost 4" ) ( turret-free-all "Streib Defense Outpost 5" ) ( turret-free-all "Streib Defense Outpost 6" ) ( beam-free-all "Streib Defense Outpost 1" ) ( beam-free-all "Streib Defense Outpost 2" ) ( beam-free-all "Streib Defense Outpost 3" ) ( beam-free-all "Streib Defense Outpost 4" ) ( beam-free-all "Streib Defense Outpost 5" ) ( beam-free-all "Streib Defense Outpost 6" ) ) +Name: Base weapons +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( hits-left "Eidandi Valfalls" ) 70 ) ( send-message "#Vree Commander" "High" "Damage" ) ) +Name: Damage +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( = ( hits-left "Streib Defense Outpost 1" ) 46 ) ( = ( hits-left "Streib Defense Outpost 2" ) 38 ) ( = ( hits-left "Streib Defense Outpost 3" ) 43 ) ) ( not ( or ( is-destroyed-delay 0 "Eidandi Valfalls" ) ( is-event-true-delay "Destination Reached" 0 ) ) ) ) ( send-message "#Vree Commander" "High" "Outpost" ) ) +Name: Outpost +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( = ( hits-left "Streib Reasearch Facility" ) 54 ) ( or ( not ( is-destroyed-delay 0 "Eidandi Valfalls" ) ) ( is-event-true-delay "Destination Reached" 0 ) ) ) ( send-message "#Vree Commander" "High" "Facility" ) ) +Name: Facility +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( skill-level-at-least "Easy" ) ( modify-variable @Dif[0] ( + @Dif[0] 1 ) ) ( when ( skill-level-at-least "Medium" ) ( modify-variable @Dif[0] ( + @Dif[0] 1 ) ) ) ( when ( skill-level-at-least "Hard" ) ( modify-variable @Dif[0] ( + @Dif[0] 1 ) ) ) ( when ( skill-level-at-least "Insane" ) ( modify-variable @Dif[0] ( + @Dif[0] 1 ) ) ) ) +Name: Difficulty +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( random-multiple-of "Streib Auto Turret 1-1" "Streib Auto Turret 1-2" "Streib Auto Turret 1-3" "Streib Auto Turret 1-4" "Streib Auto Turret 1-5" "Streib Auto Turret 1-6" "Streib Auto Turret 2-1" "Streib Auto Turret 2-2" "Streib Auto Turret 2-3" "Streib Auto Turret 2-4" "Streib Auto Turret 2-5" "Streib Auto Turret 2-6" "Streib Auto Turret 3-1" "Streib Auto Turret 3-2" "Streib Auto Turret 3-3" "Streib Auto Turret 3-4" "Streib Auto Turret 3-5" "Streib Auto Turret 3-6" "Streib Auto Turret 4-1" "Streib Auto Turret 4-2" "Streib Auto Turret 4-3" "Streib Auto Turret 4-4" "Streib Auto Turret 4-5" "Streib Auto Turret 4-6" ) ( < @guns[0] ( * @Dif[0] 6 ) ) ( modify-variable "@gunarrive[]" ) ( invalidate-argument "" ) ( modify-variable @guns[0] ( + @guns[0] 1 ) ) ) +Name: Gun select +Repeat Count: 50 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Streib Auto Turret 1-1" "Streib Auto Turret 1-2" "Streib Auto Turret 1-3" "Streib Auto Turret 1-4" "Streib Auto Turret 1-5" "Streib Auto Turret 1-6" "Streib Auto Turret 2-1" "Streib Auto Turret 2-2" "Streib Auto Turret 2-3" "Streib Auto Turret 2-4" "Streib Auto Turret 2-5" "Streib Auto Turret 2-6" "Streib Auto Turret 3-1" "Streib Auto Turret 3-2" "Streib Auto Turret 3-3" "Streib Auto Turret 3-4" "Streib Auto Turret 3-5" "Streib Auto Turret 3-6" "Streib Auto Turret 4-1" "Streib Auto Turret 4-2" "Streib Auto Turret 4-3" "Streib Auto Turret 4-4" "Streib Auto Turret 4-5" "Streib Auto Turret 4-6" ) ( is-disarmed-delay 0 "" ) ( self-destruct "" ) ( invalidate-argument "" ) ) +Name: Gun destruct +Repeat Count: 999 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Streib Auto Turret 1-1" "Streib Auto Turret 1-2" "Streib Auto Turret 1-3" "Streib Auto Turret 1-4" "Streib Auto Turret 1-5" "Streib Auto Turret 1-6" "Streib Auto Turret 2-1" "Streib Auto Turret 2-2" "Streib Auto Turret 2-3" "Streib Auto Turret 2-4" "Streib Auto Turret 2-5" "Streib Auto Turret 2-6" "Streib Auto Turret 3-1" "Streib Auto Turret 3-2" "Streib Auto Turret 3-3" "Streib Auto Turret 3-4" "Streib Auto Turret 3-5" "Streib Auto Turret 3-6" "Streib Auto Turret 4-1" "Streib Auto Turret 4-2" "Streib Auto Turret 4-3" "Streib Auto Turret 4-4" "Streib Auto Turret 4-5" "Streib Auto Turret 4-6" ) ( < ( distance "" "" ) 1000 ) ( ship-visible "" ) ( ship-unstealthy "" ) ( modify-variable @targetmess[0] ( + @targetmess[0] 1 ) ) ) +Name: Gun targetable +Repeat Count: 999999999 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Streib Auto Turret 1-1" "Streib Auto Turret 1-2" "Streib Auto Turret 1-3" "Streib Auto Turret 1-4" "Streib Auto Turret 1-5" "Streib Auto Turret 1-6" "Streib Auto Turret 2-1" "Streib Auto Turret 2-2" "Streib Auto Turret 2-3" "Streib Auto Turret 2-4" "Streib Auto Turret 2-5" "Streib Auto Turret 2-6" "Streib Auto Turret 3-1" "Streib Auto Turret 3-2" "Streib Auto Turret 3-3" "Streib Auto Turret 3-4" "Streib Auto Turret 3-5" "Streib Auto Turret 3-6" "Streib Auto Turret 4-1" "Streib Auto Turret 4-2" "Streib Auto Turret 4-3" "Streib Auto Turret 4-4" "Streib Auto Turret 4-5" "Streib Auto Turret 4-6" ) ( not ( < ( distance "" "" ) 1000 ) ) ( ship-invisible "" ) ( ship-stealthy "" ) ) +Name: Gun untargetable +Repeat Count: 999999999 +Interval: 1 +Team: 0 $Formula: ( when ( > @targetmess[0] 0 ) ( send-message "" "High" "targetmess1" ) ) +Name: Targetmess1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( > @targetmess[0] 10 ) ( send-message "" "High" "targetmess2" ) ) +Name: Targetmess2 +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 1 total $Type: Primary +Name: Win $MessageNew: XSTR("Eliminate Base Defenses", -1) $end_multi_text $Formula: ( has-departed-delay 0 "Eidandi Valfalls" ) #Waypoints ;! 2 lists total $Name: Waypoint path 1 $List: ( ;! 2 points in list ( 0.000000, 1000.000000, 4523.700195 ) ( 0.000000, 1000.000000, 7642.700195 ) ) $Name: Waypoint path 2 $List: ( ;! 4 points in list ( 200.000000, 500.000000, 3666.000000 ) ( 2750.000000, 500.000000, 5900.000000 ) ( 1100.000000, 750.000000, 10000.000000 ) ( -2750.000000, 500.000000, 5900.000000 ) ) #Messages ;! 11 total $Name: Waypoint 1 $Team: -1 $MessageNew: XSTR("We've scanned the outpost. No captives but we did pick up a talkitive Streib Captain. ", -1) $end_multi_text $Name: Waypoint 1a $Team: -1 $MessageNew: XSTR("Proceding to the main facility where the captives are being held. ", -1) $end_multi_text $Name: Waypoint 2 $Team: -1 $MessageNew: XSTR("We've reached the main facility. Transporting any surviving captives. ", -1) $end_multi_text $Name: Damage $Team: -1 $MessageNew: XSTR("Taking damage. Do something about those defenses.", -1) $end_multi_text $Name: Fire $Team: -1 $MessageNew: XSTR("All surviving captives transported. Time to put this facility out of commission permently.", -1) $end_multi_text $Name: Chain reaction $Team: -1 $MessageNew: XSTR("So much for the base. Looks like we've set off some sort of chain reaction too.", -1) $end_multi_text $Name: RTB $Team: -1 $MessageNew: XSTR("Let's get out of here before this whole moon destabilizes.", -1) $end_multi_text $Name: Outpost $Team: -1 $MessageNew: XSTR("Looks like the Outposts are mostly underground. You can't seem to destroy them. Concentrate on the turrets.", -1) $end_multi_text $Name: Facility $Team: -1 $MessageNew: XSTR("The facility is build out of solid rock. Your weapons are useless.", -1) $end_multi_text $Name: targetmess1 $Team: -1 $MessageNew: XSTR("Check your targeting. There are turrets hidden in some of those rubble piles. ", -1) $end_multi_text $Name: targetmess2 $Team: -1 $MessageNew: XSTR("There's another auto turret in that pile. Seems the rocks are interfering with targeting. You have to be really close to pick them up. ", -1) $end_multi_text #Reinforcements ;! 0 total #Background bitmaps ;! 4 total $Num stars: 0 $Ambient light level: 4462873 $Bitmap List: $Sun: sun_orange +Angles: 2.949604 0.000000 0.000000 +Scale: 1.000000 $Starbitmap: p_swamp +Angles: 1.047197 0.000000 0.000000 +ScaleX: 10.000000 +ScaleY: 10.000000 +DivX: 1 +DivY: 1 $Starbitmap: p_blueice +Angles: 2.722712 0.052360 5.131264 +ScaleX: 0.600000 +ScaleY: 0.600000 +DivX: 1 +DivY: 1 $Starbitmap: p_ganymede +Angles: 1.483529 0.000000 1.151916 +ScaleX: 0.320000 +ScaleY: 0.300000 +DivX: 1 +DivY: 1 $Starbitmap: p_asteroids +Angles: 3.054324 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 2: Into the Fire $Briefing Music: None #End