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Adding a New Faction
» Added March 8, 2006 | Written by Lord Of Gifts

What you will need:
Read through the code below.  I've added comments on most of the lines, telling you what each line does. This code belongs in FACTIONS.XML, right near the end, above the </factions> line.
Code(FACTIONS.XML):

<!-- Put the name of your faction in the Name parameter -->
<!-- This is how you will reference your faction in other XML files -->
    <Faction Name="Republic">
        <Is_Debug_Switchable_To> Yes </Is_Debug_Switchable_To>
        <!--This line determines wether this faction can be spawned in multiplayer game -->
        <!-- If your creating a creep faction change this to Yes -->
        <Create_Player_In_Multiplayer_Games> No </Create_Player_In_Multiplayer_Games>
        <!-- This line references the string containing your faction's name -->
        <!-- This is what shows up in the faction selection dropdown on the skirmish setup page -->
        <Text_ID> TEXT_FACTION_REPUBLIC </Text_ID>
        <!-- I'm not sure what this line is for, as I can't find this texture anywhere. The rebel one isn't referenced anywhere either -->
        <Icon_Name> i_icon_empire.tga </Icon_Name>
        <!-- This is the symbol of your faction -->
        <!-- Even though the icon texture is in the dds format, you must use the tga extension for your image. I've included this image in the dds tutorial example files. -->
        <Alternate_Icon_Name> republic_icon.tga </Alternate_Icon_Name>
        <!-- The following 6 lines are also not referenced anywhere -->
        <Ground_Base_Icon_Name> groundbase_icon.tga </Ground_Base_Icon_Name>
        <Star_Base_Icon_Name> spacestation_icon.tga </Star_Base_Icon_Name>
        <Ground_Transport_Icon_Name> trooper_icon.tga </Ground_Transport_Icon_Name>
        <Fleet_Icon_Name> i_icon_fleet.tga </Fleet_Icon_Name>
        <Ship_Icon_Name> g_fleet.tga </Ship_Icon_Name>
        <Squadron_Icon_Name> g_squad.tga </Squadron_Icon_Name>
        <!-- This is your faction color in the RGBA format-->
        <!-- RGBA = Red, Green, Blue, Alpha.  Most image editing programs will tell you what the RGB value is for any color. -->
        <Color> 54, 134, 242, 255 </Color>
        <No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
        <Display_Font_Color> 24, 133, 251, 255 </Display_Font_Color>
        <Big_Fleet_Color> 54, 134, 242, 150 </Big_Fleet_Color>
        <Credits_Accumulation_Factor> 0.85 </Credits_Accumulation_Factor>
        <Planet_Icon_Scale> 10.0 </Planet_Icon_Scale>
        <Planet_Icon_Offset> 7.0, 10.0, -1.1 </Planet_Icon_Offset>
        <!-- This line defines wether or not you can play as your faction. -->
        <Is_Playable>true</Is_Playable>
        <!-- Out of all your enemies, which is the biggest one -->
        <Primary_Enemy> Rebel </Primary_Enemy>
        <!-- -->
        <Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
        <!-- Is your faction Neutral or not -->
        <Is_Neutral> No </Is_Neutral>
        <!-- Which side of the force do your heroes use -->
        <Force_Alignment>Light</Force_Alignment>
        <Minimum_Visible_Base_Level>3</Minimum_Visible_Base_Level>
        <Basic_AI>BasicEmpire</Basic_AI>
        <!-- The name of your faction's superweapon -->
        <Faction_Super_Weapon> Death_Star </Faction_Super_Weapon>
        <!-- The name of the unit that does bombing runs -->
        <Skirmish_Land_Bomber> TIE_Bomber_Bombing_Run </Skirmish_Land_Bomber>
        <!-- The population limit for this faction while in space -->
        <Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>
        <!-- -->
        <Maintenance_Cost>0.25</Maintenance_Cost>
        <!-- -->
        <Scatters_From_Crushers> false </Scatters_From_Crushers>
        <!-- The icon for your infantry unit. From MT_COMMANDBAR.MTD -->
        <Infantry_Icon_Name>i_button_storm_trooper.tga</Infantry_Icon_Name>
        <Vehicle_Icon_Name>i_e_vehicle.tga</Vehicle_Icon_Name>
        <Carrier_Icon_Name>i_e_carrier.tga</Carrier_Icon_Name>
        <Frigate_Icon_Name>i_e_frigate.tga</Frigate_Icon_Name>
        <Corvette_Icon_Name>i_e_corvette.tga</Corvette_Icon_Name>
        <Fighter_Icon_Name>i_button_tie_fighter.tga</Fighter_Icon_Name>
        <!--The tech tree dialog for your faction.  From GUIDIALOGS.RC -->
        <Tech_Tree_Dialog_Name>IDD_TECH_TREE_REPUBLIC</Tech_Tree_Dialog_Name>
        <!-- The Texture for the help droid. From MT_COMMANDBAR.MTD -->
        <Helper_Icon_Name>i_empire_help_droid.tga</Helper_Icon_Name>
        <!-- How long it takes your faction to retreat in a space battle. -->
        <Space_Retreat_Countdown_Seconds> 10.99 </Space_Retreat_Countdown_Seconds>
        <Space_Retreat_Pursue_Max_Speed_Mod_Factor> 3.0 </Space_Retreat_Pursue_Max_Speed_Mod_Factor>
        <Space_Retreat_Units_Damaged_Mod_Factor> 4.0 </Space_Retreat_Units_Damaged_Mod_Factor>
        <Space_Retreat_Flight_Increment> 500.0 </Space_Retreat_Flight_Increment>
        <Space_Retreat_Unit_Increment_Wait_Frames> 1 </Space_Retreat_Unit_Increment_Wait_Frames>
        <!-- The position that your units head for when retreating  -->
        <Space_Retreat_Off_Map_Dest_Pos> 12000.0, 12000.0, 0.0 </Space_Retreat_Off_Map_Dest_Pos>    <!-- WARNING: For some reason, non-0.0 Z crashes the game -->
        <!-- The RGBA Value of the countdown text color -->
        <Space_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Space_Retreat_Countdown_Color_RGBA>
        <!-- The string that precedes the countdown -->
        <Space_Retreat_Countdown_Text_ID> TEXT_RETREAT_SPACE_REPUBLIC_COUNTDOWN </Space_Retreat_Countdown_Text_ID>
        <!-- The next 7 lines refer to sound effects that play for the space retreat.  They are quite self explanitory. -->
        <!-- The SFXEvents for the retreats are in SFXEVENTSHUD.XML -->
        <Space_Retreat_Begin_SFXEvent> EHD_Retreat_Started_Space </Space_Retreat_Begin_SFXEvent>
        <Space_Retreat_Cancel_SFXEvent> EHD_Retreat_Cancelled </Space_Retreat_Cancel_SFXEvent>
        <Space_Retreat_Not_Allowed_SFXEvent> EHD_Retreat_Not_Allowed </Space_Retreat_Not_Allowed_SFXEvent>
        <Space_Retreat_Not_Allowed_Reason_1_SFXEvent> EHD_Retreat_Interdictor </Space_Retreat_Not_Allowed_Reason_1_SFXEvent>            <!-- Reason 1: Gravity Well -->                 
        <Space_Retreat_Not_Allowed_Reason_2_SFXEvent> Unit_Retreat_Tarkin </Space_Retreat_Not_Allowed_Reason_2_SFXEvent>                               <!-- Reason 2: Friendly Hero Preventing -->     
        <Space_Retreat_Not_Allowed_Reason_3_SFXEvent> </Space_Retreat_Not_Allowed_Reason_3_SFXEvent>                               <!-- Reason 3: Tactical Superweaper Present -->

        <Space_Surrender_SFXEvent> EHD_Retreat_Started_Space </Space_Surrender_SFXEvent>
        <!-- How long it takes your faction to retreat on land -->
        <Land_Retreat_Countdown_Seconds> 10.99 </Land_Retreat_Countdown_Seconds>  
        <Land_Retreat_Pursue_Max_Speed_Mod_Factor> 2.0 </Land_Retreat_Pursue_Max_Speed_Mod_Factor>
        <Land_Retreat_Units_Damaged_Mod_Factor> 2.0 </Land_Retreat_Units_Damaged_Mod_Factor>
        <!-- The RGBA Value of the countdown text color -->
        <Land_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Land_Retreat_Countdown_Color_RGBA>
        <Land_Retreat_Countdown_Text_ID> TEXT_RETREAT_LAND_REPUBLIC_COUNTDOWN </Land_Retreat_Countdown_Text_ID>
        <!-- The next 7 lines refer to sound effects that play for the land retreat.  They are quite self explanitory. -->
        <!-- The SFXEvents for the retreats are in SFXEVENTSHUD.XML -->
        <Land_Retreat_Begin_SFXEvent> EHD_Retreat_Started_Land </Land_Retreat_Begin_SFXEvent>
        <Land_Retreat_Cancel_SFXEvent> EHD_Retreat_Cancelled </Land_Retreat_Cancel_SFXEvent>
        <Land_Retreat_Not_Allowed_SFXEvent> EHD_Retreat_Not_Allowed </Land_Retreat_Not_Allowed_SFXEvent>
        <Land_Retreat_Not_Allowed_Reason_1_SFXEvent> </Land_Retreat_Not_Allowed_Reason_1_SFXEvent>                <!-- Reason 1: Gravity Well -->                 
        <Land_Retreat_Not_Allowed_Reason_2_SFXEvent> </Land_Retreat_Not_Allowed_Reason_2_SFXEvent>            <!-- Reason 2: Friendly Hero Preventing -->     
        <Land_Retreat_Not_Allowed_Reason_3_SFXEvent> </Land_Retreat_Not_Allowed_Reason_3_SFXEvent>            <!-- Reason 3: Tactical Superweaper Present -->
        <Land_Surrender_SFXEvent> EHD_Retreat_Started_Land </Land_Surrender_SFXEvent>
        
        <!-- The next 6 lines refer to sound effects that play when selecting reinforcements.  They are quite self explanitory. -->
        <!-- The SFXEvents are in SFXEVENTSHUD.XML -->
        <Reinforcements_Selection_SFXEvent> EHD_Choose_Reinforcements </Reinforcements_Selection_SFXEvent>
        <Reinforcements_Pick_Landing_Zone_SFXEvent> </Reinforcements_Pick_Landing_Zone_SFXEvent>
        <Reinforcements_Enroute_SFXEvent> EHD_Reinforcements_En_Route </Reinforcements_Enroute_SFXEvent>
        <Reinforcements_Cancelled_SFXEvent> EHD_Reinforcements_Cancelled </Reinforcements_Cancelled_SFXEvent>
        <Reinforcements_Requesting_SFXEvent> EHD_Request_Assistance </Reinforcements_Requesting_SFXEvent>
        <Reinforcements_Ready_SFXEvent> EHD_Reinforcements_Available </Reinforcements_Ready_SFXEvent>
        <!-- The blob that shows up under your units when placing reinforcements -->
        <!-- All blobs are defined in SHADOWBLOBMATERIALS.XML -->
        <Reinforcements_Shadow_Blob_Material_Name> Reinforcement_Overlay_Empire </Reinforcements_Shadow_Blob_Material_Name>
        
        <!-- The blob that shows up where you want to target a bombing run -->
        <Bombing_Run_Shadow_Blob_Material_Name> Bombing_Run_Empire </Bombing_Run_Shadow_Blob_Material_Name>
        <!-- The size of said blob -->
        <Bombing_Run_Blob_Size> 100.0 </Bombing_Run_Blob_Size>
        <!-- The blob that appears under selected units on land-->
        <Land_Mode_Selection_Blob_Material_Name>Selection_Empire_Land</Land_Mode_Selection_Blob_Material_Name>
        <!-- The blob that appears under selected units in Space -->
        <Space_Mode_Selection_Blob_Material_Name>Selection_Empire_Space</Space_Mode_Selection_Blob_Material_Name>
        <!-- The blob that appears under garrisoned units on land-->
        <Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
        <!-- The blob that appears under garrisoned units in space-->
        <Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
        <!-- The RGBA color of the selection blobs -->
        <Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>
        <!-- How many creds you have to buy units in space -->
        <Space_Skirmish_Unit_Buy_Credits> 100000 </Space_Skirmish_Unit_Buy_Credits>
        <!-- The units you start with at the start of a space skirmish -->
        <Space_Skirmish_AI_Default_Forces>
            TIE_Fighter_Squadron, TIE_Fighter_Squadron, TIE_Fighter_Squadron
        </Space_Skirmish_AI_Default_Forces>

        <!-- How many creds you have to buy units on land -->
        <Land_Skirmish_Unit_Buy_Credits> 50000 </Land_Skirmish_Unit_Buy_Credits>
        <!-- The units you start with at the start of a land skirmish -->
        <Land_Skirmish_AI_Default_Forces>
            Imperial_Stormtrooper_Squad, Imperial_Stormtrooper_Squad
        </Land_Skirmish_AI_Default_Forces>
        
        <!-- Changes the ground population cap depending on how many players are playing in a game -->
        <Land_Skirmish_Unit_Cap_By_Player_Count>
            0,10, <!-- 0 to 1 players = 10 unit cap -->
            1,10, <!-- 1 to 8 players = 10 unit cap -->
            8,5,  <!-- 8 and above players = 10 unit cap -->
        </Land_Skirmish_Unit_Cap_By_Player_Count>

        <Debug_Ground_Structures>
            E_Ground_Barracks,
            E_Ground_Officer_Academy,
            E_Ground_Light_Vehicle_Factory
            Power_Generator_E,
            Communications_Array_E
        </Debug_Ground_Structures>
        <!-- Next 3 lines are movies that play depending on how you win, or if you lose -->.
        <!-- Defined in MOVIES.XML -->
        <Superweapon_Win_Movie>Empire_Win_Deathstar</Superweapon_Win_Movie>
        <Generic_Win_Movie>Empire_Win_Land</Generic_Win_Movie>
        <Finale_Movie>Empire_Win_Space</Finale_Movie>
        <!-- Victory and defeat text for the end of the campaign-->
        <Victory_Text>TEXT_EMPIRE_VICTORY</Victory_Text>
        <Defeat_Text>TEXT_EMPIRE_DEFEAT</Defeat_Text>
        <!-- Images for win and lose conditions -->
        <Space_Win_Image>i_es_win.tga</Space_Win_Image>
        <Space_Lose_Image>i_es_lose.tga</Space_Lose_Image>
        <Land_Win_Image>i_el_win.tga</Land_Win_Image>
        <Land_Lose_Image>i_el_lose.tga</Land_Lose_Image>

        <!-- Which planet is your home planet -->
        <!-- Planets are defined in PLANETS.XML -->
        <Home_Planet>Coruscant</Home_Planet>
        <!-- Your faction's leader -->
        <Faction_Leader>Emperor_Palpatine</Faction_Leader>
        <!-- Your faction leader's team -->
        <Faction_Leader_Company>Emperor_Palpatine_Team</Faction_Leader_Company>


        <!-- Allow special weapon firing in tactical maps that have no parent galactic mode -->
        <!-- Special Weapons that can be used in space skirmishes-->
        <Standalone_Space_Maps_Special_Weapon_A> Ground_Empire_Hypervelocity_Gun </Standalone_Space_Maps_Special_Weapon_A>
        <Standalone_Space_Maps_Special_Weapon_B> </Standalone_Space_Maps_Special_Weapon_B>


        <!-- Currently not used by Empire, but data is stubbed in for future use -->
        <Land_Area_Effect_Range_Overlay_Material_Name> Empire_Land_Area_Effect_Range_Overlay </Land_Area_Effect_Range_Overlay_Material_Name> <!-- In ShadowBlobMaterials.xml -->
        <Land_Area_Effect_Range_Overlay_RGBA> 128, 255, 128, 128 </Land_Area_Effect_Range_Overlay_RGBA>
        <Land_Area_Effect_Range_Overlay_Scale_Factor> 1.20 </Land_Area_Effect_Range_Overlay_Scale_Factor> <!-- Compensate for ring ednge not being full bounds of texture size -->

        <!-- Overlay ring used by Boba Fett when targeting with his "jet pack burst" jump ability, this is the ring around Boba to show click target terrain range -->
        <Land_Ability_Targeting_Range_Overlay_Material_Name> Empire_Land_Ability_Targeting_Range_Overlay </Land_Ability_Targeting_Range_Overlay_Material_Name>    <!-- In ShadowBlobMaterials.xml -->
        <Land_Ability_Targeting_Range_Overlay_RGBA> 255, 255, 64, 128 </Land_Ability_Targeting_Range_Overlay_RGBA>
        <Land_Ability_Targeting_Range_Overlay_Scale_Factor> 1.20 </Land_Ability_Targeting_Range_Overlay_Scale_Factor> <!-- Compensate for ring ednge not being full bounds of texture size -->

        <!-- SFXEvents are defined in the SFXEVENTS________.XML They are pretty much self explanitory -->
        <SFXEvent_GUI_Start_Campaign> GUI_Select_Empire_SFX </SFXEvent_GUI_Start_Campaign>
        <SFXEvent_Slice_Success> EHD_New_Options </SFXEvent_Slice_Success>
        <SFXEvent_Slice_Failure> GUI_Bad_Sound </SFXEvent_Slice_Failure>
        <SFXEvent_Max_Credits_Limit_Reached> EHD_Credit_Capacity </SFXEvent_Max_Credits_Limit_Reached>
        <SFXEvent_Land_Invasion_Commencing> EHD_Invasion_Commencing </SFXEvent_Land_Invasion_Commencing>
        <SFXEvent_Build_Impossible_Location_Blockaded> EHD_System_Blockaded </SFXEvent_Build_Impossible_Location_Blockaded>          <!-- In this case, enemy ships in orbit so can't build space station -->
        <SFXEvent_New_Construction_Options_Available> EHD_New_Construction </SFXEvent_New_Construction_Options_Available>         <!-- Can be Tactical or Galactic -->
        <SFXEvent_Mission_Added> EHD_Mission_Updated </SFXEvent_Mission_Added> <!-- A new mission has been added to the holocron - the incoming transmission radar movie (and audio) is also playing -->
        <SFXEvent_Base_Shield_Absorb_Damage> SFX_Shield_Absorb_Detonation </SFXEvent_Base_Shield_Absorb_Damage> <!-- Tactical: When the base shield absorbs damage, most likely by a projectile -->
        <SFXEvent_Tactical_Unit_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Tactical_Unit_Cap_Reached> <!-- Tactical: When you cant drag in anymore tactical units from the reinforcement palette -->
        <SFXEvent_Arrive_From_Hyperspace> Unit_Ship_Hyperspace_Enter </SFXEvent_Arrive_From_Hyperspace>
        <SFXEvent_Exit_Into_Hyperspace> Unit_Ship_Hyperspace_Exit </SFXEvent_Exit_Into_Hyperspace>
        <SFXEvent_Space_Base_Under_Attack_Announcement> EHD_Space_Station_Under_Attack </SFXEvent_Space_Base_Under_Attack_Announcement>
        <SFXEvent_Land_Base_Under_Attack_Announcement> EHD_Base_Under_Attack </SFXEvent_Land_Base_Under_Attack_Announcement>
        <SFXEvent_Enemy_Fleet_Approaching_Planet> EHD_Enemy_Fleet</SFXEvent_Enemy_Fleet_Approaching_Planet>
        <SFXEvent_Strategic_Pop_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Strategic_Pop_Cap_Reached>
        <SFXEvent_Tactical_Pop_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Tactical_Pop_Cap_Reached>

        <!-- MusicEvents are defined in MUSICEVENTS.XML -->
        <!-- Once again, self-explanitory -->
        <Strategic_Map_Music_Event> Galactic_Map_Empire_Music_Event </Strategic_Map_Music_Event>
        <Music_Event_Battle_Load_Screen> Tactical_Battle_Loading_Loop_Event </Music_Event_Battle_Load_Screen>
        <Music_Event_Tactical_Win> Empire_Win_Tactical_Event </Music_Event_Tactical_Win>
        <Music_Event_Tactical_Lose> Empire_Lose_Tactical_Event </Music_Event_Tactical_Lose>
        <Music_Event_Strategic_Win> Empire_Win_Strategic_Event </Music_Event_Strategic_Win>
        <Music_Event_Strategic_Lose> Empire_Lose_Strategic_Event </Music_Event_Strategic_Lose>
        <Music_Event_Space_Ambient_Super_Weapon> </Music_Event_Space_Ambient_Super_Weapon>
        <Music_Event_Space_Battle_Super_Weapon> Space_Map_Empire_Battle_Death_Star_Music_Event </Music_Event_Space_Battle_Super_Weapon>
        <Music_Event_Land_Ambient_Super_Weapon> </Music_Event_Land_Ambient_Super_Weapon>
        <Music_Event_Land_Battle_Super_Weapon> </Music_Event_Land_Battle_Super_Weapon>
        <SFX_Event_Tactical_Land_Battle_Pending> EHD_Battle_Pending </SFX_Event_Tactical_Land_Battle_Pending>      
        <SFX_Event_Tactical_Space_Battle_Pending> EHD_Battle_Pending </SFX_Event_Tactical_Space_Battle_Pending>    
        <Music_Event_Tactical_Land_Battle_Pending> Tactical_Battle_Loading_Loop_Event </Music_Event_Tactical_Land_Battle_Pending>
        <Music_Event_Tactical_Space_Battle_Pending> Tactical_Battle_Loading_Loop_Event </Music_Event_Tactical_Space_Battle_Pending>
        
        <!-- The Ambient music eventlists are a bit different than the other music events and require some explanation. They do not play during battle -->
        <!-- <Music_Event_List_Ambient> %TERRAIN_TYPE%, %MUSIC_EVENT_TO_PLAY% </Music_Event_List_Ambient> -->
        <!-- %TERRAIN_TYPE% defines what terrain that music should be played on. Terrain types can be found in PLANETS.XML -->
        <!-- %MUSIC_EVENT_TO_PLAY% is the music event from MUSICEVENTS.XML that you want to play for that terrain type -->
        <Music_Event_List_Ambient> Space, Space_Map_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
        <Music_Event_List_Ambient> Temperate, Temperate_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
        <Music_Event_List_Ambient> Arctic, Ice_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
        <Music_Event_List_Ambient> Desert, Desert_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
        <Music_Event_List_Ambient> Forest, Temperate_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
        <Music_Event_List_Ambient> Swamp, Swamp_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
        <Music_Event_List_Ambient> Volcanic, Volcanic_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
        <Music_Event_List_Ambient> Urban, Urban_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
        
        <!-- Battle Music event lists play during a battle.  They follow the same structure as the Ambient event lists -->
        <Music_Event_List_Battle> Space, Space_Map_Empire_Battle_Music_Event </Music_Event_List_Battle>
        <Music_Event_List_Battle> Temperate, Temperate_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
        <Music_Event_List_Battle> Arctic, Ice_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
        <Music_Event_List_Battle> Desert, Desert_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
        <Music_Event_List_Battle> Forest, Temperate_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
        <Music_Event_List_Battle> Swamp, Swamp_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
        <Music_Event_List_Battle> Volcanic, Volcanic_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
        <Music_Event_List_Battle> Urban, Urban_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
        
        <!-- Unit type spotted SFX's follow the structure of: <SFXEvent_Unit_Type_Spotted>%UNIT%, %SOUND_EFFECT%</SFXEvent_Unit_Type_Spotted> -->
        <!-- %UNIT% is the unit name of the unit you want to play the effect for -->
        <!-- %SOUND_EFFECT% is the SFXEvent you want to play when your faction sees %UNIT% -->
        <SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Empire, Unit_Announce_E_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Emperor_Palpatine, Unit_Announce_Emperor_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Boba_Fett, Unit_Announce_Fett_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Kyle_Katarn, Unit_Announce_Katarn_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi, Unit_Announce_ObiWan_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Rebel, Unit_Announce_R_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Han_Solo, Unit_Announce_Solo_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>Darth_Vader, Unit_Announce_Vader_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
        <SFXEvent_Unit_Type_Spotted>General_Veers, Unit_Announce_Veers_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
        <!-- This plays whenever an enemy is seen. No unit name needed -->
        <SFXEvent_Enemy_Spotted> Unit_See_Enemy_Storm_Trooper </SFXEvent_Enemy_Spotted>
        
        <!-- Speech Events are defined in SPEECHEVENTS.XML -->
        <!-- Fairly Self-explanitory -->
        <!-- SpeechEvent_Super_Weapon_Moving_Into_Range is for your superweapon-->
        <SpeechEvent_Super_Weapon_Moving_Into_Range> EHD_Death_Star_Begin_Approach </SpeechEvent_Super_Weapon_Moving_Into_Range>
        <SpeechEvent_Super_Weapon_Moving_Range_60_Seconds> EHD_Death_Star_1_Minute </SpeechEvent_Super_Weapon_Moving_Range_60_Seconds>
        <SpeechEvent_Super_Weapon_Moving_Range_30_Seconds> EHD_Death_Star_30_Seconds </SpeechEvent_Super_Weapon_Moving_Range_30_Seconds>
        <SpeechEvent_Super_Weapon_Moving_Range_15_Seconds> EHD_Death_Star_15_Seconds </SpeechEvent_Super_Weapon_Moving_Range_15_Seconds>
        <SpeechEvent_Super_Weapon_Moving_Range_05_Seconds> EHD_Death_Star_5_Seconds </SpeechEvent_Super_Weapon_Moving_Range_05_Seconds>
        <SpeechEvent_Super_Weapon_Moved_Into_Range> EHD_Death_Star_Cleared </SpeechEvent_Super_Weapon_Moved_Into_Range>

        <!-- SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range is for your enemy's superweapon-->
        <SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range> </SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>
        <SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds> </SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
        <SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds> </SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
        <SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds> </SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
        <SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds> </SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
        <SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range> </SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>

        <!-- Event to play when a local player captures or loses control of a planet -->
        <SFXEvent_Planet_Gained_Control> EHD_Planet_Gained </SFXEvent_Planet_Gained_Control>    <!-- Plays anytime control is gained -->
        <SFXEvent_Planet_Lost_Control> EHD_Planet_Lost </SFXEvent_Planet_Lost_Control>            <!-- Plays only when control is lost from other player -->

        <!-- Events to play when toggling Special powers -->
        <!-- <SFXEvent_GUI_Toggle_Shields_On> GUI_Toggle_Shields_On </SFXEvent_GUI_Toggle_Shields_On>
        <SFXEvent_GUI_Toggle_Shields_Off> GUI_Toggle_Shields_Off </SFXEvent_GUI_Toggle_Shields_Off> -->
        <!-- Power to shields -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND, GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND, GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

        <!-- Interdict -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT, GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT, GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

        <!-- BARRAGE -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

        <!-- HUNT -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT, GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

        <!-- SPREAD_OUT -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

        <!-- ABILITY_LURE -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE, GUI_Toggle_Lure_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE, GUI_Toggle_Lure_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

        <!-- ABILITY_ROCKET_ATTACK -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK, GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>  

        <!-- HARASS -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS, GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS, GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

        <!-- Scout -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER, GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

        <!-- Deploy -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY, GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY, GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>

        <!-- Turbo -->    
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO, GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO, GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



        <!-- Power to shields -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- Interdict -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- BARRAGE -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- HUNT -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HUNT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- SPREAD_OUT -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>SPREAD_OUT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- ABILITY_LURE -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_LURE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_LURE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- ABILITY_ROCKET_ATTACK -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_ROCKET_ATTACK, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_ROCKET_ATTACK, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- HARASS -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- Scout -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>AVOID_DANGER, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>AVOID_DANGER, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- Deploy -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- Turbo -->    
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
        <SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>

        <!-- Empire Tactical Battle Audio -->
        <SFXEvent_HUD_Landing_Zone_Captured> EHD_Landing_Zone_Captured </SFXEvent_HUD_Landing_Zone_Captured>                              <!-- We captured a landing soze -->
        <SFXEvent_HUD_Landing_Zone_Lost> EHD_Landing_Zone_Lost </SFXEvent_HUD_Landing_Zone_Lost>                                                  <!-- We lost one of our landing zones -->
        <SFXEvent_HUD_Last_Landing_Zone_Lost> EHD_Last_Landing_Zone_Lost </SFXEvent_HUD_Last_Landing_Zone_Lost>                            <!-- We lost our last landing zone -->
        <SFXEvent_HUD_Build_Pad_Captured> EHD_Build_Pad_Captured </SFXEvent_HUD_Build_Pad_Captured>                                          <!-- We captured a build pad -->
        <SFXEvent_HUD_Build_Pad_Lost> EHD_Build_Pad_Lost </SFXEvent_HUD_Build_Pad_Lost>                                                              <!-- We lost one of our build pads -->
        <SFXEvent_HUD_Base_Shield_Offline> EHD_Base_Shield_Offline </SFXEvent_HUD_Base_Shield_Offline>                                        <!-- Our base shield just went offline -->
        <SFXEvent_HUD_Enemy_Base_Shield_Offline> EHD_Enemy_Base_Shield_Offline </SFXEvent_HUD_Enemy_Base_Shield_Offline>                <!-- The enemies base shield just went offline -->
        <SFXEvent_HUD_Base_Shield_Online> EHD_Base_Shields_Up </SFXEvent_HUD_Base_Shield_Online>                                                <!-- Our base shield just went back online -->
        <SFXEvent_HUD_Enemy_Base_Shield_Online> EHD_Enemy_Base_Shields_Up </SFXEvent_HUD_Enemy_Base_Shield_Online>                        <!-- The enemies base shield just went back online -->
        <SFXEvent_HUD_Base_Shield_Penetrated> EHD_Base_Shield_Penetrated </SFXEvent_HUD_Base_Shield_Penetrated>                            <!-- Our base shield was just penetrated by the enemy -->
        <SFXEvent_HUD_Enemy_Base_Shield_Penetrated> EHD_Enemy_Base_Shield_Penetrated </SFXEvent_HUD_Enemy_Base_Shield_Penetrated>    <!-- We just penetrated then enemies base shield -->

        <SFXEvent_HUD_Won_Land_Battle> EHD_Battle_End </SFXEvent_HUD_Won_Land_Battle>                                                             <!-- We won the land battle -->
        <SFXEvent_HUD_Lost_Land_Battle> EHD_Defeated </SFXEvent_HUD_Lost_Land_Battle>                                                             <!-- We lost the land battle -->
        <SFXEvent_HUD_Won_Space_Battle> EHD_Battle_End </SFXEvent_HUD_Won_Space_Battle>                                                            <!-- We won the space battle -->      
        <SFXEvent_HUD_Lost_Space_Battle> EHD_Defeated </SFXEvent_HUD_Lost_Space_Battle>                                                   <!-- We lost the space battle -->

        <SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present> EHD_Battle_End </SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>             <!-- We won the land battle with enemy tactical superweapon present -->
        <SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present> EHD_Defeated </SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>             <!-- We lost the land battle with enemy tactical superweapon present -->
        <SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present> EHD_Battle_End </SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>             <!-- We won the space battle with enemy tactical superweapon present -->      
        <SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present> EHD_Defeated </SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>        <!-- We lost the space battle with enemy tactical superweapon present -->

        <SFXEvent_HUD_Tactical_Victory_Near> Unit_Near_Victory_Storm_Trooper </SFXEvent_HUD_Tactical_Victory_Near>  <!-- PLACERHOLDER FOR FRANK -->    <!-- We are outnumbering our enemy significantly and the FOW has been pushed back to help us exterminate the opposition -->
        <SFXEvent_HUD_Repairing> EHD_Repairing </SFXEvent_HUD_Repairing>                                                                                                    <!-- Repair is underway on something -->
        <SFXEvent_HUD_Gravity_Control_Generator_On> </SFXEvent_HUD_Gravity_Control_Generator_On>                                                 <!-- The gravity control generator is switched on from off -->
        <SFXEvent_HUD_Gravity_Control_Generator_Off> </SFXEvent_HUD_Gravity_Control_Generator_Off>                                            <!-- The gravity control generator is switched off from on -->

        <SFXEvent_HUD_Special_Weapon_Ready> EHD_Hypervelocity_Available </SFXEvent_HUD_Special_Weapon_Ready>                             <!-- Index 0 = Hypervelocity Gun -->
        <SFXEvent_HUD_Special_Weapon_Ready> </SFXEvent_HUD_Special_Weapon_Ready>                             <!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
        <SFXEvent_HUD_Special_Weapon_Ready> </SFXEvent_HUD_Special_Weapon_Ready>                             <!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

        <SFXEvent_HUD_Special_Weapon_Charging> EHD_Hypervelocity_Charging </SFXEvent_HUD_Special_Weapon_Charging>                     <!-- Index 0 = Hypervelocity Gun -->
        <SFXEvent_HUD_Special_Weapon_Charging> </SFXEvent_HUD_Special_Weapon_Charging>                     <!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
        <SFXEvent_HUD_Special_Weapon_Charging> </SFXEvent_HUD_Special_Weapon_Charging>                     <!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

        <SFXEvent_HUD_Special_Weapon_Firing> EHD_Hypervelocity_Firing </SFXEvent_HUD_Special_Weapon_Firing>                         <!-- Index 0 = Hypervelocity Gun -->
        <SFXEvent_HUD_Special_Weapon_Firing> </SFXEvent_HUD_Special_Weapon_Firing>                         <!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
        <SFXEvent_HUD_Special_Weapon_Firing> </SFXEvent_HUD_Special_Weapon_Firing>                         <!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

        <SFXEvent_HUD_Enemy_Special_Weapon_Ready> </SFXEvent_HUD_Enemy_Special_Weapon_Ready>            <!-- Index 0 = Hypervelocity Gun -->
        <SFXEvent_HUD_Enemy_Special_Weapon_Ready> </SFXEvent_HUD_Enemy_Special_Weapon_Ready>            <!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
        <SFXEvent_HUD_Enemy_Special_Weapon_Ready> </SFXEvent_HUD_Enemy_Special_Weapon_Ready>            <!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

        <SFXEvent_HUD_Enemy_Special_Weapon_Charging> </SFXEvent_HUD_Enemy_Special_Weapon_Charging>    <!-- Index 0 = Hypervelocity Gun -->
        <SFXEvent_HUD_Enemy_Special_Weapon_Charging> </SFXEvent_HUD_Enemy_Special_Weapon_Charging>    <!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
        <SFXEvent_HUD_Enemy_Special_Weapon_Charging> </SFXEvent_HUD_Enemy_Special_Weapon_Charging>    <!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

        <SFXEvent_HUD_Enemy_Special_Weapon_Firing> EHD_Hypervelocity_Firing </SFXEvent_HUD_Enemy_Special_Weapon_Firing>            <!-- Index 0 = Hypervelocity Gun -->
        <SFXEvent_HUD_Enemy_Special_Weapon_Firing> EHD_Ion_Cannon_Firing </SFXEvent_HUD_Enemy_Special_Weapon_Firing>            <!-- Index 1 = Ion Cannon - If entry here, must have 1 above even if stub -->
        <SFXEvent_HUD_Enemy_Special_Weapon_Firing> </SFXEvent_HUD_Enemy_Special_Weapon_Firing>            <!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if stub -->

        <SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds> EHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds> EHD_Control_Point_30_Seconds </SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds> EHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds> EHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds> EHD_Control_Point_60_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds> EHD_Control_Point_30_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds> EHD_Control_Point_15_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds> EHD_Control_Point_5_Seconds </SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds> EHD_Enemy_Control_Point_60_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds> EHD_Enemy_Control_Point_30_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds> EHD_Enemy_Control_Point_15_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds> EHD_Enemy_Control_Point_5_Seconds </SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
        <SFXEvent_HUD_Reinforcement_Point_Contested> EHD_Reinforcement_Contested </SFXEvent_HUD_Reinforcement_Point_Contested>

        <SFXEvent_Tactical_Lose_Friendly_Control> Reinforcement_Point, EHD_Landing_Zone_Lost </SFXEvent_Tactical_Lose_Friendly_Control>
        <SFXEvent_Tactical_Gain_Friendly_Control> Reinforcement_Point, EHD_Landing_Zone_Captured </SFXEvent_Tactical_Gain_Friendly_Control>        
        <SFXEvent_Tactical_Lose_Enemy_Control> Skirmish_Build_Pad, EHD_Build_Pad_Lost  </SFXEvent_Tactical_Lose_Enemy_Control>        
        <SFXEvent_Tactical_Gain_Enemy_Control> Skirmish_Build_Pad, EHD_Build_Pad_Captured </SFXEvent_Tactical_Gain_Enemy_Control>
        <SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Mining_Facility, EHD_Lost_Mining </SFXEvent_Tactical_Lose_Friendly_Control>
        <SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Mining_Facility, EHD_Capture_Mining </SFXEvent_Tactical_Gain_Friendly_Control>    
        <SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Heavy_Factory_R, EHD_Lost_Heavy_Vehicle </SFXEvent_Tactical_Lose_Friendly_Control>
        <SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Heavy_Factory_R, EHD_Capture_Heavy_Vehicle </SFXEvent_Tactical_Gain_Friendly_Control>
        <SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Heavy_Factory_E, EHD_Lost_Heavy_Vehicle </SFXEvent_Tactical_Lose_Friendly_Control>
        <SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Heavy_Factory_E, EHD_Capture_Heavy_Vehicle </SFXEvent_Tactical_Gain_Friendly_Control>
        <SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Abandoned_Sensor, EHD_Lost_Sensor </SFXEvent_Tactical_Lose_Friendly_Control>
        <SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Abandoned_Sensor, EHD_Capture_Sensor </SFXEvent_Tactical_Gain_Friendly_Control>
        <SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Abandoned_Turbolaser_Tower, EHD_Lost_Turbo </SFXEvent_Tactical_Lose_Friendly_Control>
        <SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Abandoned_Turbolaser_Tower, EHD_Capture_Turbo </SFXEvent_Tactical_Gain_Friendly_Control>
        <SFXEvent_Tactical_Lose_Friendly_Control> Secondary_Mercenary_Outfitter, EHD_Lost_Mecenaries </SFXEvent_Tactical_Lose_Friendly_Control>
        <SFXEvent_Tactical_Gain_Friendly_Control> Secondary_Mercenary_Outfitter, EHD_Capture_Mercenaries </SFXEvent_Tactical_Gain_Friendly_Control>

        <!-- Faction-based tactical constuction world 3D SFX - these are not HUD responses, but physical sound effects -->
        <SFXEvent_Tactical_Object_Building_Started> Structure_Buildable_Start </SFXEvent_Tactical_Object_Building_Started>    <!-- An object is just starting construction in the world -->
        <SFXEvent_Tactical_Object_Building_Loop> Structure_Buildable_Loop </SFXEvent_Tactical_Object_Building_Loop>                <!-- An object is currently under construction (loop) in the world -->
        <SFXEvent_Tactical_Object_Building_Complete> Structure_Buildable_Stop </SFXEvent_Tactical_Object_Building_Complete>    <!-- An object has just completed construction in the world -->
        <SFXEvent_Tactical_Object_Sold> Structure_Buildable_Sold </SFXEvent_Tactical_Object_Sold>                                          <!-- An object is sold in the world -->        

        <!-- Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash -->
        <!-- <SFXEvent_Weather_Begin>%WEATHER_SCENARIO%, %SOUND_TO_PLAY%</SFXEvent_Weather_Begin> -->
        <!-- %WEATHER_SCENARIO% is the type of weather you want a sound to play on.  Defined in WEATHERSCENARIOS.XML -->
        <!-- %SOUND_TO_PLAY% is the sound you want to play when the weather type starts. -->
        <SFXEvent_Weather_Begin> RAIN,          Unit_Rain_Storm_Trooper    </SFXEvent_Weather_Begin>
        <SFXEvent_Weather_Begin> SNOW,              Unit_Snowstorm_Storm_Trooper  </SFXEvent_Weather_Begin>
        <SFXEvent_Weather_Begin> SANDSTORM,      Unit_Sandstorm_Storm_Trooper    </SFXEvent_Weather_Begin>
        <SFXEvent_Weather_Begin> ASH,               Unit_Ashfall_Storm_Trooper       </SFXEvent_Weather_Begin>
        <!-- Weather_End follows the same format as Weather_Begin, but instead plays when the weather is over -->
        <SFXEvent_Weather_End>   RAIN,                                                  </SFXEvent_Weather_End>
        <SFXEvent_Weather_End>   SNOW,                                                  </SFXEvent_Weather_End>
        <SFXEvent_Weather_End>   SANDSTORM,                                             </SFXEvent_Weather_End>
        <SFXEvent_Weather_End>   ASH,                                                   </SFXEvent_Weather_End>

        <!-- Bombing runs becoming available cues -->
        <SFXEvent_Bombing_Run_Available> EHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Available>
        <SFXEvent_Bombing_Run_Ally_Available> EHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Ally_Available>
        <SFXEvent_Bombing_Run_Enemy_Available> </SFXEvent_Bombing_Run_Enemy_Available>
        <SFXEvent_Bombing_Run_Cancelled> EHD_Bombing_Run_Canceled </SFXEvent_Bombing_Run_Cancelled>
        <SFXEvent_Bombing_Run_Begin_Crosstalk> Unit_Bomb_Land_Tie_Bomber_1 </SFXEvent_Bombing_Run_Begin_Crosstalk>

        <!-- Starbase upgrading cues -->
        <SFXEvent_Starbase_Upgraded> EHD_Space_Station_Upgraded </SFXEvent_Starbase_Upgraded>
        <SFXEvent_Starbase_Enemy_Upgraded> EHD_Enemy_Space_Station_Upgraded </SFXEvent_Starbase_Enemy_Upgraded>
        <SFXEvent_Starbase_Ally_Upgraded> EHD_Space_Station_Upgraded </SFXEvent_Starbase_Ally_Upgraded>

        <!-- Player taunt SFXEvents-->
        <SFXEvent_Player_Taunt> Unit_Taunt_Vader </SFXEvent_Player_Taunt>
        <SFXEvent_Player_Taunt> Unit_Taunt_Boba_Fett   </SFXEvent_Player_Taunt>
        <SFXEvent_Player_Taunt> Unit_Taunt_Emperor </SFXEvent_Player_Taunt>

        <!-- Sandbox tactical battle introduction Command Bar movie -->
        <!-- This is the movie that plays at the start of a battle -->
        <!-- Note that the sound is not included in the movie, but rather played by the SpeechEvents below -->
        <Tactical_Intro_Command_Bar_Movie_Name> Stormtrooper_Loop </Tactical_Intro_Command_Bar_Movie_Name>  <!-- PLACEHOLDER ASSET -->

        <!-- Sandbox tactical battle introduction SpeechEvents -->
        <!--These are the sound clips that play with the Movie defined above.  -->
        <!-- Default case for land battle as attacker -->
        <SpeechEvent_Tactical_Intro_Land_Attacker>GES_INTRO_LAND_ATTACK_E_0</SpeechEvent_Tactical_Intro_Land_Attacker>
        <!-- Default case for land battle as defender -->
        <SpeechEvent_Tactical_Intro_Land_Defender>GES_INTRO_LAND_DEFEND_E_00</SpeechEvent_Tactical_Intro_Land_Defender>
        <!-- Default case for space battle as attacker -->
        <SpeechEvent_Tactical_Intro_Space_Attacker>GES_INTRO_SPACE_ATTACK_E_00</SpeechEvent_Tactical_Intro_Space_Attacker>
        <!-- Default case for space battle as defender -->
        <SpeechEvent_Tactical_Intro_Space_Defender>GES_INTRO_SPACE_DEFEND_E_00</SpeechEvent_Tactical_Intro_Space_Defender>
        <!-- Default case for land battle as defender from a raid party -->
        <SpeechEvent_Tactical_Intro_Land_Raid_Defender>GES_INTRO_LAND_DEFEND_E_04 </SpeechEvent_Tactical_Intro_Land_Raid_Defender>
        <!-- Default case for land battle as raider -->
        <!-- Left blank, because our faction doesn't perform raids -->
        <SpeechEvent_Tactical_Intro_Land_Raid_Attacker></SpeechEvent_Tactical_Intro_Land_Raid_Attacker>

        <!-- Not sure what these too lines do -->
        <SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>GES_INTRO_LAND_ATTACK_E_05 </SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>
        <SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>GES_INTRO_LAND_DEFEND_E_05 </SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>

<!--The conditional speech events below are played when selected units are or are not present. The format is:
 <SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>UNIT_A, UNIT_B, UNIT_C, SPEECH_TO_PLAY</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
 The same goes for the Conditional_And tag as well-->
<!-- Note that conditionals will be evaluated in the order below, so order/priority is important             -->
<!--                                                                     -->  
<!-- Luke object types (4) :               Luke_Skywalker, Luke_Team, Luke_XWing, Red_Squadron    -->
<!-- Mon Mothma object types (2):      Mon_Mothma, Mon_Mothma_Team                        -->
<!-- Emperor Palpatine types (2):      Emperor_Palpatine, Emperor_Palpatine_Team                -->
<!-- Death Star types (1):                Death_star                                    -->
<!--                                                                     -->  
<!-- ...Conditional_Or:  A (or) B present - and C not present                                -->
<!-- ...Conditional_And: A (and) B present - and C not present                                -->
<!--                                                                     -->  
<!-- Conditionals:          (A) Present,                 (B) Present,      (C) Not Present         -->

        <!-- A or B present and C not present -->
        <SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> Death_Star, None, None, GES_INTRO_SPACE_DEFEND_E_05 </SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> <!-- Just Death Star present -->

        <!-- A or B present and C not present-->
        <SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> Emperor_Palpatine, None, None, GES_INTRO_SPACE_DEFEND_E_04 </SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or> <!-- Just Emperor Palpatine present -->

        <!-- A or B present and C not present -->
        <SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> Death_Star, None, None, GES_INTRO_SPACE_ATTACK_E_04 </SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or> <!-- Just Death Star present -->
            
        <!-- A or B present and C not present-->
        <SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or>  Emperor_Palpatine, None, None, GES_INTRO_LAND_DEFEND_E_05 </SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or> <!-- Just Emperor Palpatine present -->
            
        <!-- A or B present and C not present-->
        <SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or>  Mon_Mothma, None, None, GES_INTRO_LAND_ATTACK_E_04 </SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or> <!-- Just Mon Mothma present -->
        <!-- End Sandbox tactical battle introduction SpeechEvents -->
        
        <!-- These are the text hints the droid advisor sometimes displays.  Each entry is seperated by a comma. Defined in MasterTextFile_ENGLISH.dat -->
        <!-- Galactic Advisor Hints are displayed on the galactic map -->
        <Galactic_Advisor_Hints>
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_01,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_02,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_03,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_04,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_05,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_06,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_07,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_08,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_09,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_10,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_11,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_12,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_13,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_14,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_15,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_16,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_17,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_18,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_19,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_20,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_21,
            TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_24
        </Galactic_Advisor_Hints>
        <!-- Space Advisor Hints are displayed in a space tactical battle -->
        <Space_Advisor_Hints>
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_01,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_02,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_03,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_04,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_05,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_06,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_07,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_08,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_09,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_10,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_11,
            TEXT_DROID_ADVISOR_EMPIRE_SPACE_13
        </Space_Advisor_Hints>
        <!-- Land Advisor Hints are displayed in a land tactical battle -->
        <Land_Advisor_Hints>
            TEXT_DROID_ADVISOR_EMPIRE_LAND_00,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_01,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_02,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_03,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_04,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_05,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_06,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_07,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_08,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_09,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_10,
            TEXT_DROID_ADVISOR_EMPIRE_LAND_11,
            TEXT_DROID_ADVISOR_LAND_12,
            TEXT_DROID_ADVISOR_LAND_13,
            TEXT_DROID_ADVISOR_LAND_14
        </Land_Advisor_Hints>
        
        <!-- What factions is your faction allied with -->
        <Allies>Imperial</Allies>
        <!-- What factions is your faction enemies with -->
        <Enemies>Rebel, Pirates, Hutts, Mon_Calamari, Bothan, Hostile, Ewok, Target, Sarlacc</Enemies>
        <!-- Can your faction take control of a planet. true or false -->
        <Can_Control_Planets>true</Can_Control_Planets>

        <Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>
        <Multiplayer_Beacon_Type>E_Multiplayer_Beacon</Multiplayer_Beacon_Type>
        <Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>
        <!-- Sound FX to play when the Droid Advisor sends you a message -->
        <SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>
        <!-- Sound FX to play when the Droid Advisor sends you an urgent message -->
        <SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>
        <!-- Sound FX to play when the Droid Advisor sends you a hint -->
        <SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>
        <!--Put the names of any heroes you want to be in your faction -->
        <!--Separate them with a comma -->
        <Multiplayer_Campaign_Heroes>
            Grand_Moff_Tarkin_Team,
            Emperor_Palpatine_Team,
            Boba_Fett_Team,
            General_Veers_Team,
            Accuser_Star_Destroyer,
            Darth_Team
        </Multiplayer_Campaign_Heroes>
    </Faction>

Strings to add to MasterTextFile_ENGLISH:
  • TEXT_FACTION_REPUBLIC : "Republic"
  • TEXT_RETREAT_SPACE_REPUBLIC : "Republic Retreat Hyperspace Jump :"
  • TEXT_RETREAT_LAND_REPUBLIC : "Republic Retreat Underway"
Place republic_icon.dds in your ART\TEXTURES\ folder.

Right now you will not be able to play with your new faction, as the maps are set up for one side being imperial, and one rebel. Plus your faction doesn't have any units or buildings to use.

If you need any help with this tutorial, or notice an error, feel free to contact me through the contact form on the website, or post a comment below.

Link To This Tutorial: [tut=9]Adding a New Faction[/tut]