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"###! $$%! $ &''' (() !!(&*++'&'+""')(,,-)(!%%,(.../001022..233/./34055016650761//88899:&&1;;1<<; ))=48/84>>98:?**&:1;7;<@@7;=)--A= IBXp#Mission Info $Version: 0.10 $Name: XSTR("Basic Flight", 1) $Author: NamelessOne $Created: 07/18/06 at 18:18:27 $Modified: 01/12/08 at 10:34:52 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Basic Flight Tutorial for the BSG Demo ", 2) $end_multi_text +Game Type Flags: 4 +Flags: 131080 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 14967.926758, 18837.371094, -32271.072266 +Viewer orient: 0.999914, 0.000001, 0.013084, -0.006098, 0.884776, 0.465976, -0.011576, -0.466016, 0.884701 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Orange" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: desertplanet2.pof $AI Profile: FS2 RETAIL #Sexp_variables $Variables: ( 0 "DroneFightTimer" "0" "number" 1 "DuelOnly" "false" "string" 2 "HollandsHP" "100" "number" 3 "Infractions" "0" "number" 4 "ResetAmmoTimer" "0" "number" 98 "Echo 2" "0" "block" 99 "Echo 2" "200" "block" ) #Command Briefing $Stage Text: XSTR("Alright nuggets, listen up... I said listen up! Welcome to the Colonial Fleet. Pegasus needs pilots, and you've been drafted to fill this role. Now I'm not gonna listen to any bitching about your rights or some bull about your personal freedoms. We are at war! We are ALL that is left of the human race, and NO ONE is a non-combatant any more. Now, all of you have flown before. Some of you are former military pilots, others are civilian sticks, and a handful of you have only a few flight hours. None of you, however, have ever strapped into the Mark VII Viper. Well, get ready for a whole new ball game.", 3) $end_multi_text $Ani Filename: pegasus_cb.ani +Wave Filename: TSM-CB-01.ogg $Stage Text: XSTR("The Mk VII is the fastest, most advanced, and most dangerous combat spacecraft ever created. She is capable of manoeuvres that require split-second decisions and razor-sharp reflexes. One wrong move at full burn, and you will be nothing but space debris. Now since the Cylons infiltrated the Command Navigation Program with a virus, we've had to strip the Beast--and her complement of Raptors and Vipers--of this program. Along with it went the Mk VII's advanced aviation package. Any minor attitude adjustments that were once handled by the computer during combat are now in the control of the pilot. In other words, it is a suicide machine in the hands of the inexperienced.", 4) $end_multi_text $Ani Filename: pegasus_cb.ani +Wave Filename: TSM-CB-02.ogg $Stage Text: XSTR("Under normal circumstances, it would take a trainee months to get a handle on the Seven. Lucky for you nuggets, we have several simulators aboard Pegasus. You can get the full effect of flying the Seven without the danger of tearing yourself to shreds your first time out of the launch tubes. Now remember, we have limited resources, and no room for freeloaders! If you wash out, you better be good at something else around here. Make no mistake, we are all in the fight of our lives. We need the best out there. Be the best! You have all been assigned training instructors, report to them immediately. Good luck, dismissed!", 5) $end_multi_text $Ani Filename: pegasus_cb.ani +Wave Filename: TSM-CB-03.ogg #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Okay, for all of you, this session will be your first-or last-taste of the Mark VII Viper. Even though it's a simulator, it is imperative that you pay attention and follow my instructions to the letter. Because you will only dream of sitting in a real cockpit until you pass basic flight training. Take a look at these primary objectives: -Instrumentation and Targeting -Basic Flight Mechanics -Advanced Flight Mechanics -Basic Flight Communications", 6) $end_multi_text $voice: TSM-B-01.ogg $camera_pos: 0.000000, 150.000000, -200.000000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.845564, 0.533874, 0.000000, -0.533874, 0.845564 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark VII $pos: 0.000000, 0.000000, 0.000000 $label: Green 1 +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark VII $pos: 50.000000, 0.000000, 100.000000 $label: Instructor +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( is-destroyed-delay 0 "Green 1" ) $Multi text XSTR("Wow, my gods, okay, there's really no saving face... We would be attending your funeral soon if this was real life. And you know what? That would be a massive waste of time, too! If this session has proved anything, it's shown us all that you excel at being a wash out. You had ample frakking time in there to practice each and every function, but still DIED when pitted against with a practice drone?! How can you ever take on a Cylon? Were you even trying? Gods damn, stay the hell away from our Vipers, and get the frak out of my sight.", 7) $end_multi_text $Voice: TSM-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Green 1" ) ) ( > ( + @DroneFightTimer[0] @Infractions[0] ) 9 ) ( is-event-false-delay "Nice Try Bitch" 0 ) ) $Multi text XSTR("Uh... okay, so, I'm not sure how the frakking hell you expect to be a soldier of any kind. Seriously, how the hell did you ever manage to fly anything in the past? Dawdling, can't follow simple orders, can't follow through--lords help you, maybe the wiring upstairs is crossed... hmm, fried, maybe? --You know... I don't know, and don't give a sh--why in the name of the gods, do I keep getting people like you?! It is my bad luck? A joke at my expense... what?! The Colonial military has no room for uncommunicative, brain-dead frak-ups that waste time and resources--especially, of all things, MY frakking time. You make me sick. Just get out of here... NOW.", 8) $end_multi_text $Voice: TSM-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Green 1" ) ) ( or ( < ( + @DroneFightTimer[0] @Infractions[0] ) 9 ) ( = ( + @DroneFightTimer[0] @Infractions[0] ) 9 ) ) ( is-event-false-delay "Nice Try Bitch" 0 ) ) $Multi text XSTR("That was nice flying, nugget. Good job, you've definitely got the potential. Hmm, all you need is a hell of a lot more training to hone those fledgling skills--okay, months of heavy-duty training and perhaps a little experience, then we'll see... It takes most people a while to work their way up to active flight status, so I'm not expecting too much too soon. We don't need to waste any more Vipers as is, so make sure you log in those practice hours. Do that, and I might even see you for a mission within three--or four--months time. Oh yeah, a little advice though... stay the frak away from all the wrong people--they're easy to pick out, so be careful who you piss off. If you can avoid them, you just might live long enough to see the end of this frakking war. Otherwise, they'll make life aboard the Pegasus a living hell for you. Alright, again, good flying. Now get the frak out of here.", 9) $end_multi_text $Voice: TSM-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Green 1" ) ) ( is-event-true-delay "Nice Try Bitch" 0 ) ) $Multi text XSTR("You're one unbelievably twisted frak, you know that? I wont even call you a gods damned frakking pilot, you psychotic piece of crap! Did you enjoy that stunt? What did you get out of that fit of idiocy? Maybe youre a skinjob--just like that catatonic spy getting frakked over in the brig, but even she wasnt that assbackwards retarded! If you're really a Cylon infiltrator, you screwed yourself, fraktard, when you unleashed your wrath on humanity in a sim--a gods damned SIM of all places! Why not a nuke? Or something more subtle, or effective at the very least? You know what? Frak it. Youll be parking your ass in the brig while we get to the bottom of this. If it was just a sim glitch, you might be off the hook, but in the meantime... it looks too much like a pilot-induced frakup. Please... someone... get this ass out of my sight.", 10) $end_multi_text $Voice: TSM-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Alternate Types: $Alt: Gauntlet #end #Players ;! 1 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark VII" 5 ) +Weaponry Pool: ( "MEC-A6" 2 "HD-70" 32 "Cylon Missile" 500 ) #Objects ;! 9 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: engines $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "locked" ) +Flags2: ( "no-subspace-drive" "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark VII $Alt: Gauntlet $Team: Friendly $Location: 99.819000, -0.000001, 279.198242 $Orientation: -0.004950, 0.000000, 0.999988, 0.000000, 1.000000, 0.000000, -0.999988, 0.000000, -0.004950 $AI Behavior: Still +AI Class: General $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "locked" ) +Flags2: ( "primaries-locked" "secondaries-locked" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 2 $Name: Red 1 ;! Object #2 $Class: Colonial Viper Mark VII $Team: Neutral $Location: -1000.000000, 0.000000, -3016.899902 $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-chase "Red 2" 89 ) ) $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: ( is-event-true-delay "Echo Wing Arrives" 6 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-departure-warp" "invulnerable" ) +Flags2: ( "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Orders Accepted: 32 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Red 2 ;! Object #3 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1000.000000, 0.000000, -3019.100098 $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-chase "Red 1" 89 ) ) $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: ( is-event-true-delay "Echo Wing Arrives" 10 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-departure-warp" "invulnerable" ) +Flags2: ( "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Orders Accepted: 32 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Echo 1 ;! Object #4 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 30.299999, 0.000000, 11.100000 $Orientation: 0.986006, 0.111814, -0.123704, -0.091752, 0.983266, 0.157432, 0.139237, -0.143876, 0.979759 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" "no-arrival-warp" "invulnerable" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 0 +Group: 0 +Score: 8 $Name: Echo 2 ;! Object #5 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 66.145126, -0.000013, 13.203425 $Orientation: 1.000000, 0.000000, 0.000569, 0.000000, 1.000000, 0.000000, -0.000569, 0.000000, 1.000000 $AI Behavior: None +AI Class: Cylon Weak $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" "no-arrival-warp" ) +Flags2: ( "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Escort priority: 0 +Special Hitpoint index: 98 +Group: 0 +Score: 8 $Name: Fulcrum 1 ;! Object #6 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 94.689857, 0.000001, 96.550690 $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-ignore "Green 2" 89 ) ( ai-chase "Green 1" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" ) +Flags2: ( "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Escort priority: 0 +Group: 0 +Score: 8 $Name: Grail 1 ;! Object #7 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 76.002319, 0.000001, -23.919853 $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 Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 0 +Group: 0 +Score: 8 $Name: Halo 1 ;! Object #8 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 21.141256, 0.000000, 179.341049 $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 +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 0 +Group: 0 +Score: 8 #Wings ;! 5 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Green 1" "Green 2" ) +Hotkey: 0 +Flags:( ) $Name: Echo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Near Ship +Arrival Distance: 2000 $Arrival Anchor: Green 1 $Arrival Cue: ( is-event-true-delay "Order To Form On Wing" 25 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Echo 1" "Echo 2" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Fulcrum $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Fulcrum 1 $Arrival Location: In front of ship +Arrival Distance: 2000 $Arrival Anchor: Green 1 $Arrival Cue: ( is-event-true-delay "Destroy Echo 1" 15 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Fulcrum 1" ) +Flags:( ) $Name: Grail $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Grail 1 $Arrival Location: In front of ship +Arrival Distance: 2000 $Arrival Anchor: Green 1 $Arrival Cue: ( is-event-true-delay "Destroy Fulcrum 1" 36 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Grail 1" ) +Flags:( ) $Name: Halo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Halo 1 $Arrival Location: In front of ship +Arrival Distance: 2100 $Arrival Anchor: Green 1 $Arrival Cue: ( is-event-true-delay "Proper Testing" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Halo 1" ) +Flags:( ) #Events ;! 78 total $Formula: ( when ( true ) ( player-use-ai ) ( add-goal "Green 1" ( ai-play-dead 89 ) ) ( ship-stealthy "Red 1" "Red 2" ) ( ship-guardian-threshold 53 "Green 2" ) ( send-message-list "Green 2" "High" "Holland's Intro" 0 "Green 2" "High" "Holland's Intro b" 8000 ) ) +Name: Initial Events +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( set-subsystem-strength "Green 1" "engines" 100 ) ( send-message-list "Green 2" "High" "Okay Nugget" 0 "Green 2" "High" "Okay Nugget b" 4000 ) ) +Name: Start Training +Repeat Count: 1 +Interval: 1 +Chained: 20 +Team: 0 $Formula: ( when ( true ) ( training-msg "Targeting Key" ) ) +Name: Send Training Key +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( key-pressed "T" ) ( flash-hud-gauge "TARGET_MONITOR" ) ( flash-hud-gauge "OFFSCREEN RANGE" ) ( send-message-list "Green 2" "High" "Targeted" 0 "Green 2" "High" "Targeted b" 5000 ) ) +Name: Target Green 2 +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Target Green 2", 11) +Objective key: XSTR("Press $T$", 12) +Team: 0 $Formula: ( when ( true ) ( ship-unstealthy "Red 1" "Red 2" ) ( key-reset "H" ) ( send-message-list "Green 2" "High" "Hostiles" 0 "Green 2" "High" "Hostiles b" 10000 ) ) +Name: Hostiles +Repeat Count: 1 +Interval: 1 +Chained: 15 +Team: 0 $Formula: ( when ( true ) ( training-msg "Hostile Targeting Key" ) ) +Name: Send Hostile Key +Repeat Count: 1 +Interval: 1 +Chained: 17 +Team: 0 $Formula: ( when ( key-pressed "H" ) ( send-message-list "Green 2" "High" "Indicators" 0 "Green 2" "High" "Indicators b" 10000 ) ) +Name: Target Red Wing +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Target Red 1 or Red 2", 13) +Objective key: XSTR("Press $H$", 14) +Team: 0 $Formula: ( when ( true ) ( send-message-list "Green 2" "High" "Cycling" 0 "Green 2" "High" "Cycling b" 8000 ) ) +Name: Indicators +Repeat Count: 1 +Interval: 1 +Chained: 19 +Team: 0 $Formula: ( when ( true ) ( training-msg "Friendly Targeting Key" ) ) +Name: Send Friendly Targeting Key +Repeat Count: 1 +Interval: 1 +Chained: 16 +Team: 0 $Formula: ( when ( targeted "Green 2" 1 ) ( send-message-list "Green 2" "High" "AI Off" 0 "Green 2" "High" "AI Off b" 11000 ) ) +Name: Retarget Instructor +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Target Green 2", 11) +Objective key: XSTR("Press $T$ or $F$", 16) +Team: 0 $Formula: ( when ( true ) ( player-not-use-ai ) ( flash-hud-gauge "RETICLE_CIRCLE" ) ( flash-hud-gauge "RETICLE_CIRCLE" ) ) +Name: Free Controls +Repeat Count: 1 +Interval: 1 +Chained: 20 +Team: 0 $Formula: ( when ( facing "Green 2" 5 ) ( send-message-list "Green 2" "High" "Face Red 2" 0 "Green 2" "High" "Face Red 2 b" 5000 ) ) +Name: Face Instuctor +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Face Instuctor", 17) +Team: 0 $Formula: ( when ( facing "Red 2" 5 ) ( add-goal "Green 2" ( ai-waypoints "Waypoint path 1" 89 ) ) ( cap-waypoint-speed "Green 2" 100 ) ) +Name: Face Red 2 +Repeat Count: 1 +Interval: 1 +Chained: 16 +Objective: XSTR("Face Red 2", 18) +Team: 0 $Formula: ( when ( true ) ( send-message "Green 2" "High" "Match Speed Chat" ) ) +Name: Match Speeds Chat +Repeat Count: 1 +Interval: 1 +Chained: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Match Speeds Chat" 15 ) ( is-event-incomplete "Time To Match Speeds" ) ) ( send-message "Green 2" "High" "Not So Fast Hotshot" ) ( modify-variable @Infractions[0] ( + @Infractions[0] 1 ) ) ) +Name: Not So Fast Hotshot +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Time To Match Speeds" 10 ) ( is-event-incomplete "Match Speeds" ) ( > ( distance "Green 1" "Green 2" ) 3000 ) ) ( send-message "Green 2" "High" "Keep Up Slowpoke" ) ( clear-goals "Green 2" ) ( add-goal "Green 2" ( ai-play-dead 89 ) ) ( modify-variable @Infractions[0] ( + @Infractions[0] 1 ) ) ) +Name: Wait for Slowpoke +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 1" "Green 2" ) 3000 ) ( add-goal "Green 2" ( ai-waypoints "Waypoint path 1" 89 ) ) ) +Name: Start moving again +Repeat Count: 1 +Interval: 1 +Chained: 2 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Match Speeds Chat" 5 ) ( > ( distance "Green 1" "Green 2" ) 1000 ) ) ( send-message "Green 2" "High" "Match Speeds Now" ) ( key-reset "M" ) ) +Name: Time To Match Speeds +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( training-msg "Match Speeds Key" ) ) +Name: Send Match Speeds Key +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( key-pressed "M" ) ( key-reset "Alt-M" ) ( send-message-list "Green 2" "High" "Auto Match" 0 "Green 2" "High" "Auto Match b" 12000 ) ) +Name: Match Speeds +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Match Speeds With Instructor", 19) +Objective key: XSTR("Press $M$", 20) +Team: 0 $Formula: ( when ( true ) ( training-msg "Auto Match Key" ) ) +Name: Send Auto Match Key +Repeat Count: 1 +Interval: 1 +Chained: 22 +Team: 0 $Formula: ( when ( key-pressed "Alt-M" ) ( send-message "Green 2" "High" "Catch Up With Me" ) ) +Name: Auto Match +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Use Auto Match Speed", 21) +Objective key: XSTR("Press $Alt-M$", 22) +Team: 0 $Formula: ( when ( true ) ( training-msg "Accelerate Key" ) ) +Name: Send Accelerate Key +Repeat Count: 1 +Interval: 1 +Chained: 11 +Team: 0 $Formula: ( when ( < ( distance "Green 1" "Green 2" ) 500 ) ( send-message "Green 2" "High" "Now Fall Back" ) ) +Name: Catch Up With Instructor +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Catch Up With Instructor", 23) +Objective key: XSTR("Press And Hold $A$", 24) +Team: 0 $Formula: ( when ( true ) ( training-msg "Decelerate Key" ) ) +Name: Send Decelerate Key +Repeat Count: 1 +Interval: 1 +Chained: 2 +Team: 0 $Formula: ( when ( > ( distance "Green 1" "Green 2" ) 1000 ) ( key-reset "Tab" ) ( send-message-list "Green 2" "High" "Turbo" 0 "Green 2" "High" "Turbo b" 9000 ) ) +Name: Fall Back +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Fall Back 1km", 25) +Objective key: XSTR("Press And Hold $Z$", 26) +Team: 0 $Formula: ( when ( true ) ( training-msg "Turbo Key" ) ) +Name: Send Turbo Key +Repeat Count: 1 +Interval: 1 +Chained: 24 +Team: 0 $Formula: ( when ( and ( < ( distance "Green 1" "Green 2" ) 500 ) ( key-pressed "Tab" ) ) ( do-nothing ) ) +Name: Use Turbo +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Use Afterburner To Catch Up", 27) +Objective key: XSTR("Press $Tab$ ", 28) +Team: 0 $Formula: ( when ( and ( < ( distance "Green 1" "Green 2" ) 500 ) ( not ( key-pressed "Tab" ) ) ( is-event-true-delay "Fall Back" 0 ) ( is-event-incomplete "Use Turbo" ) ) ( send-message "Green 2" "High" "Didn't use Turbo" ) ( modify-variable @Infractions[0] ( + @Infractions[0] 1 ) ) ) +Name: Didn't Use Turbo +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Use Turbo" 0 ) ( key-reset "Alt-G" ) ( send-message-list "Green 2" "High" "Activate Gliding 1" 0 "Green 2" "High" "Activate Gliding 2" 13000 ) ) +Name: Activate Gliding Chat +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( training-msg "Toggle Gliding Key" ) ) +Name: Send Glide Key +Repeat Count: 1 +Interval: 1 +Chained: 22 +Team: 0 $Formula: ( when ( key-pressed "Alt-G" ) ( key-reset "Alt-G" ) ( send-message "Green 2" "High" "Deactivate Gliding" ) ) +Name: Activate Gliding +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Activate Gliding", 29) +Objective key: XSTR("Press $Alt-G$", 30) +Team: 0 $Formula: ( when ( true ) ( training-msg "Toggle Gliding Key" ) ) +Name: Send Glide Key Again +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( key-pressed "Alt-G" ) ( key-reset "[" ) ( key-reset "]" ) ( key-reset "\" ) ( send-message "Green 2" "High" "Set Speeds" ) ) +Name: Deactivate Gliding +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Deactivate Gliding", 31) +Objective key: XSTR("Press $Alt-G$", 30) +Team: 0 $Formula: ( when ( true ) ( training-msg "Speed Keys" ) ) +Name: Send Speed Keys +Repeat Count: 1 +Interval: 1 +Chained: 14 +Team: 0 $Formula: ( when ( and ( key-pressed "[" ) ( key-pressed "]" ) ( key-pressed "\" ) ) ( clear-goals "Green 2" ) ( add-goal "Green 2" ( ai-play-dead 89 ) ) ( set-training-context-speed 0 0 ) ( send-message "Green 2" "High" "Complete Stop" ) ) +Name: Set Speeds +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Try Speed Settings", 33) +Objective key: XSTR("Press $[$, $]$ and $\$", 34) +Team: 0 $Formula: ( when ( true ) ( training-msg "Complete Stop Key" ) ) +Name: Send Complete Stop Key +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( and ( < ( distance "Green 1" "Green 2" ) 1000 ) ( speed 1 ) ) ( key-reset "Shift-1" ) ( key-reset "Shift-3" ) ( send-message-list "Green 2" "High" "Lateral Thrusters" 0 "Green 2" "High" "Lateral Thrusters b" 10000 ) ) +Name: Complete Stop +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Come to Within 1km and Stop", 35) +Objective key: XSTR("Press $Backspace$", 36) +Team: 0 $Formula: ( when ( true ) ( training-msg "Lateral Strafe Keys" ) ) +Name: Send Lateral Strafe Key +Repeat Count: 1 +Interval: 1 +Chained: 22 +Team: 0 $Formula: ( when ( and ( key-pressed "Shift-3" ) ( key-pressed "Shift-1" ) ) ( key-reset "Shift-Pad +" ) ( key-reset "Shift-Pad Enter" ) ( send-message-list "Green 2" "High" "Vertical Thruster" 0 "Green 2" "High" "Vertical Thruster b" 9000 ) ) +Name: Lateral Thrusters +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Use Lateral Thrusters", 37) +Objective key: XSTR("Press $Shift-3$ and $Shift-1$", 38) +Team: 0 $Formula: ( when ( true ) ( training-msg "Vertical Strafe Keys" ) ) +Name: Send Vertical Strafe Keys +Repeat Count: 1 +Interval: 1 +Chained: 18 +Team: 0 $Formula: ( when ( and ( key-pressed "Shift-Pad +" ) ( key-pressed "Shift-Pad Enter" ) ) ( send-message "Green 2" "High" "Open Comms Menu" ) ( change-iff "Friendly" "Red 1" "Red 2" ) ( clear-goals "Red 1" "Red 2" ) ( add-goal "Red 1" ( ai-play-dead 89 ) ) ( add-goal "Red 2" ( ai-play-dead 89 ) ) ( key-reset "C" ) ( reset-orders ) ) +Name: Vertical Thrusters +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Use Vertical Thrusters", 39) +Objective key: XSTR("$Shift-Pad +$,$Shift-Pad Enter$", 40) +Team: 0 $Formula: ( when ( true ) ( training-msg "Comms Key" ) ) +Name: Send Comms Key +Repeat Count: 1 +Interval: 1 +Chained: 11 +Team: 0 $Formula: ( when ( key-pressed "C" ) ( send-message-list "Green 2" "High" "Select Ships" 0 "Green 2" "High" "Select Red 1" 15000 "Green 2" "High" "Order To Form On Wing" 14000 ) ) +Name: Press C +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Open Comms Menu", 41) +Objective key: XSTR("Press $C$", 42) +Team: 0 $Formula: ( when ( order "Red 1" "Form on my wing" "Green 1" ) ( send-message-list "Green 2" "High" "Comms Done" 0 "Green 2" "High" "Combat" 7000 "Green 2" "High" "Combat b" 9000 ) ) +Name: Order To Form On Wing +Repeat Count: 1 +Interval: 1 +Chained: 40 +Objective: XSTR("Select Form On My Wing", 43) +Objective key: XSTR("Press 1, Then 1, Then 7", 44) +Team: 0 $Formula: ( when ( is-event-true-delay "Order To Form On Wing" 4 ) ( clear-goals "Red 1" ) ( change-iff "Hostile" "Red 1" ) ( add-goal "Red 1" ( ai-play-dead 89 ) ) ) +Name: Res Team Clean Up +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-arrived-delay 3 "Echo" ) ( send-message-list "Green 2" "High" "Target Drone 2" 0 "Green 2" "High" "Target Drone 2 b" 10000 ) ) +Name: Echo Wing Arrives +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( training-msg "Escort Key" ) ( flash-hud-gauge "ESCORT_VIEW" ) ) +Name: Send Escort Key +Repeat Count: 1 +Interval: 1 +Chained: 19 +Team: 0 $Formula: ( when ( and ( targeted "Echo 2" ) ( < ( distance "Green 1" "Echo 2" ) 500 ) ) ( send-message "Green 2" "High" "Green 2 kills Echo 2" ) ( flash-hud-gauge "TARGET_MONITOR" ) ) +Name: Target Drone 2 +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Target & Approach Echo 2", 45) +Objective key: XSTR("Press $E$ to Cycle to Echo 2", 46) +Team: 0 $Formula: ( when ( true ) ( unprotect-ship "Echo 2" ) ( unlock-primary-weapon "Green 2" ) ( clear-goals "Green 2" "Echo 2" ) ( add-goal "Green 2" ( ai-chase "Echo 2" 89 ) ) ( add-goal "Echo 2" ( ai-chase "Green 2" 89 ) ) ( add-goal "Echo 2" ( ai-ignore "Green 1" 89 ) ) ) +Name: Weapons Free On Green 2 +Repeat Count: 1 +Interval: 1 +Chained: 4 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo 2" ) ( send-message "Green 2" "High" "Green 1's turn" ) ( unlock-primary-weapon "Green 1" ) ( ship-vulnerable "Echo 1" ) ( ship-guardian "Green 2" ) ( modify-variable @HollandsHP[100] ( hits-left "Green 2" ) ) ) +Name: Echo 2 Dead +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( training-msg "Fire Key" ) ) +Name: Send Fire Prmaries Key +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo 1" ) ( send-message "Green 2" "High" "Moving Target" ) ) +Name: Destroy Echo 1 +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Destroy Echo 1", 47) +Objective key: XSTR("Press $Left Ctrl$ to Fire", 48) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fulcrum" ) ( send-message-list "Green 2" "High" "Missiles Part 1" 0 "Green 2" "High" "Missiles Part 1 b" 7000 "Green 2" "High" "Missiles Part 2" 10500 "Green 2" "High" "Missiles Part 2 b" 12000 ) ( lock-primary-weapon "Green 1" ) ) +Name: Destroy Fulcrum 1 +Repeat Count: 1 +Interval: 1 +Chained: 15 +Objective: XSTR("Destroy Fulcrum 1", 49) +Team: 0 $Formula: ( when ( and ( missile-locked 0 "Grail 1" ) ( > ( distance "Green 1" "Grail" ) 49 ) ( or ( is-event-incomplete "Too Close" ) ( is-event-true-delay "Too Close" 8 ) ) ) ( send-message "Green 2" "High" "Missile Locked" ) ( unlock-secondary-weapon "Green 1" ) ) +Name: Target Lock Grail 1 +Repeat Count: 1 +Interval: 1 +Chained: 21 +Objective: XSTR("Target Lock Grail 1", 50) +Team: 0 $Formula: ( when ( true ) ( training-msg "Missile Launch Key" ) ) +Name: Send Fire Secondaries Key +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( < ( distance "Green 1" "Grail 1" ) 50 ) ( send-message "Green 2" "High" "Too Close" ) ) +Name: Too Close +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Target Lock Grail 1" 2 ) ( is-destroyed-delay 0 "Grail 1" ) ) ( send-message "Green 2" "High" "Double Fire" ) ( key-reset "Shift-/" ) ) +Name: Destroy Grail 1 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Grail 1", 51) +Team: 0 $Formula: ( when ( true ) ( training-msg "Double Fire Key" ) ) +Name: Send Double Secondaries Key +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( key-pressed "Shift-/" ) ( send-message "Green 2" "High" "Proper Testing" ) ( set-primary-ammo "Green 1" 0 3000 ) ( set-secondary-ammo "Green 1" 0 8 ) ( unlock-primary-weapon "Green 1" ) ( modify-variable @ResetAmmoTimer[0] 0 ) ) +Name: Double Fire +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Turn On Double Fire Mode", 52) +Objective key: XSTR("$Shift-/$", 53) +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ------------------------------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Double Fire" 19 ) ( protect-ship "Green 2" ) ) +Name: Proper Testing +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Halo" ) ( send-message "Green 2" "High" "Halo Destroyed" ) ) +Name: Destroy Halo 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Halo 1", 54) +Team: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 10 +Team: 0 $Formula: ( when ( is-event-true-delay "Proper Testing" 60 ) ( modify-variable @DroneFightTimer[0] ( + @DroneFightTimer[0] 1 ) ) ) +Name: Combat Test Timer +Repeat Count: 10000000 +Interval: 30 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ------------------------------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 3 "Green 1" ) ( end-mission ) ) +Name: You Got Killed By A WHAT? +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( random-multiple-of "Helpful 1 - Countermeasures" "Helpful 2 - Auto Hostile" "Helpful 3 - Event Log" ) ( and ( is-event-true-delay "Proper Testing" 0 ) ( is-event-incomplete "Destroy Halo 1" ) ( = ( mod ( - ( mission-time ) ( time-ship-arrived "Halo 1" ) ) 30 ) 15 ) ) ( send-message "Green 2" "Low" "" ) ( invalidate-argument "" ) ) +Name: Send Helpful Message +Repeat Count: 10000000 +Interval: 1 +Team: 0 $Formula: ( when ( or ( = ( get-primary-ammo "Green 1" 0 ) 0 ) ( = ( get-secondary-ammo "Green 1" 0 ) 0 ) ) ( modify-variable @ResetAmmoTimer[0] ( + @ResetAmmoTimer[0] 1 ) ) ) +Name: Player Out Of Ammo +Repeat Count: 100000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( > @ResetAmmoTimer[0] 4 ) ( = ( get-secondary-ammo "Green 1" 0 ) 0 ) ) ( set-secondary-ammo "Green 1" 0 8 ) ) +Name: Reset Missiles +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( > @ResetAmmoTimer[0] 4 ) ( = ( get-primary-ammo "Green 1" 0 ) 0 ) ) ( set-primary-ammo "Green 1" 0 3000 ) ) +Name: Reset Bullets +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( > @ResetAmmoTimer[0] 4 ) ( modify-variable @ResetAmmoTimer[0] 0 ) ( send-message-list "Green 2" "High" "Out Of Missiles" 0 "Green 2" "High" "Out Of Missiles b" 7000 ) ) +Name: Reset Counter +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ------------------------------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-incomplete "Face Red 2" ) ( or ( > ( distance "Green 1" "Green 2" ) 325 ) ( < ( distance "Green 1" "Green 2" ) 265 ) ) ) ( send-message "Green 2" "High" "Player Wanders Off" ) ( modify-variable @Infractions[0] ( + @Infractions[0] 1 ) ) ) +Name: Player Playing With Engines +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( hits-left "Green 2" ) ( - @HollandsHP[100] 50 ) ) ( modify-variable @Infractions[0] ( + @Infractions[0] 2 ) ) ) +Name: Player Endangers Holland +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Green 2" ) 2 ) ( send-message "Green 2" "High" "Nice Try" ) ) +Name: Nice Try Bitch +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: Send The Bitch Home +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ------------------------------- +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Complete Training $MessageNew: XSTR("Complete Training", 55) $end_multi_text $Formula: ( is-event-true-delay "Destroy Halo 1" 1 ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 4 points in list ( 30000.000000, 0.000000, 100.000000 ) ( 30000.000000, 0.000000, 10000.000000 ) ( 0.000000, 0.000000, 10000.000000 ) ( 0.000000, 0.000000, 0.000000 ) ) #Messages ;! 82 total $Name: Holland's Intro $Team: -1 $MessageNew: XSTR("All right, nugget. It's my job to get you acquainted with the ins and outs of the Mark VII. You'll need this knowledge to survive your first real flight, so stay sharp.", 56) $end_multi_text +Wave Name: TSM-M-01a.ogg $Name: Holland's Intro b $Team: -1 $MessageNew: XSTR("Minor mistakes are tolerable in this sim, but just don't do anything too stupid. You won't be able to recover from death if you frak up the real deal.", 57) $end_multi_text +Wave Name: TSM-M-01b.ogg $Name: Okay Nugget $Team: -1 $MessageNew: XSTR("I don't want this time training you to be wasted, so be smart, and stay focused.", 58) $end_multi_text +Wave Name: TSM-M-02a.ogg $Name: Okay Nugget b $Team: -1 $MessageNew: XSTR("I'll start you off easy here, so don't mess with your controls. You'll get access to them when they're needed. Okay, I want you to start by targeting my ship.", 59) $end_multi_text +Wave Name: TSM-M-02b.ogg $Name: Targeting Key $Team: -1 $MessageNew: XSTR("Press $T$ to cycle through targets.", 60) $end_multi_text +Wave Name: TSM-M-03.ogg $Name: Targeted $Team: -1 $MessageNew: XSTR("That was cake, yeah? Now, notice how the distance to my ship appears on your HUD, or the Heads-Up-Display. ", 61) $end_multi_text +Wave Name: TSM-M-04a.ogg $Name: Targeted b $Team: -1 $MessageNew: XSTR("My ship is also represented in the target box showing at the bottom left of your HUD. If you wanna frag toasters, you've got to target one so it can be tracked during combat.", 62) $end_multi_text +Wave Name: TSM-M-04b.ogg $Name: Hostiles $Team: -1 $MessageNew: XSTR("Using this option to cycle through every available target obviously won't work in a furball. You've gotta be quick and efficient to survive, so identifying hostiles is key.", 63) $end_multi_text +Wave Name: TSM-M-05a.ogg $Name: Hostiles b $Team: -1 $MessageNew: XSTR("Ah yes, Red Team is training nearby. I'll mark them hostile and bring them up on DRADIS. Now, I want you to target one of their ships.", 64) $end_multi_text +Wave Name: TSM-M-05b.ogg $Name: Hostile Targeting Key $Team: -1 $MessageNew: XSTR("Press $H$ to cycle through hostile targets.", 65) $end_multi_text +Wave Name: TSM-M-06.ogg $Name: Indicators $Team: -1 $MessageNew: XSTR("If you check DRADIS and your HUD, these 'hostile' ships show up as red blips. Okay, Red Team is behind us, so you can't see target boxes around their ships.", 66) $end_multi_text +Wave Name: TSM-M-07a.ogg $Name: Indicators b $Team: -1 $MessageNew: XSTR("But there's a nice little indicator showing the best--or fastest--direction for you to turn in order to bring those targets into your sights.", 67) $end_multi_text +Wave Name: TSM-M-07b.ogg $Name: Cycling $Team: -1 $MessageNew: XSTR("You can cycle through hostiles with repeated key presses, but your HUD will always target the closest enemy first. Fiddle with that now, but target me when you're done.", 68) $end_multi_text +Wave Name: TSM-M-08a.ogg $Name: Cycling b $Team: -1 $MessageNew: XSTR("There's also a 'friendly' ship targeting control that does the same, but with all green blips on DRADIS. Try that out now.", 69) $end_multi_text +Wave Name: TSM-M-08b.ogg $Name: Friendly Targeting Key $Team: -1 $MessageNew: XSTR("Press $F$ to cycle through friendly targets.", 70) $end_multi_text +Wave Name: TSM-M-09.ogg $Name: AI Off $Team: -1 $MessageNew: XSTR("So, that was basic targeting. I'm now going to activate your thrusters and main engines, you'll have control of this ship, but don't go crazy yet.", 71) $end_multi_text +Wave Name: TSM-M-10a.ogg $Name: AI Off b $Team: -1 $MessageNew: XSTR("I want you to center my ship in your targeting reticule using the pitch, roll, and yaw--also called attitude controls.", 72) $end_multi_text +Wave Name: TSM-M-10b.ogg $Name: Face Red 2 $Team: -1 $MessageNew: XSTR("Alright, let's see how you do with a moving target. Turn around and face Red Two--but hold a sec.", 73) $end_multi_text +Wave Name: TSM-M-11a.ogg $Name: Face Red 2 b $Team: -1 $MessageNew: XSTR("If you want a challenge, try to do it without targeting, and just use DRADIS. You should be using your attitude controls to center Red Two in your targeting reticule.", 74) $end_multi_text +Wave Name: TSM-M-11b.ogg $Name: Match Speed Chat $Team: -1 $MessageNew: XSTR("Okay, when it comes to flying formation, you can order your ship to match speed with an object that you've targeted. While matched, you still retain control of the direction you're headed.", 75) $end_multi_text +Wave Name: TSM-M-12.ogg $Name: Not So Fast Hotshot $Team: -1 $MessageNew: XSTR("Whoa there, wait, frak--WAIT. Did I tell you to move yet? Just settle down... and put some distance between us for this next part. Eager is good, but wait until I say the word before you act.", 76) $end_multi_text +Wave Name: TSM-M-13.ogg $Name: Match Speeds Now $Team: -1 $MessageNew: XSTR("Alright... now...match speeds and follow behind me.", 77) $end_multi_text +Wave Name: TSM-M-14.ogg $Name: Match Speeds Key $Team: -1 $MessageNew: XSTR("Press $M$ to match speeds with currently targeted craft", 78) $end_multi_text +Wave Name: TSM-M-15.ogg $Name: Keep Up Slowpoke $Team: -1 $MessageNew: XSTR("Enjoying the scenery? Hey, there's a weird-looking nebula just nor--for frak sakes, nugget, we don't have all day for this!", 79) $end_multi_text +Wave Name: TSM-M-16.ogg $Name: Catch Up With Me $Team: -1 $MessageNew: XSTR("Excellent, now, accelerate until you're within 500 meters of me. Please do NOT ram my ship--this may be a simulated mission, but pretend that we're in an honest-to-Gods vacuum.", 80) $end_multi_text +Wave Name: TSM-M-17.ogg $Name: Accelerate Key $Team: -1 $MessageNew: XSTR("Press and hold $A$ to accelerate.", 81) $end_multi_text +Wave Name: TSM-M-18.ogg $Name: Now Fall Back $Team: -1 $MessageNew: XSTR("Good. Now fall back to a distance of 1000 meters.", 82) $end_multi_text +Wave Name: TSM-M-19.ogg $Name: Decelerate Key $Team: -1 $MessageNew: XSTR("Press and hold $Z$ to decelerate.", 83) $end_multi_text +Wave Name: TSM-M-20.ogg $Name: Turbo $Team: -1 $MessageNew: XSTR("Now that that's over, you can test your afterburner. Using this lively sucker drains your fuel reserves, but it'll recharge without use.", 84) $end_multi_text +Wave Name: TSM-M-21a.ogg $Name: Turbo b $Team: -1 $MessageNew: XSTR("For long bursts of speed, simply hold down the button. I want you to tap the button lightly, until you're closer to me. Be careful, it's a bit of a jolt--and AGAIN, please avoid colliding with my ship.", 85) $end_multi_text +Wave Name: TSM-M-21b.ogg $Name: Turbo Key $Team: -1 $MessageNew: XSTR("Press (or press and hold) $Tab$ to use your afterburners.", 86) $end_multi_text +Wave Name: TSM-M-22.ogg $Name: Didn't use Turbo $Team: -1 $MessageNew: XSTR("Uh... whatever happened to using your afterburner? Was I talking to myself when I gave those orders? Reverse course, nugget! Extend to 1000 meters distance, and for gods sakes, follow my instructions!", 87) $end_multi_text +Wave Name: TSM-M-23.ogg $Name: Set Speeds $Team: -1 $MessageNew: XSTR("Good, now, you have three pre-set throttle settings: 1/3, 2/3, and maximum thrust. At top speed, you should be able to pass me quickly. I want you to try each of them out now.", 88) $end_multi_text +Wave Name: TSM-M-24.ogg $Name: Speed Keys $Team: -1 $MessageNew: XSTR("Press $[$ for 1/3 speed, press $]$ for 2/3 speed and press $\$ for top speed.", 89) $end_multi_text +Wave Name: TSM-M-25.ogg $Name: Complete Stop $Team: -1 $MessageNew: XSTR("Well done. I'd like you now to move within 1000 meters of me, and come to a complete stop. Remember, we're in space, so it takes some time for your ship to slow without gravity or air resistance.", 90) $end_multi_text +Wave Name: TSM-M-26.ogg $Name: Complete Stop Key $Team: -1 $MessageNew: XSTR("Press $Backspace$ to come to a complete stop.", 91) $end_multi_text +Wave Name: TSM-M-27.ogg $Name: Lateral Thrusters $Team: -1 $MessageNew: XSTR("We're moving along now, nugget! Okay, you should know that the attitude thrusters are capable of more than pitch, roll, and yaw.", 92) $end_multi_text +Wave Name: TSM-M-28a.ogg $Name: Lateral Thrusters b $Team: -1 $MessageNew: XSTR("This is a vital system to exploit while in combat, so be sure you know how to make your ship move left and right, up and down. Practice thrusting left and right now.", 93) $end_multi_text +Wave Name: TSM-M-28b.ogg $Name: Lateral Strafe Keys $Team: -1 $MessageNew: XSTR("Press $Shift-1$ to thrust left and $Shift-3$ to thrust right.", 94) $end_multi_text +Wave Name: TSM-M-29.ogg $Name: Vertical Thruster $Team: -1 $MessageNew: XSTR("Nice job. As a Viper pilot, you never *ever* want to find yourself in the middle of battle without full knowledge of the ship's capabilities.", 95) $end_multi_text +Wave Name: TSM-M-30a.ogg $Name: Vertical Thruster b $Team: -1 $MessageNew: XSTR("These simple thruster movements will save your ass when you least expect it, and even allow you to dodge enemy fire. So, put your vertical thruster to use, now.", 96) $end_multi_text +Wave Name: TSM-M-30b.ogg $Name: Vertical Strafe Keys $Team: -1 $MessageNew: XSTR("$Shift-Pad +$ to thrust upwards and $Shift-Pad Enter$ to thrust downwards", 97) $end_multi_text +Wave Name: TSM-M-31.ogg $Name: Auto Match $Team: -1 $MessageNew: XSTR("Now this is a very handy feature. You can make your ship automatically match speed with anything you've targeted. You will automatically change speeds whenever you change targets.", 98) $end_multi_text +Wave Name: TSM-M-32a.ogg $Name: Auto Match b $Team: -1 $MessageNew: XSTR("If you'd like, you can target Red One or Red Two to see the difference it makes in your own speed. It's recommended that you practice using this until it becomes mindless routine.", 99) $end_multi_text +Wave Name: TSM-M-32b.ogg $Name: Auto Match Key $Team: -1 $MessageNew: XSTR("Press $Alt-M$ to auto match.", 100) $end_multi_text +Wave Name: TSM-M-33.ogg $Name: Activate Gliding 1 $Team: -1 $MessageNew: XSTR("This is another great feature to keep in mind. Being able to glide is very useful in combat. The technique allows you to face in one direction while maintaining momentum along your original course.", 101) $end_multi_text +Wave Name: TSM-M-34a.ogg $Name: Activate Gliding 2 $Team: -1 $MessageNew: XSTR("I want you to point directly at me, activate your glide control, and then spin around. When you do, you'll notice that the distance between us doesn't change much even though we're still moving.", 102) $end_multi_text +Wave Name: TSM-M-34b.ogg $Name: Toggle Gliding Key $Team: -1 $MessageNew: XSTR("Press $Alt-G$ to toggle glide mode.", 103) $end_multi_text +Wave Name: TSM-M-35.ogg $Name: Deactivate Gliding $Team: -1 $MessageNew: XSTR("Now make sure you're still facing me for this part--if you don't, you'll fly off in another direction! Now, when you're ready, I want you to deactivate your glide control.", 104) $end_multi_text +Wave Name: TSM-M-36.ogg $Name: Combat $Team: -1 $MessageNew: XSTR("Good. Now it's time to fulfil that trigger happy devil in every nugget. Combat practice has a way of waking people up.", 105) $end_multi_text +Wave Name: TSM-M-37a.ogg $Name: Combat b $Team: -1 $MessageNew: XSTR("We already have a couple of Cylon drones present, so I'm going to make them visible to you on DRADIS. Note, Echo One and Echo Two have appeared on your escort list.", 106) $end_multi_text +Wave Name: TSM-M-37b.ogg $Name: Target Drone 2 $Team: -1 $MessageNew: XSTR("This escort list lets you see the condition of ships important to the battle. A good pilot doesn't have tunnel vision, so it pays to be wary of others and your surroundings.", 107) $end_multi_text +Wave Name: TSM-M-38a.ogg $Name: Target Drone 2 b $Team: -1 $MessageNew: XSTR("Now target Drone Two. Use the escort key to cycle through each target if you want. I want you to get within 500 meters of Echo Two.", 108) $end_multi_text +Wave Name: TSM-M-38b.ogg $Name: Escort Key $Team: -1 $MessageNew: XSTR("Press $E$ to cycle through your escort list. Then move closer to Echo 2 [$A$]", 109) $end_multi_text +Wave Name: TSM-M-39.ogg $Name: Green 2 kills Echo 2 $Team: -1 $MessageNew: XSTR("Watch, I'm going to shoot Echo Two. Check the HUD, and notice how the percentage drops when I do damage to him.", 110) $end_multi_text +Wave Name: TSM-M-40.ogg $Name: Green 1's turn $Team: -1 $MessageNew: XSTR("Now that you're raring to go, I'm going to set your weapons free. Target Echo One, and blow it to hell with your sidearm cannon. Close in on the ship if you need to. [Press $A$]", 111) $end_multi_text +Wave Name: TSM-M-41.ogg $Name: Fire Key $Team: -1 $MessageNew: XSTR("Press $Left Ctrl$ to fire your guns.", 112) $end_multi_text +Wave Name: TSM-M-42.ogg $Name: Moving Target $Team: -1 $MessageNew: XSTR("The computer will bring up a moving target now. The drone isn't programmed to fire back, so you get sidearms only, no missiles yet. Remember to match speeds [$M$ or $Alt-M$] or set your speed using the speed options: [$[$], [$]$], or [$\$].", 113) $end_multi_text +Wave Name: TSM-M-43.ogg $Name: Missiles Part 1 $Team: -1 $MessageNew: XSTR("If you like exploding things, missiles are the way to go. These are considered secondary weapons on the Viper.", 114) $end_multi_text +Wave Name: TSM-M-44a.ogg $Name: Missiles Part 1 b $Team: -1 $MessageNew: XSTR("Although you can fire missiles at any time, they'll only track enemy ships that have been locked on--something you might have seen happening when you were firing at the previous drones.", 115) $end_multi_text +Wave Name: TSM-M-44b.ogg $Name: Missiles Part 2 $Team: -1 $MessageNew: XSTR("The sim is going to generate a new Cylon drone. Lock on with your missiles. You need to keep the fighter in your field of view in order to maintain the lock.", 116) $end_multi_text +Wave Name: TSM-M-45a.ogg $Name: Missiles Part 2 b $Team: -1 $MessageNew: XSTR("It's a test of speed, control, and dexterity. If the fighter moves behind you, the lock disappears and you'll have to reacquire the target or a new one.", 117) $end_multi_text +Wave Name: TSM-M-45b.ogg $Name: Too Close $Team: -1 $MessageNew: XSTR("Hey, watch it! You're too close to the damned drone, so pull back now, or that blast will damage you. Either thrust in reverse [Press $Z$], or get further away and lock on again. Basic physics, nugget, come on!", 118) $end_multi_text +Wave Name: TSM-M-46.ogg $Name: Missile Locked $Team: -1 $MessageNew: XSTR("You can let go of that breath you were holding. I shall now unlock thy missiles. Yes, now, fire one or two at the drone and watch it take damage. You'll need to hit it a few times more to kill it. ", 119) $end_multi_text +Wave Name: TSM-M-47.ogg $Name: Missile Launch Key $Team: -1 $MessageNew: XSTR("Press $Spacebar$ to fire secondary weapons (missiles).", 120) $end_multi_text +Wave Name: TSM-M-48.ogg $Name: Double Fire $Team: -1 $MessageNew: XSTR("To fire missiles two at a time, you can swap between the single or double by using the fire mode toggle.", 121) $end_multi_text +Wave Name: TSM-M-49.ogg $Name: Double Fire Key $Team: -1 $MessageNew: XSTR("Press $Shift-/$ to toggle double missile fire mode.", 122) $end_multi_text +Wave Name: TSM-M-50.ogg $Name: Proper Testing $Team: -1 $MessageNew: XSTR("Okay, nugget. Let's see how you fare with this next drone. Very special you see, it's armed, and it'll be your final test in this training mission. Shoot it down fast, and you'll be ready to sit in a real Mark VII. I'll reset your ammo stores to full. Good luck.", 123) $end_multi_text +Wave Name: TSM-M-51.ogg $Name: Halo Destroyed $Team: -1 $MessageNew: XSTR("That victory was the last thing you needed. Well done, nugget. ", 124) $end_multi_text +Wave Name: TSM-M-52.ogg $Name: Player Wanders Off $Team: -1 $MessageNew: XSTR("What in the frakking hell do you think you're doing, nugget?! Chasing ghosts? This isn't a game gods dammit, so pay attention to your target!", 125) $end_multi_text +Wave Name: TSM-M-53.ogg $Name: Helpful 1 - Countermeasures $Team: -1 $MessageNew: XSTR("If the enemy launches missiles at you, you can thwart them with countermeasures. With luck, they'll draw enemy missiles elsewhere. Use them wisely because you have a finite amount. The number remaining is displayed on your HUD. Press [$X$] to fire countermeasures.", 126) $end_multi_text +Wave Name: TSM-M-54.ogg $Name: Helpful 2 - Auto Hostile $Team: -1 $MessageNew: XSTR("If you turn on auto-targeting, you can have your HUD automatically target the nearest hostile ship when you've disposed of the enemy at hand. [Press $Alt-H$", 127) $end_multi_text +Wave Name: TSM-M-55.ogg $Name: Helpful 3 - Event Log $Team: -1 $MessageNew: XSTR("If you think you've missed something important, you can call up the logs for messages, events, and objectives. [Press F4]", 128) $end_multi_text +Wave Name: TSM-M-56.ogg $Name: Open Comms Menu $Team: -1 $MessageNew: XSTR("I'm now gonna mark Reds One and Two as friendly. Order Red One to form on your wing. By doing this, you ask Red One to catch up with you, and follow wherever you go. Begin by opening the communications menu.", 129) $end_multi_text +Wave Name: TSM-M-57.ogg $Name: Comms Key $Team: -1 $MessageNew: XSTR("Press [$C$] to open the comms menu", 130) $end_multi_text +Wave Name: TSM-M-58.ogg $Name: Select Ships $Team: -1 $MessageNew: XSTR("Nice, huh? The comms menu gives you a nice set of options. You can order individual ships, teams, or even all the ships under your command. You can even request backup, or refuelling. For now though, go with the first option.", 131) $end_multi_text +Wave Name: TSM-M-59.ogg $Name: Select Red 1 $Team: -1 $MessageNew: XSTR("Once you have selected to give orders to a single ship you'll see a list of ships that will accept your orders. And before you ask--nooo, thank the gods I'm currently NOT on that list! Hmm, pick Red One, and he'll follow your command.", 132) $end_multi_text +Wave Name: TSM-M-60.ogg $Name: Order To Form On Wing $Team: -1 $MessageNew: XSTR("After you have selected Red One, you'll see a list of commands to give your fellow pilots. Don't fret, any nugget with half a brain can figure this out! I'd like you to tell Red One to form on your wing.", 133) $end_multi_text +Wave Name: TSM-M-61.ogg $Name: Comms Done $Team: -1 $MessageNew: XSTR("Good stuff! That should about cover things for basic comms. Thanks for the assist Red One, I'll let you go back to sparring with Red Two.", 134) $end_multi_text +Wave Name: TSM-M-62.ogg $Name: Nice Try $Team: -1 $MessageNew: XSTR("Nice Try, Bitch! ", 135) $end_multi_text +Wave Name: TSM-M-63.ogg $Name: Out Of Missiles $Team: -1 $MessageNew: XSTR("What what what... out of ammo so soon? And--gods help you--all during a simple training mission?", 136) $end_multi_text +Wave Name: TSM-M-64a.ogg $Name: Out Of Missiles b $Team: -1 $MessageNew: XSTR("Fine. Here's some more. Waste those and you'll be on my special list of washouts. Now go score that kill.", 137) $end_multi_text +Wave Name: TSM-M-64b.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 3 total $Num stars: 100 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.034907 0.069813 1.535889 +Scale: 1.000000 $Starbitmap: blue02 +Angles: 0.000000 0.122173 1.675515 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue01 +Angles: 5.270890 0.122173 1.134463 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue05 +Angles: 0.750491 0.226893 1.745328 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: [BtRL] Basic Flight $Briefing Music: Brief1 #End $Name: BSG Demo Campaign $Type: single +Description: XSTR("Take your first steps as a newly recuited nugget on board the Pegasus. Learn to fly the Mk VII and then take on cylon raiders.", 0) $end_multi_text $Flags: 0 +Starting Ships: ( "Colonial Viper Mark VII" ) +Starting Weapons: ( "MEC-A6" "HD-70" "" ) $Mission: Basic Flight.fs2 +Flags: 0 +Main Hall: 0 ;;FSO 3.6.8;; +Debriefing Persona Index: 0 +Formula: ( cond ( ( is-previous-goal-true "Basic Flight.fs2" "Complete Training" ) ( next-mission "SP-01.fs2" ) ) ( ( true ) ( next-mission "Basic Flight.fs2" ) ) ) +Level: 0 +Position: 2 $Mission: SP-01.fs2 +Flags: 0 +Main Hall: 0 ;;FSO 3.6.8;; +Debriefing Persona Index: 0 +Formula: ( cond ( ( or ( is-previous-event-true "SP-01.fs2" "Fade out1" ) ( is-previous-event-true "SP-01.fs2" "Ending time" ) ) ( next-mission "SP-02.fs2" ) ) ( ( true ) ( next-mission "SP-01.fs2" ) ) ) +Level: 1 +Position: 2 $Mission: SP-02.fs2 +Flags: 0 +Main Hall: 0 ;;FSO 3.6.8;; +Debriefing Persona Index: 0 +Formula: ( cond ( ( or ( is-previous-event-true "SP-02.fs2" "RTB" ) ( is-previous-event-true "SP-02.fs2" "Go Home You Cheat" ) ) ( end-of-campaign ) ) ( ( true ) ( next-mission "SP-02.fs2" ) ) ) +Level: 2 +Position: 2 #End #Mission Info $Version: 0.10 $Name: XSTR("Raider Gauntlet", 138) $Author: Joel 'Axem' Reimer $Created: 08/03/06 at 12:26:09 $Modified: 03/29/07 at 16:30:45 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Fight against increasingly difficult waves of Cylon Raiders", 139) $end_multi_text +Game Type Flags: 10 +Flags: 262144 +Num Players: 8 +Num Respawns: 20 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 3806.193848, 2422.789795, -3781.880127 +Viewer orient: 0.999966, -0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: starfield.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "Green1Kills" "0" "number" 1 "Green2Kills" "0" "number" 2 "Green3Kills" "0" "number" 3 "Green4Kills" "0" "number" 4 "Red1Kills" "0" "number" 5 "Red2Kills" "0" "number" 6 "Red3Kills" "0" "number" 7 "Red4Kills" "0" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Okay, listen here, nuggets. We've whipped up a challenging sim that'll hone those skills of yours to perfection... well, if you can survive it. We've got things rigged so that you and your team will battle wave after wave of Cylon Raiders. It only gets harder each round, so keep focused and you might even get within three clicks of the high score.", 140) $end_multi_text $voice: MC-01-B01.ogg $camera_pos: 3806.193848, 2422.789795, -3781.880127 $camera_orient: 0.999966, 0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 3276.250488, -0.000183, 286.338135 $label: Green Team +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 4011.274658, 0.000037, 2046.668335 $label: Hostile Fighters +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 5087.823730, 0.000080, -734.792908 $label: Hostile Fighters +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 2587.107178, -0.000616, -675.534302 $label: Hostile Fighters +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 4664.222168, -499.999725, 787.909485 $label: Red Team +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-goal-true-delay "Kill Cylons" 0 ) $Multi text XSTR("That was nice... very nice. If you can do it again--three times in a row, you'll get a drink on me.", 141) $end_multi_text $Voice: MC-01-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( not ( is-goal-true-delay "Kill Cylons" 0 ) ) $Multi text XSTR("The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation. Tingles doesn't it? Now let's try it again, shall we?", 142) $end_multi_text $Voice: MC-01-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Red 1 $Ship Choices: ( "Colonial Viper Mark VII" 8 "Cylon Raider" 8 ) +Weaponry Pool: ( "MEC-A6" 8 "Cylon KEW" 8 "HD-70" 500 "Cylon Missile" 500 ) #Objects ;! 100 total $Name: Red 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: -211.699997, 100.000000, 2.900000 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: -311.687927, 100.000008, -96.372673 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: -111.019836, 99.999992, -97.303856 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: -210.979492, 100.000031, -194.732605 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: 187.800003, -100.000000, 4.500000 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: 87.812119, -99.999985, -94.772682 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: 288.480103, -100.000008, -95.703865 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: 188.520462, -99.999969, -193.132675 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 1 ;! Object #8 $Class: Cylon Raider $Team: Hostile $Location: -41.900002, 25.000000, 1102.599976 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #9 $Class: Cylon Raider $Team: Hostile $Location: 26.640045, 0.000447, 1102.069214 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #10 $Class: Cylon Raider $Team: Hostile $Location: -104.325897, 0.000513, 1100.497192 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 1 ;! Object #11 $Class: Cylon Raider $Team: Hostile $Location: -0.700000, 100.000000, -995.900024 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #12 $Class: Cylon Raider $Team: Hostile $Location: -40.344864, -24.999983, 1097.505249 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 2 ;! Object #13 $Class: Cylon Raider $Team: Hostile $Location: -57.181858, 50.000038, -998.380371 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 3 ;! Object #14 $Class: Cylon Raider $Team: Hostile $Location: 62.950508, 50.000038, -1001.062439 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 1 ;! Object #15 $Class: Cylon Raider $Team: Hostile $Location: -981.900024, 550.000000, -11.200000 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 4 ;! Object #16 $Class: Cylon Raider $Team: Hostile $Location: -62.381863, -49.999962, -1000.980347 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 5 ;! Object #17 $Class: Cylon Raider $Team: Hostile $Location: 65.950516, -49.999962, -1003.362427 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 6 ;! Object #18 $Class: Cylon Raider $Team: Hostile $Location: -1.400000, -100.000000, -1001.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 2 ;! Object #19 $Class: Cylon Raider $Team: Hostile $Location: -980.994080, 500.000061, 50.338688 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 3 ;! Object #20 $Class: Cylon Raider $Team: Hostile $Location: -989.895203, 500.000031, -77.419884 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 1 ;! Object #21 $Class: Cylon Raider $Team: Hostile $Location: 1072.559570, -449.999969, 5.846977 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 4 ;! Object #22 $Class: Cylon Raider $Team: Hostile $Location: -982.701050, 450.000000, -7.701359 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 2 ;! Object #23 $Class: Cylon Raider $Team: Hostile $Location: 1089.425537, -500.000031, -109.764198 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 1 ;! Object #24 $Class: Cylon Raider $Team: Hostile $Location: -926.893127, 300.000092, 1113.373779 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 3 ;! Object #25 $Class: Cylon Raider $Team: Hostile $Location: 1060.468384, -500.000122, 89.201019 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 4 ;! Object #26 $Class: Cylon Raider $Team: Hostile $Location: 1072.119507, -550.000000, -0.622962 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 2 ;! Object #27 $Class: Cylon Raider $Team: Hostile $Location: -852.437927, 249.999893, 1176.185425 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 1 ;! Object #28 $Class: Cylon Raider $Team: Hostile $Location: 1058.126831, -250.000000, 1113.306641 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 3 ;! Object #29 $Class: Cylon Raider $Team: Hostile $Location: -989.944946, 250.000015, 1055.695923 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 4 ;! Object #30 $Class: Cylon Raider $Team: Hostile $Location: -926.094543, 150.000153, 1113.211304 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 5 ;! Object #31 $Class: Cylon Raider $Team: Hostile $Location: -852.671631, 199.999954, 1175.923462 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 6 ;! Object #32 $Class: Cylon Raider $Team: Hostile $Location: -989.903259, 200.000031, 1056.200073 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 2 ;! Object #33 $Class: Cylon Raider $Team: Hostile $Location: 1128.750244, -200.000000, 1060.848755 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 1 ;! Object #34 $Class: Cylon Raider $Team: Hostile $Location: -997.700012, 1100.000000, -919.799988 $Orientation: 0.761245, 0.000000, -0.648465, -0.053318, 0.996614, -0.062591, 0.646269, 0.082223, 0.758667 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 3 ;! Object #35 $Class: Cylon Raider $Team: Hostile $Location: 991.200012, -200.000000, 1158.500000 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 4 ;! Object #36 $Class: Cylon Raider $Team: Hostile $Location: 1058.125366, -300.000061, 1113.411865 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 1 ;! Object #37 $Class: Cylon Raider $Team: Hostile $Location: 1182.551636, -900.000000, -947.367676 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 5 ;! Object #38 $Class: Cylon Raider $Team: Hostile $Location: 1128.689209, -349.999969, 1060.416260 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 6 ;! Object #39 $Class: Cylon Raider $Team: Hostile $Location: 990.974182, -349.999969, 1158.263062 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 1 ;! Object #40 $Class: Cylon Raider $Team: Hostile $Location: 135.600006, 300.000000, 1530.099976 $Orientation: -0.997439, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997439 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 2 ;! Object #41 $Class: Cylon Raider $Team: Hostile $Location: -1081.501343, 1000.000427, -877.155823 $Orientation: 0.769482, 0.000000, -0.638668, -0.047599, 0.997219, -0.057349, 0.636892, 0.074529, 0.767342 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 3 ;! Object #42 $Class: Cylon Raider $Team: Hostile $Location: -941.264709, 1000.000427, -955.985779 $Orientation: 0.831578, 0.000000, -0.555408, -0.046092, 0.996551, -0.069011, 0.553492, 0.082988, 0.828709 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 2 ;! Object #43 $Class: Cylon Raider $Team: Hostile $Location: 1124.265137, -1000.000061, -1025.157227 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 3 ;! Object #44 $Class: Cylon Raider $Team: Hostile $Location: 1238.021484, -1000.000000, -858.868591 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 2 ;! Object #45 $Class: Cylon Raider $Team: Hostile $Location: 200.228424, 249.999954, 1528.688599 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 1 ;! Object #46 $Class: Cylon Raider $Team: Hostile $Location: 104.199997, -200.000000, -1600.099976 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 3 ;! Object #47 $Class: Cylon Raider $Team: Hostile $Location: 74.385941, 250.000061, 1534.375366 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 4 ;! Object #48 $Class: Cylon Raider $Team: Hostile $Location: 137.780869, 200.000046, 1531.534790 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 1 ;! Object #49 $Class: Cylon Raider $Team: Hostile $Location: -1626.000000, 550.000000, -20.900000 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 2 ;! Object #50 $Class: Cylon Raider $Team: Hostile $Location: -1628.406982, 500.000000, 18.818394 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 3 ;! Object #51 $Class: Cylon Raider $Team: Hostile $Location: -1634.546143, 500.000000, -68.169334 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 4 ;! Object #52 $Class: Cylon Raider $Team: Hostile $Location: -1625.099976, 450.000000, -23.500000 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 1 ;! Object #53 $Class: Cylon Raider $Team: Hostile $Location: 1906.099976, -450.000000, -3.300000 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 2 ;! Object #54 $Class: Cylon Raider $Team: Hostile $Location: 1923.255737, -500.000000, -100.764374 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 3 ;! Object #55 $Class: Cylon Raider $Team: Hostile $Location: 1890.150757, -500.000000, 102.658813 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 4 ;! Object #56 $Class: Cylon Raider $Team: Hostile $Location: 1905.496582, -550.000000, -2.966535 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 2 ;! Object #57 $Class: Cylon Raider $Team: Hostile $Location: -1608.389282, 1000.000000, 1494.110352 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 3 ;! Object #58 $Class: Cylon Raider $Team: Hostile $Location: -1697.643555, 999.999939, 1418.308716 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 1 ;! Object #59 $Class: Cylon Raider $Team: Hostile $Location: -1657.300049, 950.000000, 1456.400024 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 4 ;! Object #60 $Class: Cylon Raider $Team: Hostile $Location: -1654.353516, 1050.000000, 1456.638550 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 2 ;! Object #61 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, -300.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 1 ;! Object #62 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, 150.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 3 ;! Object #63 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, -250.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 4 ;! Object #64 $Class: Cylon Raider $Team: Hostile $Location: 50.000000, -250.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 1 ;! Object #65 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, -150.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 5 ;! Object #66 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, -200.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 6 ;! Object #67 $Class: Cylon Raider $Team: Hostile $Location: 100.000000, -200.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 2 ;! Object #68 $Class: Cylon Raider $Team: Hostile $Location: 300.000000, 0.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 1 ;! Object #69 $Class: Cylon Raider $Team: Hostile $Location: -150.000000, 0.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 3 ;! Object #70 $Class: Cylon Raider $Team: Hostile $Location: 250.000000, 50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 4 ;! Object #71 $Class: Cylon Raider $Team: Hostile $Location: 250.000000, -50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 5 ;! Object #72 $Class: Cylon Raider $Team: Hostile $Location: 200.000000, 100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 1 ;! Object #73 $Class: Cylon Raider $Team: Hostile $Location: 150.000000, 0.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 6 ;! Object #74 $Class: Cylon Raider $Team: Hostile $Location: 200.000000, -100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 2 ;! Object #75 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, 300.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 3 ;! Object #76 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, 250.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 4 ;! Object #77 $Class: Cylon Raider $Team: Hostile $Location: 50.000000, 250.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 5 ;! Object #78 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, 200.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 1 ;! Object #79 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, 50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 6 ;! Object #80 $Class: Cylon Raider $Team: Hostile $Location: 100.000000, 200.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 2 ;! Object #81 $Class: Cylon Raider $Team: Hostile $Location: -300.000000, 0.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 3 ;! Object #82 $Class: Cylon Raider $Team: Hostile $Location: -250.000000, 50.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 4 ;! Object #83 $Class: Cylon Raider $Team: Hostile $Location: -250.000000, -50.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 5 ;! Object #84 $Class: Cylon Raider $Team: Hostile $Location: -200.000000, 100.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 6 ;! Object #85 $Class: Cylon Raider $Team: Hostile $Location: -200.000000, -100.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 2 ;! Object #86 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, 100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 3 ;! Object #87 $Class: Cylon Raider $Team: Hostile $Location: -150.000000, 150.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 4 ;! Object #88 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, -50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 5 ;! Object #89 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, -100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 6 ;! Object #90 $Class: Cylon Raider $Team: Hostile $Location: -150.000000, -150.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 1 ;! Object #91 $Class: Cylon Raider $Team: Friendly $Location: 50.000000, 50.000000, -2000.000000 $Orientation: 0.999450, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999450 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 2 ;! Object #92 $Class: Cylon Raider $Team: Friendly $Location: 100.000000, 100.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 3 ;! Object #93 $Class: Cylon Raider $Team: Friendly $Location: 150.000000, 150.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 4 ;! Object #94 $Class: Cylon Raider $Team: Friendly $Location: 50.000000, -50.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 5 ;! Object #95 $Class: Cylon Raider $Team: Friendly $Location: 100.000000, -100.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 6 ;! Object #96 $Class: Cylon Raider $Team: Friendly $Location: 150.000000, -150.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 2 ;! Object #97 $Class: Cylon Raider $Team: Hostile $Location: 43.568893, -249.999802, -1601.726563 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 3 ;! Object #98 $Class: Cylon Raider $Team: Hostile $Location: 155.142761, -249.999985, -1603.888062 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 4 ;! Object #99 $Class: Cylon Raider $Team: Hostile $Location: 102.861153, -300.000031, -1599.153442 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 21 total $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 1 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Alpha $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 5 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Bravo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Alpha" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Bravo 1" "Bravo 2" "Bravo 3" "Bravo 4" "Bravo 5" "Bravo 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Constellation $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Constellation 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Constellation 1" "Constellation 2" "Constellation 3" "Constellation 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Echo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Echo 1" "Echo 2" "Echo 3" "Echo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Fractal $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Fractal 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Fractal 1" "Fractal 2" "Fractal 3" "Fractal 4" "Fractal 5" "Fractal 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Grail $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Grail 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Grail 1" "Grail 2" "Grail 3" "Grail 4" "Grail 5" "Grail 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Halo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Halo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Halo 1" "Halo 2" "Halo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Ion $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Ion 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Ion 1" "Ion 2" "Ion 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Jack $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Jack 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Jack 1" "Jack 2" "Jack 3" "Jack 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Kilo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Kilo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Kilo 1" "Kilo 2" "Kilo 3" "Kilo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Limbo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Limbo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Limbo 1" "Limbo 2" "Limbo 3" "Limbo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Mike $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Mike 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Mike 1" "Mike 2" "Mike 3" "Mike 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Nebula $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Nebula 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Nebula 1" "Nebula 2" "Nebula 3" "Nebula 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Optic $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Optic 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Optic 1" "Optic 2" "Optic 3" "Optic 4" "Optic 5" "Optic 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Papa $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Papa 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Papa 1" "Papa 2" "Papa 3" "Papa 4" "Papa 5" "Papa 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Quasar $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Quasar 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Quasar 1" "Quasar 2" "Quasar 3" "Quasar 4" "Quasar 5" "Quasar 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Range $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Range 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Range 1" "Range 2" "Range 3" "Range 4" "Range 5" "Range 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Sierra $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Sierra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Sierra 1" "Sierra 2" "Sierra 3" "Sierra 4" "Sierra 5" "Sierra 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Tango $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Tango 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Tango 1" "Tango 2" "Tango 3" "Tango 4" "Tango 5" "Tango 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 #Events ;! 29 total $Formula: ( every-time ( = @Red1Kills[0] ( num_kills "Red 1" ) ) ( set-primary-ammo "Red 1" 0 ( + ( get-primary-ammo "Red 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 1" ) 3 ) ) ( set-secondary-ammo "Red 1" 0 ( + ( get-secondary-ammo "Red 1" 0 ) 1 ) ) ) ( modify-variable @Red1Kills[0] ( + 1 @Red1Kills[0] ) ) ) +Name: RefillR1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red2Kills[0] ( num_kills "Red 2" ) ) ( set-primary-ammo "Red 2" 0 ( + ( get-primary-ammo "Red 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 2" ) 3 ) ) ( set-secondary-ammo "Red 2" 0 ( + ( get-secondary-ammo "Red 2" 0 ) 1 ) ) ) ( modify-variable @Red2Kills[0] ( + 1 @Red2Kills[0] ) ) ) +Name: RefillR2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red3Kills[0] ( num_kills "Red 3" ) ) ( set-primary-ammo "Red 3" 0 ( + ( get-primary-ammo "Red 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 3" ) 3 ) ) ( set-secondary-ammo "Red 3" 0 ( + ( get-secondary-ammo "Red 3" 0 ) 1 ) ) ) ( modify-variable @Red3Kills[0] ( + 1 @Red3Kills[0] ) ) ) +Name: RefillR3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red4Kills[0] ( num_kills "Red 4" ) ) ( set-primary-ammo "Red 4" 0 ( + ( get-primary-ammo "Red 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 4" ) 3 ) ) ( set-secondary-ammo "Red 4" 0 ( + ( get-secondary-ammo "Red 4" 0 ) 1 ) ) ) ( modify-variable @Red4Kills[0] ( + 1 @Red4Kills[0] ) ) ) +Name: RefillR4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green1Kills[0] ( num_kills "Green 1" ) ) ( set-primary-ammo "Green 1" 0 ( + ( get-primary-ammo "Green 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 1" ) 3 ) ) ( set-secondary-ammo "Green 1" 0 ( + ( get-secondary-ammo "Green 1" 0 ) 1 ) ) ) ( modify-variable @Green1Kills[0] ( + 1 @Green1Kills[0] ) ) ) +Name: RefillG1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green2Kills[0] ( num_kills "Green 2" ) ) ( set-primary-ammo "Green 2" 0 ( + ( get-primary-ammo "Green 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 2" ) 3 ) ) ( set-secondary-ammo "Green 2" 0 ( + ( get-secondary-ammo "Green 2" 0 ) 1 ) ) ) ( modify-variable @Green2Kills[0] ( + 1 @Green2Kills[0] ) ) ) +Name: RefillG2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green3Kills[0] ( num_kills "Green 3" ) ) ( set-primary-ammo "Green 3" 0 ( + ( get-primary-ammo "Green 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 3" ) 3 ) ) ( set-secondary-ammo "Green 3" 0 ( + ( get-secondary-ammo "Green 3" 0 ) 1 ) ) ) ( modify-variable @Green3Kills[0] ( + 1 @Green3Kills[0] ) ) ) +Name: RefillG3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green4Kills[0] ( num_kills "Green 4" ) ) ( set-primary-ammo "Green 4" 0 ( + ( get-primary-ammo "Green 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 4" ) 3 ) ) ( set-secondary-ammo "Green 4" 0 ( + ( get-secondary-ammo "Green 4" 0 ) 1 ) ) ) ( modify-variable @Green4Kills[0] ( + 1 @Green4Kills[0] ) ) ) +Name: RefillG4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Alpha +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alpha", 143) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Bravo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Bravo", 144) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Constellation" ) ( do-nothing ) ) +Name: Constellation +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Constellation", 145) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo" ) ( do-nothing ) ) +Name: Echo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Echo", 146) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fractal" ) ( do-nothing ) ) +Name: Fractal +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", 147) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Grail" ) ( do-nothing ) ) +Name: Grail +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Grail", 148) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Halo" ) ( do-nothing ) ) +Name: Halo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Halo", 149) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Ion" ) ( do-nothing ) ) +Name: Ion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ion", 150) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Jack" ) ( do-nothing ) ) +Name: Jack +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Jack", 151) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Kilo" ) ( do-nothing ) ) +Name: Kilo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Kilo", 152) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Limbo" ) ( do-nothing ) ) +Name: Limbo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Limbo", 153) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Mike" ) ( do-nothing ) ) +Name: Mike +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Mike", 154) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Nebula" ) ( do-nothing ) ) +Name: Nebula +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Nebula", 155) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Optic" ) ( do-nothing ) ) +Name: Optic +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Optic", 156) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Papa" ) ( do-nothing ) ) +Name: Papa +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Papa", 157) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Quasar" ) ( do-nothing ) ) +Name: Quasar +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Quasar", 158) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Range" ) ( do-nothing ) ) +Name: Range +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Range", 159) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Sierra" ) ( do-nothing ) ) +Name: Sierra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sierra", 160) +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Cylons" 10 ) ( end-mission ) ) +Name: WINRAR +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-time-elapsed 1 ) ( send-message "#Command" "High" "Begin." ) ) +Name: BEGIN! +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Cylons" 3 ) ( send-message "#Command" "High" "Win!" ) ) +Name: END! +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 1 total $Type: Primary +Name: Kill Cylons $MessageNew: XSTR("Eliminate all hostile Cylon Raiders", 161) $end_multi_text $Formula: ( is-destroyed-delay 0 "Tango" "Sierra" "Quasar" "Papa" "Optic" ) #Waypoints ;! 0 lists total #Messages ;! 2 total $Name: Win! $Team: -1 $MessageNew: XSTR("Nicely done. All of the Raiders are dead in space!", 162) $end_multi_text +Wave Name: MC-01-Win.ogg $Name: Begin. $Team: -1 $MessageNew: XSTR("Alright, pilots. Make this sim count for something. Kill the enemy.", 163) $end_multi_text +Wave Name: MC-01-Begin.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 10 total $Num stars: 100 $Ambient light level: 65793 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunRed +Angles: 1.047197 0.000000 0.785398 +Scale: 1.000000 $Starbitmap: blue01 +Angles: 0.000000 3.141590 0.000000 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 0.401425 0.000000 0.523598 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue02 +Angles: 5.602502 0.000000 5.759582 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 5.759582 0.000000 0.261799 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue04 +Angles: 1.256636 0.000000 1.099557 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue05 +Angles: 1.134463 0.000000 3.892081 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue01 +Angles: 5.585049 0.000000 3.857175 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet21 +Angles: 0.000000 3.490656 5.235984 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet22 +Angles: 0.785398 3.141590 0.000000 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet14 +Angles: 0.261799 5.846848 4.712385 +ScaleX: 0.500000 +ScaleY: 0.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: BTRL - Death On A Star $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Viper Gauntlet", 164) $Author: Joel 'Axem' Reimer $Created: 08/03/06 at 12:26:09 $Modified: 03/29/07 at 16:36:40 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Fight against increasingly difficult waves of Colonial Vipers.", 165) $end_multi_text +Game Type Flags: 10 +Flags: 262144 +Num Players: 8 +Num Respawns: 20 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 3806.193848, 2422.789795, -3781.880127 +Viewer orient: 0.999966, -0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: starfield.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "Green1Kills" "0" "number" 1 "Green2Kills" "0" "number" 2 "Green3Kills" "0" "number" 3 "Green4Kills" "0" "number" 4 "Red1Kills" "0" "number" 5 "Red2Kills" "0" "number" 6 "Red3Kills" "0" "number" 7 "Red4Kills" "0" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Ah, an untested batch of nuggets. You're all in for a challenging sim designed to hone those piloting skills to perfection... if you can survive it. We've got things rigged so that you and your will team will combat waves of Colonial Vipers! That's right, our enemies aren't always toasters, so learn to identify the enemy even if they look like us. Each round increases in difficulty, so don't frak around and shoot your wingmen.", 166) $end_multi_text $voice: MC-02-B01.ogg $camera_pos: 3806.193848, 2422.789795, -3781.880127 $camera_orient: 0.999966, 0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: 3276.250488, -0.000183, 286.338135 $label: Green Team +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 4011.274658, 0.000037, 2046.668335 $label: Hostile Fighters +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 5087.823730, 0.000080, -734.792908 $label: Hostile Fighters +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 2587.107178, -0.000616, -675.534302 $label: Hostile Fighters +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: 4664.222168, -499.999725, 787.909485 $label: Red Team +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-goal-true-delay "Kill Colonials" 0 ) $Multi text XSTR("Eh, impressive self-control. I only hope that you won't start shredding your own people once we get into real space. In the meantime, try it with rocks if you want a bigger challenge... floating rocks.", 167) $end_multi_text $Voice: MC-02-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( not ( is-goal-true-delay "Kill Colonials" 0 ) ) $Multi text XSTR("The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation. Tingles doesn't it? Hey now... smile, what better time to whip those sagging skills into shape? In twenty hours time, you'll improve a bit.", 168) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Red 1 $Ship Choices: ( "Colonial Viper Mark II" 8 "Colonial Viper Mark VII" 8 ) +Weaponry Pool: ( "MEC-A6" 8 "Cylon KEW" 8 "HD-70" 500 "Cylon Missile" 500 ) #Objects ;! 100 total $Name: Red 1 ;! Object #0 $Class: Cylon Raider $Team: Friendly $Location: -211.699997, 100.000000, 2.900000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #1 $Class: Cylon Raider $Team: Friendly $Location: -311.687927, 100.000008, -96.372673 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #2 $Class: Cylon Raider $Team: Friendly $Location: -111.019836, 99.999992, -97.303856 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #3 $Class: Cylon Raider $Team: Friendly $Location: -210.979492, 100.000031, -194.732605 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 ;! Object #4 $Class: Cylon Raider $Team: Friendly $Location: 187.800003, -100.000000, 4.500000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #5 $Class: Cylon Raider $Team: Friendly $Location: 87.812119, -99.999985, -94.772682 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #6 $Class: Cylon Raider $Team: Friendly $Location: 288.480103, -100.000008, -95.703865 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #7 $Class: Cylon Raider $Team: Friendly $Location: 188.520462, -99.999969, -193.132675 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 1 ;! Object #8 $Class: Colonial Viper Mark II $Team: Hostile $Location: -41.888092, 0.000505, 1102.597656 $Orientation: -0.999965, 0.000000, -0.008407, 0.000000, 1.000000, 0.000000, 0.008407, 0.000000, -0.999965 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #9 $Class: Colonial Viper Mark II $Team: Hostile $Location: 59.189087, 0.000509, 1203.627563 $Orientation: -0.999965, 0.000000, -0.008407, 0.000000, 1.000000, 0.000000, 0.008407, 0.000000, -0.999965 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #10 $Class: Colonial Viper Mark II $Team: Hostile $Location: -143.477936, 0.000536, 1202.930786 $Orientation: -0.999965, 0.000000, -0.008407, 0.000000, 1.000000, 0.000000, 0.008407, 0.000000, -0.999965 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 1 ;! Object #11 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 6.976884, 0.000228, -787.783691 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #12 $Class: Colonial Viper Mark II $Team: Hostile $Location: -41.779766, 0.000500, 1302.683228 $Orientation: -0.999965, 0.000000, -0.008407, 0.000000, 1.000000, 0.000000, 0.008407, 0.000000, -0.999965 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 2 ;! Object #13 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -96.110153, 0.000186, -881.786865 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 3 ;! Object #14 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 100.506737, 0.000225, -889.195801 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 1 ;! Object #15 $Class: Colonial Viper Mark II $Team: Hostile $Location: -866.799988, 500.000000, -5.100000 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 4 ;! Object #16 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -193.827347, 0.000259, -982.191528 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 5 ;! Object #17 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 3.310077, 0.000275, -979.064087 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 6 ;! Object #18 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 198.117905, 0.000210, -981.760864 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 2 ;! Object #19 $Class: Colonial Viper Mark II $Team: Hostile $Location: -975.484497, 500.000061, 85.182487 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 3 ;! Object #20 $Class: Colonial Viper Mark II $Team: Hostile $Location: -963.758118, 500.000031, -119.488899 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 1 ;! Object #21 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 970.500000, -500.000000, -27.799999 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 4 ;! Object #22 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1070.718262, 500.000000, -26.651367 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 2 ;! Object #23 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1089.425537, -500.000031, -109.764198 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 1 ;! Object #24 $Class: Colonial Viper Mark II $Team: Hostile $Location: -872.000000, 250.000000, 1039.400024 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 3 ;! Object #25 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1060.468384, -500.000122, 89.201019 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 4 ;! Object #26 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1173.864990, -500.000122, 5.038338 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 2 ;! Object #27 $Class: Colonial Viper Mark II $Team: Hostile $Location: -844.387695, 249.999893, 1178.472168 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 1 ;! Object #28 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 995.599976, -250.000000, 1019.799988 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 3 ;! Object #29 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1014.239929, 249.999985, 1074.752808 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 4 ;! Object #30 $Class: Colonial Viper Mark II $Team: Hostile $Location: -979.856323, 249.999985, 1212.118652 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 5 ;! Object #31 $Class: Colonial Viper Mark II $Team: Hostile $Location: -808.537659, 249.999969, 1320.801392 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 6 ;! Object #32 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1148.503662, 249.999893, 1107.793335 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 2 ;! Object #33 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1138.606934, -250.000015, 1050.196899 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 1 ;! Object #34 $Class: Colonial Viper Mark II $Team: Hostile $Location: -997.700012, 1000.000000, -919.799988 $Orientation: 0.761245, 0.000000, -0.648465, -0.053318, 0.996614, -0.062591, 0.646269, 0.082223, 0.758667 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 3 ;! Object #35 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 964.834290, -250.000015, 1157.568604 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 4 ;! Object #36 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1269.740967, -249.999985, 1085.694092 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 1 ;! Object #37 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1093.599976, -1000.000000, -878.799988 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 5 ;! Object #38 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1102.474609, -249.999939, 1185.241577 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 6 ;! Object #39 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 930.759155, -249.999969, 1290.074585 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 1 ;! Object #40 $Class: Colonial Viper Mark II $Team: Hostile $Location: 133.199997, 250.000000, 1439.199951 $Orientation: -0.997439, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997439 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 2 ;! Object #41 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1124.889526, 1000.000427, -952.351318 $Orientation: 0.769482, 0.000000, -0.638668, -0.047599, 0.997219, -0.057349, 0.636892, 0.074529, 0.767342 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 3 ;! Object #42 $Class: Colonial Viper Mark II $Team: Hostile $Location: -984.652893, 1000.000427, -1031.181396 $Orientation: 0.831578, 0.000000, -0.555408, -0.046092, 0.996551, -0.069011, 0.553492, 0.082988, 0.828709 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 2 ;! Object #43 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1124.265137, -1000.000061, -1025.157227 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 3 ;! Object #44 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1238.021484, -1000.000000, -858.868591 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 2 ;! Object #45 $Class: Colonial Viper Mark II $Team: Hostile $Location: 242.001602, 249.999985, 1527.276978 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 1 ;! Object #46 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 102.300003, -250.000000, -1494.599976 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 3 ;! Object #47 $Class: Colonial Viper Mark II $Team: Hostile $Location: 39.971527, 250.000000, 1538.151489 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 4 ;! Object #48 $Class: Colonial Viper Mark II $Team: Hostile $Location: 145.278503, 250.000015, 1632.462402 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 1 ;! Object #49 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1527.199951, 500.000000, -4.900000 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 2 ;! Object #50 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1642.503662, 499.999969, 85.138077 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 3 ;! Object #51 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1608.019409, 500.000000, -116.422592 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 4 ;! Object #52 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1722.191895, 500.000000, -30.312727 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 1 ;! Object #53 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1807.900024, -500.000000, -11.200000 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 2 ;! Object #54 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1923.255737, -500.000000, -100.764374 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 3 ;! Object #55 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1890.150757, -500.000000, 102.658813 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 4 ;! Object #56 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 2002.806030, -499.999969, 13.709983 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 2 ;! Object #57 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1562.500000, 1000.000000, 1527.000000 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 3 ;! Object #58 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1727.057129, 999.999939, 1413.866089 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 1 ;! Object #59 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1591.118042, 1000.000000, 1388.161255 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 4 ;! Object #60 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1698.410522, 1000.000000, 1555.990356 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 2 ;! Object #61 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1671.000000, 500.000000, -1646.400024 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 1 ;! Object #62 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1723.099976, -1000.000000, 1574.800049 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 3 ;! Object #63 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1508.320679, 499.999969, -1768.581909 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 4 ;! Object #64 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1590.315918, 500.000000, -1708.118652 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 1 ;! Object #65 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1531.300659, 499.999969, -1632.908203 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 5 ;! Object #66 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1730.015503, 500.000000, -1721.610718 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 6 ;! Object #67 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1567.336426, 500.000000, -1843.792358 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 2 ;! Object #68 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1388.000000, -500.000000, -1689.000000 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 1 ;! Object #69 $Class: Colonial Viper Mark II $Team: Hostile $Location: 48.662609, 0.000123, -1995.760376 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 3 ;! Object #70 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1512.080444, -500.000031, -1528.911621 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 4 ;! Object #71 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1451.989014, -500.000031, -1611.588501 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 5 ;! Object #72 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1465.271484, -500.000031, -1745.662842 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 1 ;! Object #73 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1374.717285, -500.000031, -1554.925659 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 6 ;! Object #74 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1589.352173, -500.000061, -1585.574219 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 2 ;! Object #75 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1864.792969, -1000.000000, 1563.254395 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 3 ;! Object #76 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1731.331909, -1000.000061, 1714.496826 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 4 ;! Object #77 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1793.867676, -999.999939, 1638.032227 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 5 ;! Object #78 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1935.560791, -1000.000000, 1626.485962 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 1 ;! Object #79 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 81.036659, -0.001407, 1956.316162 $Orientation: -0.998670, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998670 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 6 ;! Object #80 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1802.100464, -1000.000000, 1777.728882 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 2 ;! Object #81 $Class: Colonial Viper Mark II $Team: Hostile $Location: -52.575916, 0.000190, -2095.256348 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 3 ;! Object #82 $Class: Colonial Viper Mark II $Team: Hostile $Location: 146.534943, 0.000203, -2097.800293 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 4 ;! Object #83 $Class: Colonial Viper Mark II $Team: Hostile $Location: 48.075695, 0.000134, -2093.997559 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 5 ;! Object #84 $Class: Colonial Viper Mark II $Team: Hostile $Location: -53.162830, 0.000200, -2193.493652 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 6 ;! Object #85 $Class: Colonial Viper Mark II $Team: Hostile $Location: 145.948029, 0.000213, -2196.037598 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 2 ;! Object #86 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 176.942505, -0.001405, 2061.760498 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 3 ;! Object #87 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -22.692375, -0.001359, 2051.826416 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 4 ;! Object #88 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 74.378143, -0.001404, 2048.726563 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 5 ;! Object #89 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 170.284164, -0.001403, 2154.171143 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 6 ;! Object #90 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -29.351524, -0.001356, 2144.237793 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 1 ;! Object #91 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 519.083252, -0.000264, 392.108978 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 2 ;! Object #92 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 657.431213, -0.000205, 395.473724 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 3 ;! Object #93 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 520.917908, -0.000205, 527.112854 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 4 ;! Object #94 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 586.815430, -0.000270, 465.029419 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 5 ;! Object #95 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 708.401550, -0.000175, 475.133606 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 6 ;! Object #96 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 586.405029, -0.000214, 593.843750 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 2 ;! Object #97 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 5.507889, -249.999985, -1592.326782 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 3 ;! Object #98 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 197.578430, -250.000031, -1589.731323 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 4 ;! Object #99 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 103.704788, -250.000015, -1684.754028 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 21 total $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 1 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Alpha $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 5 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Bravo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Alpha" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Bravo 1" "Bravo 2" "Bravo 3" "Bravo 4" "Bravo 5" "Bravo 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Constellation $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Constellation 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Constellation 1" "Constellation 2" "Constellation 3" "Constellation 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Echo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Echo 1" "Echo 2" "Echo 3" "Echo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Fractal $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Fractal 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Fractal 1" "Fractal 2" "Fractal 3" "Fractal 4" "Fractal 5" "Fractal 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Grail $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Grail 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Grail 1" "Grail 2" "Grail 3" "Grail 4" "Grail 5" "Grail 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Halo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Halo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Halo 1" "Halo 2" "Halo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Ion $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Ion 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Ion 1" "Ion 2" "Ion 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Jack $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Jack 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Jack 1" "Jack 2" "Jack 3" "Jack 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Kilo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Kilo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Kilo 1" "Kilo 2" "Kilo 3" "Kilo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Limbo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Limbo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Limbo 1" "Limbo 2" "Limbo 3" "Limbo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Mike $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Mike 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Mike 1" "Mike 2" "Mike 3" "Mike 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Nebula $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Nebula 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Nebula 1" "Nebula 2" "Nebula 3" "Nebula 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Optic $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Optic 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Optic 1" "Optic 2" "Optic 3" "Optic 4" "Optic 5" "Optic 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Papa $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Papa 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Papa 1" "Papa 2" "Papa 3" "Papa 4" "Papa 5" "Papa 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Quasar $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Quasar 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Quasar 1" "Quasar 2" "Quasar 3" "Quasar 4" "Quasar 5" "Quasar 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Range $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Range 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Range 1" "Range 2" "Range 3" "Range 4" "Range 5" "Range 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Sierra $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Sierra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Sierra 1" "Sierra 2" "Sierra 3" "Sierra 4" "Sierra 5" "Sierra 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Tango $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Tango 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Tango 1" "Tango 2" "Tango 3" "Tango 4" "Tango 5" "Tango 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 #Events ;! 29 total $Formula: ( every-time ( = @Red1Kills[0] ( num_kills "Red 1" ) ) ( set-primary-ammo "Red 1" 0 ( + ( get-primary-ammo "Red 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 1" ) 3 ) ) ( set-secondary-ammo "Red 1" 0 ( + ( get-secondary-ammo "Red 1" 0 ) 1 ) ) ) ( modify-variable @Red1Kills[0] ( + 1 @Red1Kills[0] ) ) ) +Name: RefillR1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red2Kills[0] ( num_kills "Red 2" ) ) ( set-primary-ammo "Red 2" 0 ( + ( get-primary-ammo "Red 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 2" ) 3 ) ) ( set-secondary-ammo "Red 2" 0 ( + ( get-secondary-ammo "Red 2" 0 ) 1 ) ) ) ( modify-variable @Red2Kills[0] ( + 1 @Red2Kills[0] ) ) ) +Name: RefillR2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red3Kills[0] ( num_kills "Red 3" ) ) ( set-primary-ammo "Red 3" 0 ( + ( get-primary-ammo "Red 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 3" ) 3 ) ) ( set-secondary-ammo "Red 3" 0 ( + ( get-secondary-ammo "Red 3" 0 ) 1 ) ) ) ( modify-variable @Red3Kills[0] ( + 1 @Red3Kills[0] ) ) ) +Name: RefillR3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red4Kills[0] ( num_kills "Red 4" ) ) ( set-primary-ammo "Red 4" 0 ( + ( get-primary-ammo "Red 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 4" ) 3 ) ) ( set-secondary-ammo "Red 4" 0 ( + ( get-secondary-ammo "Red 4" 0 ) 1 ) ) ) ( modify-variable @Red4Kills[0] ( + 1 @Red4Kills[0] ) ) ) +Name: RefillR4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green1Kills[0] ( num_kills "Green 1" ) ) ( set-primary-ammo "Green 1" 0 ( + ( get-primary-ammo "Green 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 1" ) 3 ) ) ( set-secondary-ammo "Green 1" 0 ( + ( get-secondary-ammo "Green 1" 0 ) 1 ) ) ) ( modify-variable @Green1Kills[0] ( + 1 @Green1Kills[0] ) ) ) +Name: RefillG1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green2Kills[0] ( num_kills "Green 2" ) ) ( set-primary-ammo "Green 2" 0 ( + ( get-primary-ammo "Green 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 2" ) 3 ) ) ( set-secondary-ammo "Green 2" 0 ( + ( get-secondary-ammo "Green 2" 0 ) 1 ) ) ) ( modify-variable @Green2Kills[0] ( + 1 @Green2Kills[0] ) ) ) +Name: RefillG2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green3Kills[0] ( num_kills "Green 3" ) ) ( set-primary-ammo "Green 3" 0 ( + ( get-primary-ammo "Green 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 3" ) 3 ) ) ( set-secondary-ammo "Green 3" 0 ( + ( get-secondary-ammo "Green 3" 0 ) 1 ) ) ) ( modify-variable @Green3Kills[0] ( + 1 @Green3Kills[0] ) ) ) +Name: RefillG3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green4Kills[0] ( num_kills "Green 4" ) ) ( set-primary-ammo "Green 4" 0 ( + ( get-primary-ammo "Green 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 4" ) 3 ) ) ( set-secondary-ammo "Green 4" 0 ( + ( get-secondary-ammo "Green 4" 0 ) 1 ) ) ) ( modify-variable @Green4Kills[0] ( + 1 @Green4Kills[0] ) ) ) +Name: RefillG4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Alpha +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alpha", 169) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Bravo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Bravo", 170) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Constellation" ) ( do-nothing ) ) +Name: Constellation +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Constellation", 171) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo" ) ( do-nothing ) ) +Name: Echo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Echo", 172) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fractal" ) ( do-nothing ) ) +Name: Fractal +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", 173) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Grail" ) ( do-nothing ) ) +Name: Grail +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Grail", 174) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Halo" ) ( do-nothing ) ) +Name: Halo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Halo", 175) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Ion" ) ( do-nothing ) ) +Name: Ion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ion", 176) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Jack" ) ( do-nothing ) ) +Name: Jack +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Jack", 177) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Kilo" ) ( do-nothing ) ) +Name: Kilo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Kilo", 178) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Limbo" ) ( do-nothing ) ) +Name: Limbo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Limbo", 179) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Mike" ) ( do-nothing ) ) +Name: Mike +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Mike", 180) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Nebula" ) ( do-nothing ) ) +Name: Nebula +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Nebula", 181) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Optic" ) ( do-nothing ) ) +Name: Optic +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Optic", 182) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Papa" ) ( do-nothing ) ) +Name: Papa +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Papa", 183) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Quasar" ) ( do-nothing ) ) +Name: Quasar +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Quasar", 184) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Range" ) ( do-nothing ) ) +Name: Range +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Range", 185) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Sierra" ) ( do-nothing ) ) +Name: Sierra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sierra", 186) +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Colonials" 10 ) ( end-mission ) ) +Name: Winnerz +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-time-elapsed 1 ) ( send-message "#Command" "High" "Begin!" ) ) +Name: Begin +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Colonials" 3 ) ( send-message "#Command" "High" "Win!" ) ) +Name: End +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 1 total $Type: Primary +Name: Kill Colonials $MessageNew: XSTR("Eliminate all hostile Colonial Vipers", 187) $end_multi_text $Formula: ( is-destroyed-delay 0 "Tango" "Sierra" "Quasar" "Papa" "Optic" ) #Waypoints ;! 0 lists total #Messages ;! 2 total $Name: Win! $Team: -1 $MessageNew: XSTR("Normally, this would be a terrible situation, but that was impressive work!", 188) $end_multi_text +Wave Name: MC-02-Win.ogg $Name: Begin! $Team: -1 $MessageNew: XSTR("Remember now, don't shoot at your own people... shoot at the enemy.", 189) $end_multi_text +Wave Name: MC-02-Begin.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 9 total $Num stars: 100 $Ambient light level: 65793 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunGold +Angles: 1.047197 0.000000 0.785398 +Scale: 1.000000 $Starbitmap: blue01 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 0.401425 0.000000 0.523598 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue02 +Angles: 5.602502 0.000000 5.759582 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 5.759582 0.000000 0.261799 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue04 +Angles: 1.256636 0.000000 1.099557 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue05 +Angles: 1.134463 0.000000 3.892081 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue01 +Angles: 5.585049 0.000000 3.857175 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet06 +Angles: 0.000000 2.268926 2.094393 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet14 +Angles: 0.000000 0.000000 3.926988 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: BTRL - Crossing The Red Line $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Asteroid Raider Gauntlet", 190) $Author: Joel 'Axem' Reimer $Created: 08/03/06 at 12:26:09 $Modified: 03/29/07 at 16:32:39 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Fight against increasingly difficult waves of Cylon Raiders", 191) $end_multi_text +Game Type Flags: 10 +Flags: 262144 +Num Players: 8 +Num Respawns: 20 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 3806.193848, 2422.789795, -3781.880127 +Viewer orient: 0.999966, -0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: starfield.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "Green1Kills" "0" "number" 1 "Green2Kills" "0" "number" 2 "Green3Kills" "0" "number" 3 "Green4Kills" "0" "number" 4 "Red1Kills" "0" "number" 5 "Red2Kills" "0" "number" 6 "Red3Kills" "0" "number" 7 "Red4Kills" "0" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Quiet down, nuggets! We've whipped up a challenging sim that'll hone those skills of yours to perfection... well, if you can survive it. We've got things rigged so that you and your team will battle wave after wave of Cylon Raiders... in an asteroid field. Spiffy, eh? Well, you've got to learn how to improve maneuver in space, not just sharpen those trigger-happy instincts! Remember, it only gets harder with each assault, so don't let your guard down.", 192) $end_multi_text $voice: MC-03-B01.ogg $camera_pos: 3806.193848, 2422.789795, -3781.880127 $camera_orient: 0.999966, 0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 3276.250488, -0.000183, 286.338135 $label: Green Team +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 4011.274658, 0.000037, 2046.668335 $label: Hostile Fighters +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 5087.823730, 0.000080, -734.792908 $label: Hostile Fighters +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 2587.107178, -0.000616, -675.534302 $label: Hostile Fighters +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 4664.222168, -499.999725, 787.909485 $label: Red Team +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-goal-true-delay "Kill Cylons" 0 ) $Multi text XSTR("That was fairly good, yeah... hmm, but how high can you go? If you can beat Gauntlet's personal best, I'll know that you're a bone fide skinjob!", 193) $end_multi_text $Voice: MC-03-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( not ( is-goal-true-delay "Kill Cylons" 0 ) ) $Multi text XSTR("The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation! Tingles doesn't it? Well, no one's going to dial down the difficulty for you, so either get in more practice, or experience the pleasure of shame!", 194) $end_multi_text $Voice: MC-03-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Red 1 $Ship Choices: ( "Colonial Viper Mark VII" 8 "Cylon Raider" 8 ) +Weaponry Pool: ( "MEC-A6" 8 "Cylon KEW" 8 "HD-70" 500 "Cylon Missile" 500 ) #Objects ;! 100 total $Name: Red 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: -211.699997, 100.000000, 2.900000 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: -311.687927, 100.000008, -96.372673 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: -111.019836, 99.999992, -97.303856 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: -210.979492, 100.000031, -194.732605 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: 187.800003, -100.000000, 4.500000 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: 87.812119, -99.999985, -94.772682 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: 288.480103, -100.000008, -95.703865 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: 188.520462, -99.999969, -193.132675 $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: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 1 ;! Object #8 $Class: Cylon Raider $Team: Hostile $Location: -41.900002, 25.000000, 1102.599976 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #9 $Class: Cylon Raider $Team: Hostile $Location: 26.640045, 0.000447, 1102.069214 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #10 $Class: Cylon Raider $Team: Hostile $Location: -104.325897, 0.000513, 1100.497192 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 1 ;! Object #11 $Class: Cylon Raider $Team: Hostile $Location: -0.700000, 100.000000, -995.900024 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #12 $Class: Cylon Raider $Team: Hostile $Location: -40.344864, -24.999983, 1097.505249 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 2 ;! Object #13 $Class: Cylon Raider $Team: Hostile $Location: -57.181858, 50.000038, -998.380371 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 3 ;! Object #14 $Class: Cylon Raider $Team: Hostile $Location: 62.950508, 50.000038, -1001.062439 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 1 ;! Object #15 $Class: Cylon Raider $Team: Hostile $Location: -981.900024, 550.000000, -11.200000 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 4 ;! Object #16 $Class: Cylon Raider $Team: Hostile $Location: -62.381863, -49.999962, -1000.980347 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 5 ;! Object #17 $Class: Cylon Raider $Team: Hostile $Location: 65.950516, -49.999962, -1003.362427 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 6 ;! Object #18 $Class: Cylon Raider $Team: Hostile $Location: -1.400000, -100.000000, -1001.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 2 ;! Object #19 $Class: Cylon Raider $Team: Hostile $Location: -980.994080, 500.000061, 50.338688 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 3 ;! Object #20 $Class: Cylon Raider $Team: Hostile $Location: -989.895203, 500.000031, -77.419884 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 1 ;! Object #21 $Class: Cylon Raider $Team: Hostile $Location: 1072.559570, -449.999969, 5.846977 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 4 ;! Object #22 $Class: Cylon Raider $Team: Hostile $Location: -982.701050, 450.000000, -7.701359 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 2 ;! Object #23 $Class: Cylon Raider $Team: Hostile $Location: 1089.425537, -500.000031, -109.764198 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 1 ;! Object #24 $Class: Cylon Raider $Team: Hostile $Location: -926.893127, 300.000092, 1113.373779 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 3 ;! Object #25 $Class: Cylon Raider $Team: Hostile $Location: 1060.468384, -500.000122, 89.201019 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 4 ;! Object #26 $Class: Cylon Raider $Team: Hostile $Location: 1072.119507, -550.000000, -0.622962 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 2 ;! Object #27 $Class: Cylon Raider $Team: Hostile $Location: -852.437927, 249.999893, 1176.185425 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 1 ;! Object #28 $Class: Cylon Raider $Team: Hostile $Location: 1058.126831, -250.000000, 1113.306641 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 3 ;! Object #29 $Class: Cylon Raider $Team: Hostile $Location: -989.944946, 250.000015, 1055.695923 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 4 ;! Object #30 $Class: Cylon Raider $Team: Hostile $Location: -926.094543, 150.000153, 1113.211304 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 5 ;! Object #31 $Class: Cylon Raider $Team: Hostile $Location: -852.671631, 199.999954, 1175.923462 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 6 ;! Object #32 $Class: Cylon Raider $Team: Hostile $Location: -989.903259, 200.000031, 1056.200073 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 2 ;! Object #33 $Class: Cylon Raider $Team: Hostile $Location: 1128.750244, -200.000000, 1060.848755 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 1 ;! Object #34 $Class: Cylon Raider $Team: Hostile $Location: -997.700012, 1100.000000, -919.799988 $Orientation: 0.761245, 0.000000, -0.648465, -0.053318, 0.996614, -0.062591, 0.646269, 0.082223, 0.758667 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 3 ;! Object #35 $Class: Cylon Raider $Team: Hostile $Location: 991.200012, -200.000000, 1158.500000 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 4 ;! Object #36 $Class: Cylon Raider $Team: Hostile $Location: 1058.125366, -300.000061, 1113.411865 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 1 ;! Object #37 $Class: Cylon Raider $Team: Hostile $Location: 1182.551636, -900.000000, -947.367676 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 5 ;! Object #38 $Class: Cylon Raider $Team: Hostile $Location: 1128.689209, -349.999969, 1060.416260 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 6 ;! Object #39 $Class: Cylon Raider $Team: Hostile $Location: 990.974182, -349.999969, 1158.263062 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 1 ;! Object #40 $Class: Cylon Raider $Team: Hostile $Location: 135.600006, 300.000000, 1530.099976 $Orientation: -0.997439, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997439 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 2 ;! Object #41 $Class: Cylon Raider $Team: Hostile $Location: -1081.501343, 1000.000427, -877.155823 $Orientation: 0.769482, 0.000000, -0.638668, -0.047599, 0.997219, -0.057349, 0.636892, 0.074529, 0.767342 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 3 ;! Object #42 $Class: Cylon Raider $Team: Hostile $Location: -941.264709, 1000.000427, -955.985779 $Orientation: 0.831578, 0.000000, -0.555408, -0.046092, 0.996551, -0.069011, 0.553492, 0.082988, 0.828709 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 2 ;! Object #43 $Class: Cylon Raider $Team: Hostile $Location: 1124.265137, -1000.000061, -1025.157227 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 3 ;! Object #44 $Class: Cylon Raider $Team: Hostile $Location: 1238.021484, -1000.000000, -858.868591 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 2 ;! Object #45 $Class: Cylon Raider $Team: Hostile $Location: 200.228424, 249.999954, 1528.688599 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 1 ;! Object #46 $Class: Cylon Raider $Team: Hostile $Location: 104.199997, -200.000000, -1600.099976 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 3 ;! Object #47 $Class: Cylon Raider $Team: Hostile $Location: 74.385941, 250.000061, 1534.375366 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 4 ;! Object #48 $Class: Cylon Raider $Team: Hostile $Location: 137.780869, 200.000046, 1531.534790 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 1 ;! Object #49 $Class: Cylon Raider $Team: Hostile $Location: -1626.000000, 550.000000, -20.900000 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 2 ;! Object #50 $Class: Cylon Raider $Team: Hostile $Location: -1628.406982, 500.000000, 18.818394 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 3 ;! Object #51 $Class: Cylon Raider $Team: Hostile $Location: -1634.546143, 500.000000, -68.169334 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 4 ;! Object #52 $Class: Cylon Raider $Team: Hostile $Location: -1625.099976, 450.000000, -23.500000 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 1 ;! Object #53 $Class: Cylon Raider $Team: Hostile $Location: 1906.099976, -450.000000, -3.300000 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 2 ;! Object #54 $Class: Cylon Raider $Team: Hostile $Location: 1923.255737, -500.000000, -100.764374 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 3 ;! Object #55 $Class: Cylon Raider $Team: Hostile $Location: 1890.150757, -500.000000, 102.658813 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 4 ;! Object #56 $Class: Cylon Raider $Team: Hostile $Location: 1905.496582, -550.000000, -2.966535 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 2 ;! Object #57 $Class: Cylon Raider $Team: Hostile $Location: -1608.389282, 1000.000000, 1494.110352 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 3 ;! Object #58 $Class: Cylon Raider $Team: Hostile $Location: -1697.643555, 999.999939, 1418.308716 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 1 ;! Object #59 $Class: Cylon Raider $Team: Hostile $Location: -1657.300049, 950.000000, 1456.400024 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 4 ;! Object #60 $Class: Cylon Raider $Team: Hostile $Location: -1654.353516, 1050.000000, 1456.638550 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 2 ;! Object #61 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, -300.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 1 ;! Object #62 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, 150.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 3 ;! Object #63 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, -250.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 4 ;! Object #64 $Class: Cylon Raider $Team: Hostile $Location: 50.000000, -250.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 1 ;! Object #65 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, -150.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 5 ;! Object #66 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, -200.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 6 ;! Object #67 $Class: Cylon Raider $Team: Hostile $Location: 100.000000, -200.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 2 ;! Object #68 $Class: Cylon Raider $Team: Hostile $Location: 300.000000, 0.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 1 ;! Object #69 $Class: Cylon Raider $Team: Hostile $Location: -150.000000, 0.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 3 ;! Object #70 $Class: Cylon Raider $Team: Hostile $Location: 250.000000, 50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 4 ;! Object #71 $Class: Cylon Raider $Team: Hostile $Location: 250.000000, -50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 5 ;! Object #72 $Class: Cylon Raider $Team: Hostile $Location: 200.000000, 100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 1 ;! Object #73 $Class: Cylon Raider $Team: Hostile $Location: 150.000000, 0.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 6 ;! Object #74 $Class: Cylon Raider $Team: Hostile $Location: 200.000000, -100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 2 ;! Object #75 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, 300.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 3 ;! Object #76 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, 250.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 4 ;! Object #77 $Class: Cylon Raider $Team: Hostile $Location: 50.000000, 250.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 5 ;! Object #78 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, 200.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 1 ;! Object #79 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, 50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 6 ;! Object #80 $Class: Cylon Raider $Team: Hostile $Location: 100.000000, 200.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 2 ;! Object #81 $Class: Cylon Raider $Team: Hostile $Location: -300.000000, 0.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 3 ;! Object #82 $Class: Cylon Raider $Team: Hostile $Location: -250.000000, 50.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 4 ;! Object #83 $Class: Cylon Raider $Team: Hostile $Location: -250.000000, -50.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 5 ;! Object #84 $Class: Cylon Raider $Team: Hostile $Location: -200.000000, 100.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 6 ;! Object #85 $Class: Cylon Raider $Team: Hostile $Location: -200.000000, -100.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 2 ;! Object #86 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, 100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 3 ;! Object #87 $Class: Cylon Raider $Team: Hostile $Location: -150.000000, 150.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 4 ;! Object #88 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, -50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 5 ;! Object #89 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, -100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 6 ;! Object #90 $Class: Cylon Raider $Team: Hostile $Location: -150.000000, -150.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 1 ;! Object #91 $Class: Cylon Raider $Team: Friendly $Location: 50.000000, 50.000000, -2000.000000 $Orientation: 0.999450, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999450 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 2 ;! Object #92 $Class: Cylon Raider $Team: Friendly $Location: 100.000000, 100.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 3 ;! Object #93 $Class: Cylon Raider $Team: Friendly $Location: 150.000000, 150.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 4 ;! Object #94 $Class: Cylon Raider $Team: Friendly $Location: 50.000000, -50.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 5 ;! Object #95 $Class: Cylon Raider $Team: Friendly $Location: 100.000000, -100.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 6 ;! Object #96 $Class: Cylon Raider $Team: Friendly $Location: 150.000000, -150.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 2 ;! Object #97 $Class: Cylon Raider $Team: Hostile $Location: 43.568893, -249.999802, -1601.726563 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 3 ;! Object #98 $Class: Cylon Raider $Team: Hostile $Location: 155.142761, -249.999985, -1603.888062 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 4 ;! Object #99 $Class: Cylon Raider $Team: Hostile $Location: 102.861153, -300.000031, -1599.153442 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 21 total $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 1 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Alpha $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 5 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Bravo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Alpha" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Bravo 1" "Bravo 2" "Bravo 3" "Bravo 4" "Bravo 5" "Bravo 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Constellation $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Constellation 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Constellation 1" "Constellation 2" "Constellation 3" "Constellation 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Echo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Echo 1" "Echo 2" "Echo 3" "Echo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Fractal $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Fractal 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Fractal 1" "Fractal 2" "Fractal 3" "Fractal 4" "Fractal 5" "Fractal 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Grail $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Grail 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Grail 1" "Grail 2" "Grail 3" "Grail 4" "Grail 5" "Grail 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Halo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Halo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Halo 1" "Halo 2" "Halo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Ion $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Ion 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Ion 1" "Ion 2" "Ion 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Jack $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Jack 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Jack 1" "Jack 2" "Jack 3" "Jack 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Kilo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Kilo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Kilo 1" "Kilo 2" "Kilo 3" "Kilo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Limbo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Limbo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Limbo 1" "Limbo 2" "Limbo 3" "Limbo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Mike $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Mike 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Mike 1" "Mike 2" "Mike 3" "Mike 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Nebula $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Nebula 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Nebula 1" "Nebula 2" "Nebula 3" "Nebula 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Optic $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Optic 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Optic 1" "Optic 2" "Optic 3" "Optic 4" "Optic 5" "Optic 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Papa $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Papa 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Papa 1" "Papa 2" "Papa 3" "Papa 4" "Papa 5" "Papa 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Quasar $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Quasar 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Quasar 1" "Quasar 2" "Quasar 3" "Quasar 4" "Quasar 5" "Quasar 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Range $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Range 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Range 1" "Range 2" "Range 3" "Range 4" "Range 5" "Range 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Sierra $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Sierra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Sierra 1" "Sierra 2" "Sierra 3" "Sierra 4" "Sierra 5" "Sierra 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Tango $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Tango 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Tango 1" "Tango 2" "Tango 3" "Tango 4" "Tango 5" "Tango 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 #Events ;! 29 total $Formula: ( every-time ( = @Red1Kills[0] ( num_kills "Red 1" ) ) ( set-primary-ammo "Red 1" 0 ( + ( get-primary-ammo "Red 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 1" ) 3 ) ) ( set-secondary-ammo "Red 1" 0 ( + ( get-secondary-ammo "Red 1" 0 ) 1 ) ) ) ( modify-variable @Red1Kills[0] ( + 1 @Red1Kills[0] ) ) ) +Name: RefillR1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red2Kills[0] ( num_kills "Red 2" ) ) ( set-primary-ammo "Red 2" 0 ( + ( get-primary-ammo "Red 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 2" ) 3 ) ) ( set-secondary-ammo "Red 2" 0 ( + ( get-secondary-ammo "Red 2" 0 ) 1 ) ) ) ( modify-variable @Red2Kills[0] ( + 1 @Red2Kills[0] ) ) ) +Name: RefillR2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red3Kills[0] ( num_kills "Red 3" ) ) ( set-primary-ammo "Red 3" 0 ( + ( get-primary-ammo "Red 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 3" ) 3 ) ) ( set-secondary-ammo "Red 3" 0 ( + ( get-secondary-ammo "Red 3" 0 ) 1 ) ) ) ( modify-variable @Red3Kills[0] ( + 1 @Red3Kills[0] ) ) ) +Name: RefillR3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red4Kills[0] ( num_kills "Red 4" ) ) ( set-primary-ammo "Red 4" 0 ( + ( get-primary-ammo "Red 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 4" ) 3 ) ) ( set-secondary-ammo "Red 4" 0 ( + ( get-secondary-ammo "Red 4" 0 ) 1 ) ) ) ( modify-variable @Red4Kills[0] ( + 1 @Red4Kills[0] ) ) ) +Name: RefillR4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green1Kills[0] ( num_kills "Green 1" ) ) ( set-primary-ammo "Green 1" 0 ( + ( get-primary-ammo "Green 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 1" ) 3 ) ) ( set-secondary-ammo "Green 1" 0 ( + ( get-secondary-ammo "Green 1" 0 ) 1 ) ) ) ( modify-variable @Green1Kills[0] ( + 1 @Green1Kills[0] ) ) ) +Name: RefillG1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green2Kills[0] ( num_kills "Green 2" ) ) ( set-primary-ammo "Green 2" 0 ( + ( get-primary-ammo "Green 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 2" ) 3 ) ) ( set-secondary-ammo "Green 2" 0 ( + ( get-secondary-ammo "Green 2" 0 ) 1 ) ) ) ( modify-variable @Green2Kills[0] ( + 1 @Green2Kills[0] ) ) ) +Name: RefillG2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green3Kills[0] ( num_kills "Green 3" ) ) ( set-primary-ammo "Green 3" 0 ( + ( get-primary-ammo "Green 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 3" ) 3 ) ) ( set-secondary-ammo "Green 3" 0 ( + ( get-secondary-ammo "Green 3" 0 ) 1 ) ) ) ( modify-variable @Green3Kills[0] ( + 1 @Green3Kills[0] ) ) ) +Name: RefillG3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green4Kills[0] ( num_kills "Green 4" ) ) ( set-primary-ammo "Green 4" 0 ( + ( get-primary-ammo "Green 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 4" ) 3 ) ) ( set-secondary-ammo "Green 4" 0 ( + ( get-secondary-ammo "Green 4" 0 ) 1 ) ) ) ( modify-variable @Green4Kills[0] ( + 1 @Green4Kills[0] ) ) ) +Name: RefillG4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Alpha - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alpha", 195) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Bravo - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Bravo", 196) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Constellation" ) ( do-nothing ) ) +Name: Constellation +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Constellation", 197) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo" ) ( do-nothing ) ) +Name: Echo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Echo", 198) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fractal" ) ( do-nothing ) ) +Name: Fractal - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", 199) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Grail" ) ( do-nothing ) ) +Name: Grail +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Grail", 200) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Halo" ) ( do-nothing ) ) +Name: Halo - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Halo", 201) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Ion" ) ( do-nothing ) ) +Name: Ion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ion", 202) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Jack" ) ( do-nothing ) ) +Name: Jack +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Jack", 203) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Kilo" ) ( do-nothing ) ) +Name: Kilo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Kilo", 204) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Limbo" ) ( do-nothing ) ) +Name: Limbo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Limbo", 205) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Mike" ) ( do-nothing ) ) +Name: Mike +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Mike", 206) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Nebula" ) ( do-nothing ) ) +Name: Nebula +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Nebula", 207) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Optic" ) ( do-nothing ) ) +Name: Optic - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Optic", 208) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Papa" ) ( do-nothing ) ) +Name: Papa +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Papa", 209) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Quasar" ) ( do-nothing ) ) +Name: Quasar +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Quasar", 210) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Range" ) ( do-nothing ) ) +Name: Range +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Range", 211) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Sierra" ) ( do-nothing ) ) +Name: Sierra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sierra", 212) +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Cylons" 10 ) ( end-mission ) ) +Name: WINRAR +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-time-elapsed 1 ) ( send-message "#Command" "High" "Begin" ) ) +Name: Begin +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Cylons" 3 ) ( send-message "#Command" "High" "Win!" ) ) +Name: Win +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 1 total $Type: Primary +Name: Kill Cylons $MessageNew: XSTR("Eliminate all hostile Cylon Raiders", 213) $end_multi_text $Formula: ( is-destroyed-delay 0 "Tango" "Sierra" "Quasar" "Papa" "Optic" ) #Waypoints ;! 0 lists total #Messages ;! 2 total $Name: Win! $Team: -1 $MessageNew: XSTR("Excellent! You will be invaluable in a furball.", 214) $end_multi_text +Wave Name: MC-03-Win.ogg $Name: Begin $Team: -1 $MessageNew: XSTR("If you want the high score, crush the enemy.", 215) $end_multi_text +Wave Name: MC-03-Begin.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 10 total $Num stars: 100 $Ambient light level: 65793 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunRed +Angles: 1.047197 0.000000 0.785398 +Scale: 1.000000 $Starbitmap: blue01 +Angles: 0.000000 3.141590 0.000000 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 0.401425 0.000000 0.523598 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue02 +Angles: 5.602502 0.000000 5.759582 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 5.759582 0.000000 0.261799 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue04 +Angles: 1.256636 0.000000 1.099557 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue05 +Angles: 1.134463 0.000000 3.892081 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue01 +Angles: 5.585049 0.000000 3.857175 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet21 +Angles: 0.000000 3.490656 5.235984 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet22 +Angles: 0.785398 3.141590 0.000000 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet14 +Angles: 0.261799 5.846848 5.061451 +ScaleX: 0.500000 +ScaleY: 0.500000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 150 +Field Type: 1 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 30.000006 $Minimum: -2000.000000, -2000.000000, -2000.000000 $Maximum: 2000.000000, 2000.000000, 2000.000000 #Music $Event Music: BTRL - Asteroids $Briefing Music: Brief9 #End #Mission Info $Version: 0.10 $Name: XSTR("Asteroid Viper Gauntlet", 216) $Author: Joel 'Axem' Reimer $Created: 08/03/06 at 12:26:09 $Modified: 03/29/07 at 16:36:20 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Fight against increasingly difficult waves of Colonial Vipers.", 217) $end_multi_text +Game Type Flags: 10 +Flags: 262144 +Num Players: 8 +Num Respawns: 20 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 3806.193848, 2422.789795, -3781.880127 +Viewer orient: 0.999966, -0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: starfield.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "Green1Kills" "0" "number" 1 "Green2Kills" "0" "number" 2 "Green3Kills" "0" "number" 3 "Green4Kills" "0" "number" 4 "Red1Kills" "0" "number" 5 "Red2Kills" "0" "number" 6 "Red3Kills" "0" "number" 7 "Red4Kills" "0" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Nuggets! Silence... yes, you're all here to test a sim. It's designed to hone those piloting skills to perfection--if you can survive it. We've got things rigged so that you and your team will combat waves of Colonial Vipers... in an asteroid field! If you can't maneuver in space and take out hostiles--even ones that look like US, consider this sim your happy, shiny, BALL and CHAIN. Remember, each round brings a tougher batch of hostiles. Cry 'uncle', and I'll have you tossed in the brig.", 218) $end_multi_text $voice: MC-04-B01.ogg $camera_pos: 3806.193848, 2422.789795, -3781.880127 $camera_orient: 0.999966, 0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: 3276.250488, -0.000183, 286.338135 $label: Green Team +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 4011.274658, 0.000037, 2046.668335 $label: Hostile Fighters +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 5087.823730, 0.000080, -734.792908 $label: Hostile Fighters +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 2587.107178, -0.000616, -675.534302 $label: Hostile Fighters +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: 4664.222168, -499.999725, 787.909485 $label: Red Team +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-goal-true-delay "Kill Colonials" 0 ) $Multi text XSTR("What a great display of finesse... and most of all, admirable restraint! Does it hurt when you unclench your ass? Pilot, I can count on you as a wingman any day. Come now to the mess hall, drinks are on you!", 219) $end_multi_text $Voice: MC-04-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( not ( is-goal-true-delay "Kill Colonials" 0 ) ) $Multi text XSTR("The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation! Tingles doesn't it? If you want the high score, you can either cheat, or take the honest route to shaming yourself again and again until you get the hang of full-on combat!", 220) $end_multi_text $Voice: MC-04-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Red 1 $Ship Choices: ( "Colonial Viper Mark II" 8 "Colonial Viper Mark VII" 8 ) +Weaponry Pool: ( "MEC-A6" 8 "Cylon KEW" 8 "HD-70" 500 "Cylon Missile" 500 ) #Objects ;! 100 total $Name: Red 1 ;! Object #0 $Class: Cylon Raider $Team: Friendly $Location: -211.699997, 100.000000, 2.900000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #1 $Class: Cylon Raider $Team: Friendly $Location: -311.687927, 100.000008, -96.372673 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #2 $Class: Cylon Raider $Team: Friendly $Location: -111.019836, 99.999992, -97.303856 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #3 $Class: Cylon Raider $Team: Friendly $Location: -210.979492, 100.000031, -194.732605 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 ;! Object #4 $Class: Cylon Raider $Team: Friendly $Location: 187.800003, -100.000000, 4.500000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #5 $Class: Cylon Raider $Team: Friendly $Location: 87.812119, -99.999985, -94.772682 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #6 $Class: Cylon Raider $Team: Friendly $Location: 288.480103, -100.000008, -95.703865 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #7 $Class: Cylon Raider $Team: Friendly $Location: 188.520462, -99.999969, -193.132675 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 1 ;! Object #8 $Class: Colonial Viper Mark II $Team: Hostile $Location: -41.888092, 0.000505, 1102.597656 $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 +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #9 $Class: Colonial Viper Mark II $Team: Hostile $Location: -143.809433, 0.000509, 1002.422363 $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 +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #10 $Class: Colonial Viper Mark II $Team: Hostile $Location: 58.852631, 0.000536, 1001.415283 $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 +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 1 ;! Object #11 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 6.976884, 0.000228, -787.783691 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #12 $Class: Colonial Viper Mark II $Team: Hostile $Location: -43.678680, 0.000500, 902.523682 $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 +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 2 ;! Object #13 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -96.110153, 0.000186, -881.786865 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 3 ;! Object #14 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 100.506737, 0.000225, -889.195801 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 1 ;! Object #15 $Class: Colonial Viper Mark II $Team: Hostile $Location: -866.799988, 500.000000, -5.100000 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 4 ;! Object #16 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -193.827347, 0.000259, -982.191528 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 5 ;! Object #17 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 3.310077, 0.000275, -979.064087 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 6 ;! Object #18 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 198.117905, 0.000210, -981.760864 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 2 ;! Object #19 $Class: Colonial Viper Mark II $Team: Hostile $Location: -975.484497, 500.000061, 85.182487 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 3 ;! Object #20 $Class: Colonial Viper Mark II $Team: Hostile $Location: -963.758118, 500.000031, -119.488899 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 1 ;! Object #21 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 970.500000, -500.000000, -27.799999 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 4 ;! Object #22 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1070.718262, 500.000000, -26.651367 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 2 ;! Object #23 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1089.425537, -500.000031, -109.764198 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 1 ;! Object #24 $Class: Colonial Viper Mark II $Team: Hostile $Location: -872.000000, 250.000000, 1039.400024 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 3 ;! Object #25 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1060.468384, -500.000122, 89.201019 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 4 ;! Object #26 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1173.864990, -500.000122, 5.038338 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 2 ;! Object #27 $Class: Colonial Viper Mark II $Team: Hostile $Location: -844.387695, 249.999893, 1178.472168 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 1 ;! Object #28 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 995.599976, -250.000000, 1019.799988 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 3 ;! Object #29 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1014.239929, 249.999985, 1074.752808 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 4 ;! Object #30 $Class: Colonial Viper Mark II $Team: Hostile $Location: -979.856323, 249.999985, 1212.118652 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 5 ;! Object #31 $Class: Colonial Viper Mark II $Team: Hostile $Location: -808.537659, 249.999969, 1320.801392 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 6 ;! Object #32 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1148.503662, 249.999893, 1107.793335 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 2 ;! Object #33 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1138.606934, -250.000015, 1050.196899 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 1 ;! Object #34 $Class: Colonial Viper Mark II $Team: Hostile $Location: -997.700012, 1000.000000, -919.799988 $Orientation: 0.761245, 0.000000, -0.648465, -0.053318, 0.996614, -0.062591, 0.646269, 0.082223, 0.758667 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 3 ;! Object #35 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 964.834290, -250.000015, 1157.568604 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 4 ;! Object #36 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1269.740967, -249.999985, 1085.694092 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 1 ;! Object #37 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1093.599976, -1000.000000, -878.799988 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 5 ;! Object #38 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1102.474609, -249.999939, 1185.241577 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 6 ;! Object #39 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 930.759155, -249.999969, 1290.074585 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 1 ;! Object #40 $Class: Colonial Viper Mark II $Team: Hostile $Location: 133.199997, 250.000000, 1439.199951 $Orientation: -0.997439, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997439 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 2 ;! Object #41 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1124.889526, 1000.000427, -952.351318 $Orientation: 0.769482, 0.000000, -0.638668, -0.047599, 0.997219, -0.057349, 0.636892, 0.074529, 0.767342 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 3 ;! Object #42 $Class: Colonial Viper Mark II $Team: Hostile $Location: -984.652893, 1000.000427, -1031.181396 $Orientation: 0.831578, 0.000000, -0.555408, -0.046092, 0.996551, -0.069011, 0.553492, 0.082988, 0.828709 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 2 ;! Object #43 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1124.265137, -1000.000061, -1025.157227 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 3 ;! Object #44 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1238.021484, -1000.000000, -858.868591 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 2 ;! Object #45 $Class: Colonial Viper Mark II $Team: Hostile $Location: 242.001602, 249.999985, 1527.276978 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 1 ;! Object #46 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 102.300003, -250.000000, -1494.599976 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 3 ;! Object #47 $Class: Colonial Viper Mark II $Team: Hostile $Location: 39.971527, 250.000000, 1538.151489 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 4 ;! Object #48 $Class: Colonial Viper Mark II $Team: Hostile $Location: 145.278503, 250.000015, 1632.462402 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 1 ;! Object #49 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1527.199951, 500.000000, -4.900000 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 2 ;! Object #50 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1642.503662, 499.999969, 85.138077 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 3 ;! Object #51 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1608.019409, 500.000000, -116.422592 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 4 ;! Object #52 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1722.191895, 500.000000, -30.312727 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 1 ;! Object #53 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1807.900024, -500.000000, -11.200000 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 2 ;! Object #54 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1923.255737, -500.000000, -100.764374 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 3 ;! Object #55 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1890.150757, -500.000000, 102.658813 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 4 ;! Object #56 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 2002.806030, -499.999969, 13.709983 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 2 ;! Object #57 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1562.500000, 1000.000000, 1527.000000 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 3 ;! Object #58 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1727.057129, 999.999939, 1413.866089 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 1 ;! Object #59 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1591.118042, 1000.000000, 1388.161255 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 4 ;! Object #60 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1698.410522, 1000.000000, 1555.990356 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 2 ;! Object #61 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1671.000000, 500.000000, -1646.400024 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 1 ;! Object #62 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1723.099976, -1000.000000, 1574.800049 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 3 ;! Object #63 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1508.320679, 499.999969, -1768.581909 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 4 ;! Object #64 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1590.315918, 500.000000, -1708.118652 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 1 ;! Object #65 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1531.300659, 499.999969, -1632.908203 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 5 ;! Object #66 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1730.015503, 500.000000, -1721.610718 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 6 ;! Object #67 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1567.336426, 500.000000, -1843.792358 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 2 ;! Object #68 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1388.000000, -500.000000, -1689.000000 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 1 ;! Object #69 $Class: Colonial Viper Mark II $Team: Hostile $Location: 48.662609, 0.000123, -1995.760376 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 3 ;! Object #70 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1512.080444, -500.000031, -1528.911621 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 4 ;! Object #71 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1451.989014, -500.000031, -1611.588501 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 5 ;! Object #72 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1465.271484, -500.000031, -1745.662842 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 1 ;! Object #73 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1374.717285, -500.000031, -1554.925659 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 6 ;! Object #74 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1589.352173, -500.000061, -1585.574219 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 2 ;! Object #75 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1864.792969, -1000.000000, 1563.254395 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 3 ;! Object #76 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1731.331909, -1000.000061, 1714.496826 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 4 ;! Object #77 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1793.867676, -999.999939, 1638.032227 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 5 ;! Object #78 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1935.560791, -1000.000000, 1626.485962 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 1 ;! Object #79 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 81.036659, -0.001407, 1956.316162 $Orientation: -0.998670, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998670 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 6 ;! Object #80 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1802.100464, -1000.000000, 1777.728882 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 2 ;! Object #81 $Class: Colonial Viper Mark II $Team: Hostile $Location: -52.575916, 0.000190, -2095.256348 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 3 ;! Object #82 $Class: Colonial Viper Mark II $Team: Hostile $Location: 146.534943, 0.000203, -2097.800293 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 4 ;! Object #83 $Class: Colonial Viper Mark II $Team: Hostile $Location: 48.075695, 0.000134, -2093.997559 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 5 ;! Object #84 $Class: Colonial Viper Mark II $Team: Hostile $Location: -53.162830, 0.000200, -2193.493652 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 6 ;! Object #85 $Class: Colonial Viper Mark II $Team: Hostile $Location: 145.948029, 0.000213, -2196.037598 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 2 ;! Object #86 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 176.942505, -0.001405, 2061.760498 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 3 ;! Object #87 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -22.692375, -0.001359, 2051.826416 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 4 ;! Object #88 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 74.378143, -0.001404, 2048.726563 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 5 ;! Object #89 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 170.284164, -0.001403, 2154.171143 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 6 ;! Object #90 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -29.351524, -0.001356, 2144.237793 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 1 ;! Object #91 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 519.083252, -0.000264, 392.108978 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 2 ;! Object #92 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 657.431213, -0.000205, 395.473724 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 3 ;! Object #93 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 520.917908, -0.000205, 527.112854 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 4 ;! Object #94 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 586.815430, -0.000270, 465.029419 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 5 ;! Object #95 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 708.401550, -0.000175, 475.133606 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 6 ;! Object #96 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 586.405029, -0.000214, 593.843750 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 2 ;! Object #97 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 5.507889, -249.999985, -1592.326782 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 3 ;! Object #98 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 197.578430, -250.000031, -1589.731323 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 4 ;! Object #99 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 103.704788, -250.000015, -1684.754028 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 21 total $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 1 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Alpha $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 5 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Bravo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Alpha" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Bravo 1" "Bravo 2" "Bravo 3" "Bravo 4" "Bravo 5" "Bravo 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Constellation $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Constellation 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Constellation 1" "Constellation 2" "Constellation 3" "Constellation 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Echo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Echo 1" "Echo 2" "Echo 3" "Echo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Fractal $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Fractal 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Fractal 1" "Fractal 2" "Fractal 3" "Fractal 4" "Fractal 5" "Fractal 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Grail $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Grail 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Grail 1" "Grail 2" "Grail 3" "Grail 4" "Grail 5" "Grail 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Halo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Halo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Halo 1" "Halo 2" "Halo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Ion $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Ion 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Ion 1" "Ion 2" "Ion 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Jack $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Jack 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Jack 1" "Jack 2" "Jack 3" "Jack 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Kilo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Kilo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Kilo 1" "Kilo 2" "Kilo 3" "Kilo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Limbo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Limbo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Limbo 1" "Limbo 2" "Limbo 3" "Limbo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Mike $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Mike 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Mike 1" "Mike 2" "Mike 3" "Mike 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Nebula $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Nebula 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Nebula 1" "Nebula 2" "Nebula 3" "Nebula 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Optic $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Optic 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Optic 1" "Optic 2" "Optic 3" "Optic 4" "Optic 5" "Optic 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Papa $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Papa 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Papa 1" "Papa 2" "Papa 3" "Papa 4" "Papa 5" "Papa 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Quasar $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Quasar 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Quasar 1" "Quasar 2" "Quasar 3" "Quasar 4" "Quasar 5" "Quasar 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Range $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Range 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Range 1" "Range 2" "Range 3" "Range 4" "Range 5" "Range 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Sierra $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Sierra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Sierra 1" "Sierra 2" "Sierra 3" "Sierra 4" "Sierra 5" "Sierra 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Tango $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Tango 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Tango 1" "Tango 2" "Tango 3" "Tango 4" "Tango 5" "Tango 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 #Events ;! 29 total $Formula: ( every-time ( = @Red1Kills[0] ( num_kills "Red 1" ) ) ( set-primary-ammo "Red 1" 0 ( + ( get-primary-ammo "Red 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 1" ) 3 ) ) ( set-secondary-ammo "Red 1" 0 ( + ( get-secondary-ammo "Red 1" 0 ) 1 ) ) ) ( modify-variable @Red1Kills[0] ( + 1 @Red1Kills[0] ) ) ) +Name: RefillR1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red2Kills[0] ( num_kills "Red 2" ) ) ( set-primary-ammo "Red 2" 0 ( + ( get-primary-ammo "Red 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 2" ) 3 ) ) ( set-secondary-ammo "Red 2" 0 ( + ( get-secondary-ammo "Red 2" 0 ) 1 ) ) ) ( modify-variable @Red2Kills[0] ( + 1 @Red2Kills[0] ) ) ) +Name: RefillR2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red3Kills[0] ( num_kills "Red 3" ) ) ( set-primary-ammo "Red 3" 0 ( + ( get-primary-ammo "Red 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 3" ) 3 ) ) ( set-secondary-ammo "Red 3" 0 ( + ( get-secondary-ammo "Red 3" 0 ) 1 ) ) ) ( modify-variable @Red3Kills[0] ( + 1 @Red3Kills[0] ) ) ) +Name: RefillR3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red4Kills[0] ( num_kills "Red 4" ) ) ( set-primary-ammo "Red 4" 0 ( + ( get-primary-ammo "Red 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 4" ) 3 ) ) ( set-secondary-ammo "Red 4" 0 ( + ( get-secondary-ammo "Red 4" 0 ) 1 ) ) ) ( modify-variable @Red4Kills[0] ( + 1 @Red4Kills[0] ) ) ) +Name: RefillR4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green1Kills[0] ( num_kills "Green 1" ) ) ( set-primary-ammo "Green 1" 0 ( + ( get-primary-ammo "Green 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 1" ) 3 ) ) ( set-secondary-ammo "Green 1" 0 ( + ( get-secondary-ammo "Green 1" 0 ) 1 ) ) ) ( modify-variable @Green1Kills[0] ( + 1 @Green1Kills[0] ) ) ) +Name: RefillG1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green2Kills[0] ( num_kills "Green 2" ) ) ( set-primary-ammo "Green 2" 0 ( + ( get-primary-ammo "Green 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 2" ) 3 ) ) ( set-secondary-ammo "Green 2" 0 ( + ( get-secondary-ammo "Green 2" 0 ) 1 ) ) ) ( modify-variable @Green2Kills[0] ( + 1 @Green2Kills[0] ) ) ) +Name: RefillG2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green3Kills[0] ( num_kills "Green 3" ) ) ( set-primary-ammo "Green 3" 0 ( + ( get-primary-ammo "Green 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 3" ) 3 ) ) ( set-secondary-ammo "Green 3" 0 ( + ( get-secondary-ammo "Green 3" 0 ) 1 ) ) ) ( modify-variable @Green3Kills[0] ( + 1 @Green3Kills[0] ) ) ) +Name: RefillG3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green4Kills[0] ( num_kills "Green 4" ) ) ( set-primary-ammo "Green 4" 0 ( + ( get-primary-ammo "Green 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 4" ) 3 ) ) ( set-secondary-ammo "Green 4" 0 ( + ( get-secondary-ammo "Green 4" 0 ) 1 ) ) ) ( modify-variable @Green4Kills[0] ( + 1 @Green4Kills[0] ) ) ) +Name: RefillG4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Alpha +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alpha", 221) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Bravo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Bravo", 222) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Constellation" ) ( do-nothing ) ) +Name: Constellation +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Constellation", 223) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo" ) ( do-nothing ) ) +Name: Echo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Echo", 224) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fractal" ) ( do-nothing ) ) +Name: Fractal +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", 225) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Grail" ) ( do-nothing ) ) +Name: Grail +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Grail", 226) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Halo" ) ( do-nothing ) ) +Name: Halo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Halo", 227) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Ion" ) ( do-nothing ) ) +Name: Ion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ion", 228) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Jack" ) ( do-nothing ) ) +Name: Jack +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Jack", 229) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Kilo" ) ( do-nothing ) ) +Name: Kilo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Kilo", 230) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Limbo" ) ( do-nothing ) ) +Name: Limbo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Limbo", 231) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Mike" ) ( do-nothing ) ) +Name: Mike +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Mike", 232) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Nebula" ) ( do-nothing ) ) +Name: Nebula +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Nebula", 233) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Optic" ) ( do-nothing ) ) +Name: Optic +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Optic", 234) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Papa" ) ( do-nothing ) ) +Name: Papa +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Papa", 235) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Quasar" ) ( do-nothing ) ) +Name: Quasar +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Quasar", 236) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Range" ) ( do-nothing ) ) +Name: Range +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Range", 237) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Sierra" ) ( do-nothing ) ) +Name: Sierra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sierra", 238) +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Colonials" 10 ) ( end-mission ) ) +Name: Winnerz +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-time-elapsed 1 ) ( send-message "#Command" "High" "Begin" ) ) +Name: Begin +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Colonials" 3 ) ( send-message "#Command" "High" "Win!" ) ) +Name: Win +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 1 total $Type: Primary +Name: Kill Colonials $MessageNew: XSTR("Eliminate all hostile Colonial Vipers", 239) $end_multi_text $Formula: ( is-destroyed-delay 0 "Tango" "Sierra" "Quasar" "Papa" "Optic" ) #Waypoints ;! 0 lists total #Messages ;! 2 total $Name: Win! $Team: -1 $MessageNew: XSTR("All Vipers destroyed! It looks like you're more than ready for real-space combat.", 240) $end_multi_text +Wave Name: MC-04-Win.ogg $Name: Begin $Team: -1 $MessageNew: XSTR("Avoid the rocks and slaughter thy enemy--but those who aren't your wingmen.", 241) $end_multi_text +Wave Name: MC-04-Begin.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 9 total $Num stars: 100 $Ambient light level: 65793 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunGold +Angles: 1.047197 0.000000 0.785398 +Scale: 1.000000 $Starbitmap: blue01 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 0.401425 0.000000 0.523598 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue02 +Angles: 5.602502 0.000000 5.759582 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 5.759582 0.000000 0.261799 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue04 +Angles: 1.256636 0.000000 1.099557 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue05 +Angles: 1.134463 0.000000 3.892081 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue01 +Angles: 5.585049 0.000000 3.857175 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet06 +Angles: 0.000000 2.268926 2.094393 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet14 +Angles: 0.000000 0.000000 3.926988 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 150 +Field Type: 1 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 29.999996 $Minimum: -2000.000000, -2000.000000, -2000.000000 $Maximum: 2000.000000, 2000.000000, 2000.000000 #Music $Event Music: BTRL - Birth Of A Legend $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("No Excuses", 242) $Author: Hassan "Karajorma" Kazmi $Created: 07/25/06 at 19:53:29 $Modified: 03/31/07 at 00:12:26 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("12 player dogfight. No other distractions", 243) $end_multi_text +Game Type Flags: 34 +Flags: 262144 +Num Players: 12 +Num Respawns: 1 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 260.315460, 6736.800293, -27608.107422 +Viewer orient: 0.999952, -0.000000, 0.009783, -0.002401, 0.969414, 0.245418, -0.009484, -0.245430, 0.969368 $Starting wing names: ( "Blue" "Green" "Red" ) $Squadron wing names: ( "Blue" "Green" "Red" "Yellow" "Black" ) $Team-versus-team wing names: ( "Blue" "Green" ) ;;FSO 3.6.0;; $Skybox Model: desertplanet.pof $AI Profile: MULTI #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Listen up, pilots. This ain't no ring fight, but what we've got is a chance to find out who's number frakking one! That's right, no one's watching your back in this all-out furball. No obstacles either, and best of all...there's nowhere to hide! Your instincts and skills will be your keys to victory...that is if you're honed. Go duke it out in open space!", 244) $end_multi_text $voice: MD-01-B01.ogg $camera_pos: 260.315460, 6736.800293, -27608.107422 $camera_orient: 0.999952, 0.000000, 0.009783, -0.002401, 0.969414, 0.245419, -0.009484, -0.245430, 0.969368 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: -4614.412109, 5000.000000, -10371.439453 $label: Enemy Fighter +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: 6271.940430, 5000.000000, -9617.196289 $label: Enemy Fighter +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: 1621.984375, 5000.000000, -23540.517578 $label: You +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: -1024.327637, 5000.000000, -23378.046875 $label: Enemy Fighter +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Blue 1 $Ship Choices: ( "Colonial Viper Mark II" 1 "Colonial Viper Mark VII" 12 "Cylon Raider" 12 ) +Weaponry Pool: ( "MEC-A6" 13 "Cylon KEW" 16 "HD-70" 596 "Cylon Missile" 500 ) #Objects ;! 12 total $Name: Blue 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, -2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 0.000000, -2000.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.000000, 1.000000, 0.000000, -0.707107, 0.000000, 0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 0.000000, 2000.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.000000, 1.000000, 0.000000, 0.707107, 0.000000, -0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, -2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 0.000000, -2000.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.000000, 1.000000, 0.000000, 0.707107, 0.000000, 0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 0.000000, 2000.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.000000, 1.000000, 0.000000, -0.707107, 0.000000, -0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #8 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, -2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #9 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #10 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, -2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #11 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Blue $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Blue 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Blue 1" "Blue 2" "Blue 3" "Blue 4" ) +Hotkey: 0 +Flags:( ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 1 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 0 total #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 4.939278 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: BTRL - Birth Of A Legend $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Rocks and Rockets", 245) $Author: Hassan "Karajorma" Kazmi $Created: 07/25/06 at 19:53:29 $Modified: 03/31/07 at 00:11:52 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("12 player dogfight in a dense asteroid field", 246) $end_multi_text +Game Type Flags: 34 +Flags: 262144 +Num Players: 12 +Num Respawns: 1 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 260.315460, 6736.800293, -27608.107422 +Viewer orient: 0.999952, -0.000000, 0.009783, -0.002401, 0.969414, 0.245418, -0.009484, -0.245430, 0.969368 $Starting wing names: ( "Blue" "Green" "Red" ) $Squadron wing names: ( "Blue" "Green" "Red" "Yellow" "Black" ) $Team-versus-team wing names: ( "Blue" "Green" ) ;;FSO 3.6.0;; $Skybox Model: blueplanet.pof $AI Profile: MULTI #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Well pilot, it looks like you're flying solo in this furball free-for-all. Some advice? Do whatever it takes to score the most kills. Asteroids provide great cover, but pay close attention... a drifting asteroid can ruin your day pretty fast. -Score the most kills -Watch out for big rocks -Stay alive", 247) $end_multi_text $voice: MD-02-B01.ogg $camera_pos: 260.315460, 6736.800293, -27608.107422 $camera_orient: 0.999952, 0.000000, 0.009783, -0.002401, 0.969414, 0.245419, -0.009484, -0.245430, 0.969368 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: -4614.412109, 5000.000000, -10371.439453 $label: Enemy Fighter +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: 6271.940430, 5000.000000, -9617.196289 $label: Enemy Fighter +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: 1621.984375, 5000.000000, -23540.517578 $label: You +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: -1024.327637, 5000.000000, -23378.046875 $label: Enemy Fighter +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Blue 1 $Ship Choices: ( "Colonial Viper Mark II" 1 "Colonial Viper Mark VII" 12 "Cylon Raider" 12 ) +Weaponry Pool: ( "MEC-A6" 28 "Cylon KEW" 16 "HD-70" 692 "Cylon Missile" 500 ) #Objects ;! 12 total $Name: Blue 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, -2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 0.000000, -2000.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.000000, 1.000000, 0.000000, -0.707107, 0.000000, 0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 0.000000, 2000.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.000000, 1.000000, 0.000000, 0.707107, 0.000000, -0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, -2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 0.000000, -2000.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.000000, 1.000000, 0.000000, 0.707107, 0.000000, 0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 0.000000, 2000.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.000000, 1.000000, 0.000000, -0.707107, 0.000000, -0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #8 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, -2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #9 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #10 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, -2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #11 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Blue $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Blue 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Blue 1" "Blue 2" "Blue 3" "Blue 4" ) +Hotkey: 0 +Flags:( ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 1 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 0 total #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: ScarSunWhitewhite +Angles: 0.000000 5.602502 2.024580 +Scale: 2.000000 #Asteroid Fields $Density: 200 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 9.000000 $Minimum: -3000.000000, -3000.000000, -3000.000000 $Maximum: 3000.000000, 3000.000000, 3000.000000 #Music $Event Music: BTRL - Asteroids $Briefing Music: Brief9 #End #Mission Info $Version: 0.10 $Name: XSTR("Miner Dogfight", 248) $Author: Hassan "Karajorma" Kazmi $Created: 11/02/06 at 11:14:08 $Modified: 03/29/07 at 22:54:19 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("12 player dogfight with mining ships to hide behind", 249) $end_multi_text +Game Type Flags: 34 +Flags: 262144 +Num Players: 12 +Num Respawns: 1 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 0.000000, 2979.426270, -9642.813477 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.955433, 0.295209, 0.000000, -0.295209, 0.955433 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Orange" "Purple" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: starfield.pof $AI Profile: MULTI #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Alrighty, people... here's a little challenge for you in the form of a scenic, free-for-all dogfight. The Monarch is in this backdrop, but pay no attention to it and focus your sights on every fighter out there... because they'll be gunning for you. Wanna prove your worth? This is how you do it: -Score the most kills -Stay alive", 250) $end_multi_text $voice: MD-09-B01.ogg $camera_pos: 0.000000, 2979.426270, -9642.813477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.955433, 0.295209, 0.000000, -0.295209, 0.955433 $camera_time: 500 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: Mining Vessel $pos: 168.612335, 0.000389, -107.104240 $label: Monarch +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Mining Vessel $pos: 962.192749, 1023.247253, -2607.499023 $label: Alcathoe +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Mining Vessel Variant $pos: -398.946930, 1965.474854, -3978.456055 $label: Arsippe +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Mining Vessel Variant $pos: -1131.147461, -3063.954346, 5003.949707 $label: Leucippe +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: 1686.739746, 2000.000000, -3085.519531 $label: Enemy Fighter +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: -2000.000000, 2000.000000, -2000.000000 $label: Enemy Fighter +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: -2000.000000, 0.000000, -2000.000000 $label: Enemy Fighter +id: 7 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: 2000.000000, 0.000000, -2000.000000 $label: You +id: 8 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 1 "Colonial Viper Mark VII" 12 "Cylon Raider" 12 ) +Weaponry Pool: ( "MEC-A6" 28 "Cylon KEW" 16 "HD-70" 596 "Cylon Missile" 500 ) #Objects ;! 16 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, -2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 0.000000, -2000.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.000000, 1.000000, 0.000000, 0.707107, 0.000000, 0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 0.000000, 2000.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.000000, 1.000000, 0.000000, -0.707107, 0.000000, -0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, -2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, -2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 1 ;! Object #8 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, -2000.000000, -2000.000000 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 2 ;! Object #9 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 2000.000000, 2000.000000 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 3 ;! Object #10 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 0.000000, -2000.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.000000, 1.000000, 0.000000, -0.707107, 0.000000, 0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 4 ;! Object #11 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 0.000000, 2000.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.000000, 1.000000, 0.000000, 0.707107, 0.000000, -0.707107 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Monarch ;! Object #12 $Class: Mining Vessel Variant $Team: Friendly $Location: 168.612335, 0.000389, -107.104240 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Stay Near $AI Goals: ( goals ( ai-play-dead 89 ) ) $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" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Arsippe ;! Object #13 $Class: Mining Vessel Variant $Team: Friendly $Location: -407.805328, 1965.474854, -1526.253296 $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 89 ) ) $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" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 120 $Name: Alcathoe ;! Object #14 $Class: Mining Vessel Variant $Team: Friendly $Location: 962.192749, 1023.247253, -2607.499023 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Stay Near $AI Goals: ( goals ( ai-play-dead 89 ) ) $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" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Leucippe ;! Object #15 $Class: Mining Vessel Variant $Team: Friendly $Location: -560.340332, -3063.954590, 4463.124512 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Stay Near $AI Goals: ( goals ( ai-play-dead 89 ) ) $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" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 #Wings ;! 3 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 1 +Flags:( ) $Name: Blue $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Blue 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Blue 1" "Blue 2" "Blue 3" "Blue 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 0 total #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 1 total $Num stars: 500 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunBlue +Angles: 0.174533 0.000000 0.349066 +Scale: 4.000000 $Starbitmap: planet22 +Angles: 6.108648 3.490656 5.759582 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: BTRL - Asteroids $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("King of the Hill", 251) $Author: Hassan "Karajorma" Kazmi $Created: 08/01/04 at 13:50:50 $Modified: 10/04/07 at 10:37:47 $Notes: $End Notes: $Mission Desc: XSTR("King of the Hill type multiplayer mission for BSG. This mission is a template to be used in testing the concept.", 252) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 15 +Disallow Support: 0 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 0.000000 +Viewer pos: 1.842907, 1490.836060, -7775.562500 +Viewer orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: blueplanet.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "CONST-KotH-Distance" "1000" "number" 1 "CONST-WinningCount" "120" "number" 2 "CurrentBestShip" "NoOne" "string" "network-variable" 3 "CurrentBestTime" "0" "number" "network-variable" 4 "CurrentKing" "A Ship" "string" "network-variable" 5 "Green1Count" "0" "number" 6 "Green2Count" "0" "number" 7 "Green3Count" "0" "number" 8 "Green4Count" "0" "number" 9 "KingCount" "0" "number" "network-variable" 10 "KingMin" "0" "number" "network-variable" 11 "KingSec" "0" "number" "network-variable" 12 "Red1Count" "0" "number" 13 "Red2Count" "0" "number" 14 "Red3Count" "0" "number" 15 "Red4Count" "0" "number" 16 "REQ-KingCheck" "NO" "string" 17 "REQ-ResetKing" "NO" "string" 18 "WinningKing" "A Ship" "string" "network-variable" 19 "WinningTeam" "A Team" "string" "network-variable" ) #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Silence, $n Quiet $n down! Shut it! Hey, you--with the helmet hair, sit down! $n 'helmet $n hair'. Okay, since we have some downtime, here's a special event that's been whipped up for the occasion. $n And $n it's $n about $n frakking $n time, $n too... $n we've $n all $n waited $n long $n enough! We're going to play King of the Hill! Now, for those... For those of you who are unfamiliar, it's just a friendly $n HAH! sim of cutthroat combat... $n Damn $n straight! ...that'll hone your senses for the next Cylon surprise. $n Or...just $n whenever $n you $n want $n to $n have $n month-long $n bragging $n rights. $n Say, $n we $n could $n get $n a $n whole $n new $n line $n of $n hull $n stamps $n for $n this, $n right?$n A $n new $n shape $n to $n represent $n non-Cylon $n asskicking? Heh, what, a yellow smiley face with a great big frakking bullet hole? $n Oh, $n I $n was $n thinking $n about $n Starbuck's $n profile... $n maybe $n a $n silhouette $n with $n a $n cigar and smoking gun!", 253) $end_multi_text $voice: MT-05-B-01.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Okay, ANYWAY... the rules are simple: the objective is to gain control of a jump point, and hold it against the enemy. To control the hill you've got to get one fighter within 1km radius of the center of the hill area marked on your HUD. This fighter $n the $n King $n of $n the $n frakking $n Hill! has to remain within the point for two full minutes. $n Not $n an $n easy $n feat, $n people. If he dies, the clock's reset to zero, and the lucky bugger that spent most time within the point turns into the brand spanking new king. $n With $n assassins $n lined $n up $n to $n pick $n you $n off, $n what $n great $n fun! I'm head of the Green team, and Gauntlet, here-- $n Yep, $n I'll $n be $n in $n charge $n of $n Red $n team, $n whooo! Right... the bloody frakking color suits you, too! $n Whatever, $n man, $n you'll $n be $n mottled $n green... $n black $n and $n blue--and $n decaying $n long $n after $n we're $n through $n with $n you. Whatever. Okay people, keep your wits, get in your groups, and may the best team win! $n Yeah, $n that $n would $n be $n mine... $n another $n 500 $n cubits, $n Embargo, $n what $n do $n you $n say...? Spank those damn reds!", 254) $end_multi_text $voice: MT-05-B-02.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: King of the Hill $pos: 0.000000, 0.000000, 0.000000 $label: The Hill +id: 1 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Okay guys, this is something to keep in mind... bonus points will be awarded for preventing Red team from gaining control of that hill. Rack 'em up and you all might get a drink on me!", 255) $end_multi_text $voice: MT-05-B-03.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: King of the Hill $pos: 0.000000, 0.000000, 0.000000 $label: The Hill +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Silence, $n Quiet $n down! Shut it! Hey, you--with the helmet hair, sit down! $n 'helmet $n hair'. Okay, since we have some downtime, here's a special event that's been whipped up for the occasion. $n And $n it's $n about $n frakking $n time, $n too... $n we've $n all $n waited $n long $n enough! We're going to play King of the Hill! Now, for those... For those of you who are unfamiliar, it's just a friendly $n HAH! sim of cutthroat combat... $n Damn $n straight! ...that'll hone your senses for the next Cylon surprise. $n Or...just $n whenever $n you $n want $n to $n have $n month-long $n bragging $n rights. $n Say, $n we $n could $n get $n a $n whole $n new $n line $n of $n hull $n stamps $n for $n this, $n right?$n A $n new $n shape $n to $n represent $n non-Cylon $n asskicking? Heh, what, a yellow smiley face with a great big frakking bullet hole? $n Oh, $n I $n was $n thinking $n about $n Starbuck's $n profile... $n maybe $n a $n silhouette $n with $n a $n cigar and smoking gun!", 256) $end_multi_text $voice: MT-05-B-01.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Okay, ANYWAY... the rules are simple: the objective is to gain control of a jump point, and hold it against the enemy. To control the hill you've got to get one fighter within 1km radius of the center of the hill area marked on your HUD. This fighter $n the $n King $n of $n the $n frakking $n Hill! has to remain within the point for two full minutes. $n Not $n an $n easy $n feat, $n people. If he dies, the clock's reset to zero, and the lucky bugger that spent most time within the point turns into the brand spanking new king. $n With $n assassins $n lined $n up $n to $n pick $n you $n off, $n what $n great $n fun! I'm head of the Green team, and Gauntlet, here-- $n Yep, $n I'll $n be $n in $n charge $n of $n Red $n team, $n whooo! Right... the bloody frakking color suits you, too! $n Whatever, $n man, $n you'll $n be $n mottled $n green... $n black $n and $n blue--and $n decaying $n long $n after $n we're $n through $n with $n you. Whatever. Okay people, keep your wits, get in your groups, and may the best team win! $n Yeah, $n that $n would $n be $n mine... $n another $n 500 $n cubits, $n Embargo, $n what $n do $n you $n say...? Spank those damn reds!", 257) $end_multi_text $voice: MT-05-B-02.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: King of the Hill $pos: 0.000000, 0.000000, 0.000000 $label: The Hill +id: 1 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("$n All $n right $n team, $n here's $n a $n little $n something $n extra... $n bonus $n points $n will $n be $n awarded $n for $n preventing $n Green $n team $n from $n gaining $n control $n of $n that $n hill. $n If $n you're $n good $n enough, $n I'll $n open $n up $n a $n seat $n for $n you $n at $n the $n next $n round $n of $n Dead $n Man's $n Chest. $n Whaddaya $n say? $n Sounds $n good, $n eh?", 258) $end_multi_text $voice: MT-05-B-04.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: King of the Hill $pos: 0.000000, 0.000000, 0.000000 $label: The Hill +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 7 $Formula: ( or ( is-event-true-delay "Green Wins" 0 ) ( is-event-true-delay "Red Wins" 0 ) ) $Multi text XSTR("$WinningKing was King of the Hill $CONST-WinningCount seconds and wins the match.", 259) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-event-true-delay "Green Wins" 0 ) $Multi text XSTR("Embargo : Yes! I WON. Holland : Just rub it in my face why don't you... Embargo : Green team, let me tell you, there were some frakking nice moves! Very exciting to see you put the smack down on the bleeding buggers at every turn! Gauntlet : Bleeding? Oh, shut up. Embargo : ...and seeing Gauntlet squirm in her chair. Gauntlet: Red team, you can forget about the offer. You'd just jinx everything anyway! Embargo: Shhh, there there now, Gauntlet... some of your donation will help make Green team a drunken happy lot of pilots!", 260) $end_multi_text $Voice: MT-05-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-true-delay "Hold The Line - Green" 0 ) $Multi text XSTR("Embargo: Gods damn! Look at the state of Red team, Gauntlet! Guantlet : Why...? Embargo : That's just a lot of red there! Gauntlet: What could you be going on about, Embargo? Embargo: On their asses, because it looks like they were spanked to hell! Gauntlet: ...oh, shut the hell up. Embargo: All of that work, and oh... no hill, no kings, not once! Gauntlet: YES, yes-- Embargo: Well, how unfortunate for you! Gauntlet: Red team is a sad sack of unreliable COSTLY frak-ups! Embargo: ...and fortunate for me! Come on, Green team--to the mess hall!", 261) $end_multi_text $Voice: MT-05-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-event-true-delay "Red Wins" 0 ) $Multi text XSTR("Gauntlet: Whoohoo! Red team, you held off those pansyass Greens with such oh... what is you say, Embargo--OH, with 'such finesse'! Haha, those defensive tactics really paid off in the long run! Embargo: Damn you, Gauntlet! Gauntlet: Nice, heh heh, so very nice... Embargo: No drinks for you Green team. Unless there's a frakking rematch you can WIN, considered the next round of this challenge cancelled. Gauntlet: Awww... that's just what happens when you pick the losers.", 262) $end_multi_text $Voice: MT-05-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-true-delay "Hold The Line - Red" 0 ) $Multi text XSTR("Gauntlet: Holy frak, I should have bet double on this, Embargo! Embargo: Well, too bad you didn't. Gauntlet: No, seriously, haha, your team couldn't even find the hill... let alone capture it! Embargo: Green team LEAVE. I don't want to see any of your gods damned faces! Gauntlet: Ooh, reflections of failure--yeah, I get that. But good thing I'm surrounded by winners, and have a pocket full of cubits! Embargo: Frakking hell...", 263) $end_multi_text $Voice: MT-05-D-05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Green Wins" 0 ) ( is-event-false-delay "Red Wins" 0 ) ( > @CurrentBestTime[0] 0 ) ) $Multi text XSTR("Best Time By : $CurrentBestShip Best Time : $CurrentBestTime Seconds", 264) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Green Wins" 0 ) ( is-event-false-delay "Red Wins" 0 ) ) $Multi text XSTR("Gauntlet: Gods! What the hell was that all about?! Embargo: None of them could control the hill long enough to win! Gauntlet: I know, but what a total letdown! Embargo:Green and Red, that was lackluster strategy if none of you could hang on to a single position! Gauntlet: All style and no substance. Just a frakking cotillion if you ask me... Embargo: Well, we still have some time, so another round seems to be in order... --because I want those 500 cubits, Gauntlet. Gauntlet: Okay...", 265) $end_multi_text $Voice: MT-05-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 7 $Formula: ( or ( is-event-true-delay "Green Wins" 0 ) ( is-event-true-delay "Red Wins" 0 ) ) $Multi text XSTR("$WinningKing was King of the Hill $CONST-WinningCount seconds and wins the match.", 266) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-event-true-delay "Green Wins" 0 ) $Multi text XSTR("Embargo : Yes! I WON. Holland : Just rub it in my face why don't you... Embargo : Green team, let me tell you, there were some frakking nice moves! Very exciting to see you put the smack down on the bleeding buggers at every turn! Gauntlet : Bleeding? Oh, shut up. Embargo : ...and seeing Gauntlet squirm in her chair. Gauntlet: Red team, you can forget about the offer. You'd just jinx everything anyway! Embargo: Shhh, there there now, Gauntlet... some of your donation will help make Green team a drunken happy lot of pilots!", 267) $end_multi_text $Voice: MT-05-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-true-delay "Hold The Line - Green" 0 ) $Multi text XSTR("Embargo: Gods damn! Look at the state of Red team, Gauntlet! Guantlet : Why...? Embargo : That's just a lot of red there! Gauntlet: What could you be going on about, Embargo? Embargo: On their asses, because it looks like they were spanked to hell! Gauntlet: ...oh, shut the hell up. Embargo: All of that work, and oh... no hill, no kings, not once! Gauntlet: YES, yes-- Embargo: Well, how unfortunate for you! Gauntlet: Red team is a sad sack of unreliable COSTLY frak-ups! Embargo: ...and fortunate for me! Come on, Green team--to the mess hall!", 268) $end_multi_text $Voice: MT-05-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-event-true-delay "Red Wins" 0 ) $Multi text XSTR("Gauntlet: Whoohoo! Red team, you held off those pansyass Greens with such oh... what is you say, Embargo--OH, with 'such finesse'! Haha, those defensive tactics really paid off in the long run! Embargo: Damn you, Gauntlet! Gauntlet: Nice, heh heh, so very nice... Embargo: No drinks for you Green team. Unless there's a frakking rematch you can WIN, considered the next round of this challenge cancelled. Gauntlet: Awww... that's just what happens when you pick the losers.", 269) $end_multi_text $Voice: MT-05-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-true-delay "Hold The Line - Red" 0 ) $Multi text XSTR("Gauntlet: Holy frak, I should have bet double on this, Embargo! Embargo: Well, too bad you didn't. Gauntlet: No, seriously, haha, your team couldn't even find the hill... let alone capture it! Embargo: Green team LEAVE. I don't want to see any of your gods damned faces! Gauntlet: Ooh, reflections of failure--yeah, I get that. But good thing I'm surrounded by winners, and have a pocket full of cubits! Embargo: Frakking hell...", 270) $end_multi_text $Voice: MT-05-D-05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Green Wins" 0 ) ( is-event-false-delay "Red Wins" 0 ) ( > @CurrentBestTime[0] 0 ) ) $Multi text XSTR("Best Time By : $CurrentBestShip Best Time : $CurrentBestTime Seconds", 271) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Green Wins" 0 ) ( is-event-false-delay "Red Wins" 0 ) ) $Multi text XSTR("Gauntlet: Gods! What the hell was that all about?! Embargo: None of them could control the hill long enough to win! Gauntlet: I know, but what a total letdown! Embargo:Green and Red, that was lackluster strategy if none of you could hang on to a single position! Gauntlet: All style and no substance. Just a frakking cotillion if you ask me... Embargo: Well, we still have some time, so another round seems to be in order... --because I want those 500 cubits, Gauntlet. Gauntlet: Okay...", 272) $end_multi_text $Voice: MT-05-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 104 "Cylon KEW" 100 "HD-70" 1064 "Cylon Missile" 1000 ) $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 104 "Cylon KEW" 100 "HD-70" 1064 "Cylon Missile" 1000 ) #Objects ;! 10 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, -1000.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.894427, -0.447214, 0.000000, 0.447214, 0.894427 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, -1000.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.447214, 0.894427, 0.000000, -0.894427, 0.447214, 0.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, -1000.000000, 2000.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 0.894427, 0.447214, 0.000000, 0.447214, -0.894427 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, -1000.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, -0.447214, 0.894427, 0.000000, 0.894427, 0.447214, 0.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Hill ;! Object #4 $Class: King of the Hill $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: Evade +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "invulnerable" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 50 +Group: 0 $Name: A Ship ;! Object #5 $Class: Mining Vessel Variant $Team: Friendly $Location: 100000.000000, 0.000000, 515.099976 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Stay Near $AI Goals: ( goals ( ai-play-dead 89 ) ) $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: ( "cargo-known" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 8 $Name: Red 1 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, 1000.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.894427, 0.447214, 0.000000, -0.447214, 0.894427 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 1000.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, -0.447214, 0.894427, 0.000000, -0.894427, -0.447214, 0.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #8 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, 1000.000000, 2000.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 0.894427, -0.447214, 0.000000, -0.447214, -0.894427 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #9 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 1000.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.447214, 0.894427, 0.000000, 0.894427, -0.447214, 0.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 43 total $Formula: ( when ( true ) ( training-msg "How To End" ) ) +Name: How To End +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( add-goal "Green" ( ai-warp-out 89 ) ) ( add-goal "Red" ( ai-warp-out 89 ) ) ( ship-stealthy "A Ship" ) ( friendly-stealth-invisible "A Ship" ) ) +Name: Send AI packing +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 1" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Green1Count[0] ( + @Green1Count[0] 1 ) ) ) +Name: Green 1 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 2" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Green2Count[0] ( + @Green2Count[0] 1 ) ) ) +Name: Green 2 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 3" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Green3Count[0] ( + @Green3Count[0] 1 ) ) ) +Name: Green 3 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 4" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Green4Count[0] ( + @Green4Count[0] 1 ) ) ) +Name: Green 4 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 1" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Red1Count[0] ( + @Red1Count[0] 1 ) ) ) +Name: Red 1 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 2" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Red2Count[0] ( + @Red2Count[0] 1 ) ) ) +Name: Red 2 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 3" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Red3Count[0] ( + @Red3Count[0] 1 ) ) ) +Name: Red 3 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 4" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Red4Count[0] ( + @Red4Count[0] 1 ) ) ) +Name: Red 4 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 1" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Green1Count[0] 0 ) ) +Name: Green 1 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 2" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Green2Count[0] 0 ) ) +Name: Green 2 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 3" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Green3Count[0] 0 ) ) +Name: Green 3 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 4" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Green4Count[0] 0 ) ) +Name: Green 4 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Red 1" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Red1Count[0] 0 ) ) +Name: Red 1 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Red 2" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Red2Count[0] 0 ) ) +Name: Red 2 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 3" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Red3Count[0] 0 ) ) +Name: Red 3 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Red 4" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Red4Count[0] 0 ) ) +Name: Red 4 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Green 1" ) ) +Name: Green 1 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Green2Count[0] @Green1Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Green 2" ) ) +Name: Green 2 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Green3Count[0] @Green1Count[0] @Green2Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Green 3" ) ) +Name: Green 3 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Green4Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Green 4" ) ) +Name: Green 4 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Red1Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Red 1" ) ) +Name: Red 1 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Red2Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Red 2" ) ) +Name: Red 2 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Red3Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Red 3" ) ) +Name: Red 3 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Red4Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Red 4" ) ) +Name: Red 4 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( or ( not ( < ( distance "@CurrentKing[A Ship]" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( has-departed-delay 0 "@CurrentKing[A Ship]" ) ) ( modify-variable "@REQ-ResetKing[NO]" "YES" ) ) +Name: Request New King +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( string-equals "@REQ-ResetKing[NO]" "YES" ) ( when ( > @KingCount[0] @CurrentBestTime[0] ) ( modify-variable "@CurrentBestShip[NoOne]" "@CurrentKing[A Ship]" ) ( modify-variable @CurrentBestTime[0] @KingCount[0] ) ( send-message "#Command" "High" "New Current Best" ) ) ) +Name: Update Current Best +Repeat Count: 1000000000 +Interval: 1 $Formula: ( when ( string-equals "@REQ-ResetKing[NO]" "YES" ) ( modify-variable "@CurrentKing[A Ship]" "A Ship" ) ( modify-variable "@REQ-KingCheck[NO]" "YES" ) ( modify-variable @KingCount[0] 0 ) ( modify-variable "@REQ-ResetKing[NO]" "NO" ) ) +Name: Reset Old King +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "@CurrentKing[A Ship]" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @KingCount[0] ( + @KingCount[0] 1 ) ) ) +Name: Count King +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( distance "@CurrentKing[A Ship]" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( = 0 ( mod @KingCount[0] 10 ) ) ( string-equals "@WinningKing[A Ship]" "A Ship" ) ( > @KingCount[0] 60 ) ( not ( or ( = ( + @KingCount[0] 30 ) @CONST-WinningCount[120] ) ( = ( + @KingCount[0] 60 ) @CONST-WinningCount[120] ) ) ) ) ( modify-variable @KingMin[0] ( / @KingCount[0] 60 ) ) ( modify-variable @KingSec[0] ( mod @KingCount[0] 60 ) ) ( send-message "#Command" "Low" "King Count Increased Minute" ) ) +Name: Message - Who's King after Minu +Repeat Count: 1215752192 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( distance "@CurrentKing[A Ship]" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( = 0 ( mod @KingCount[0] 10 ) ) ( string-equals "@WinningKing[A Ship]" "A Ship" ) ( < @KingCount[0] ( - @CONST-WinningCount[120] 60 ) ) ( not ( or ( = ( + @KingCount[0] 30 ) @CONST-WinningCount[120] ) ( = ( + @KingCount[0] 60 ) @CONST-WinningCount[120] ) ) ) ) ( modify-variable @KingMin[0] ( / @KingCount[0] 60 ) ) ( modify-variable @KingSec[0] ( mod @KingCount[0] 60 ) ) ( send-message "#Command" "Low" "King Count Increased" ) ) +Name: Message - Who's King +Repeat Count: 1215752192 +Interval: 1 +Team: 0 $Formula: ( when ( = @KingCount[0] ( - @CONST-WinningCount[120] 60 ) ) ( send-message "#Command" "High" "1 Minute To Go" ) ) +Name: 1 Minute To Go +Repeat Count: 1215752192 +Interval: 1 +Team: 0 $Formula: ( when ( = @KingCount[0] ( - @CONST-WinningCount[120] 30 ) ) ( send-message "#Command" "High" "Ship Winning" ) ) +Name: Winner Close +Repeat Count: 1410065408 +Interval: 1 +Team: 0 $Formula: ( when ( > @KingCount[0] @CONST-WinningCount[120] ) ( send-message "#Command" "High" "We Have A Winner" ) ( modify-variable "@WinningKing[A Ship]" "@CurrentKing[A Ship]" ) ) +Name: We Have A Winner +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( force-jump ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when-argument ( any-of "Green 1" "Green 2" "Green 3" "Green 4" ) ( and ( is-event-true-delay "We Have A Winner" 0 ) ( string-equals "@CurrentKing[A Ship]" "" ) ) ( modify-variable "@WinningTeam[A Team]" "Green" ) ( send-message "#Command" "Normal" "Winning Team Is" ) ) +Name: Green Wins +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Red 1" "Red 2" "Red 3" "Red 4" ) ( and ( is-event-true-delay "We Have A Winner" 0 ) ( string-equals "@CurrentKing[A Ship]" "" ) ) ( modify-variable "@WinningTeam[A Team]" "Red" ) ( send-message "#Command" "Normal" "Winning Team Is" ) ) +Name: Red Wins +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Green 1" "Green 2" "Green 3" "Green 4" ) ( and ( string-equals "@CurrentKing[A Ship]" "" ) ( is-event-incomplete "Red Takes The Hill" ) ) ( do-nothing ) ) +Name: Green Takes The Hill +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Red 1" "Red 2" "Red 3" "Red 4" ) ( string-equals "@CurrentKing[A Ship]" "" ) ( send-message "#Gauntlet" "Low" "Green Loses Hill" ) ) +Name: Green Loses Hill +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when-argument ( any-of "Red 1" "Red 2" "Red 3" "Red 4" ) ( and ( string-equals "@CurrentKing[A Ship]" "" ) ( is-event-incomplete "Green Takes The Hill" ) ) ( do-nothing ) ) +Name: Red Takes The Hill +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Green 1" "Green 2" "Green 3" "Green 4" ) ( string-equals "@CurrentKing[A Ship]" "" ) ( send-message "#Command" "Low" "Red Loses Hill" ) ) +Name: Red Wing Loses Hill +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 4 total $Type: Primary +Name: Become King Green $MessageNew: XSTR("Become King of the Hill", 273) $end_multi_text $Formula: ( is-event-true-delay "Green Wins" 0 ) +Score: 100 +Team: 0 $Type: Primary +Name: Become King Red $MessageNew: XSTR("Become King of the Hill", 274) $end_multi_text $Formula: ( is-event-true-delay "Red Wins" 0 ) +Score: 100 +Team: 1 $Type: Bonus +Name: Hold The Line - Green $MessageNew: XSTR("Hold The Line Against All Comers", 275) $end_multi_text $Formula: ( and ( is-event-true-delay "Green Wins" 0 ) ( is-event-incomplete "Green Loses Hill" ) ) +No music +Score: 50 +Team: 0 $Type: Bonus +Name: Hold The Line - Red $MessageNew: XSTR("Hold The Line Against All Comers", 276) $end_multi_text $Formula: ( and ( is-event-true-delay "Red Wins" 0 ) ( is-event-incomplete "Red Wing Loses Hill" ) ) +Score: 50 +Team: 1 #Waypoints ;! 1 lists total $Name: Centrepoint $List: ( ;! 1 points in list ( 0.000000, 0.000000, 0.000000 ) ) #Messages ;! 10 total $Name: We Have A Winner $Team: -1 $MessageNew: XSTR("We have a winner! $CurrentKing is the King of the Hill.", 277) $end_multi_text $Name: Ship Winning $Team: -1 $MessageNew: XSTR("$CurrentKing is King of the Hill. The team holding the hill will in 30 seconds. ", 278) $end_multi_text $Name: King Count Increased $Team: -1 $MessageNew: XSTR("$CurrentKing holds the hill and has been king of the hill for $KingSec seconds.", 279) $end_multi_text $Name: King Count Increased Minute $Team: -1 $MessageNew: XSTR("$CurrentKing holds the hill and has been king of the hill for $KingMin minutes $KingSec seconds.", 280) $end_multi_text $Name: 1 Minute To Go $Team: -1 $MessageNew: XSTR("$CurrentKing holds the Hill. The team of $CurrentKing will win in 1 minute", 281) $end_multi_text $Name: Winning Team Is $Team: -1 $MessageNew: XSTR("$WinningTeam Team have won. ", 282) $end_multi_text $Name: Green Loses Hill $Team: -1 $MessageNew: XSTR("Ha HA, aww... Green was deprived of the hill", 283) $end_multi_text +Wave Name: MT-05-M-03.ogg $Name: Red Loses Hill $Team: -1 $MessageNew: XSTR("That's so unfortunate for you, Gauntlet.Time doesn't seem to be on your side today. [We can do it... just wait.] Oh--? [Come on you SLOWASS RED MOTHERFRAKKERS!] ...So harsh!", 284) $end_multi_text +Wave Name: MT-05-M-02.ogg $Name: How To End $Team: -1 $MessageNew: XSTR("Press $Alt-J$ To End Mission", 285) $end_multi_text $Name: New Current Best $Team: -1 $MessageNew: XSTR("$CurrentBestShip now holds the record with a time of $CurrentBestTime", 286) $end_multi_text #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 100 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: ScarSunWhitewhite +Angles: 0.000000 5.602502 2.024580 +Scale: 2.000000 #Asteroid Fields #Music $Event Music: BTRL - Death On A Star $Briefing Music: Brief13 #End #Mission Info $Version: 0.10 $Name: XSTR("Mining Operations", 287) $Author: Joel "Axem" Reimer $Created: 07/25/06 at 19:53:29 $Modified: 06/07/07 at 09:27:32 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Attack the enemy mining party while defending your own. Whoever mines the most ore wins. Setting a time condition is recommended for shorter games.", 288) $end_multi_text +Game Type Flags: 18 +Flags: 262176 +Num Players: 8 +Num Respawns: 99 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: -2069.169678, 8184.742676, -6619.315918 +Viewer orient: 0.999951, -0.000000, -0.009939, 0.009884, 0.105542, 0.994366, 0.001049, -0.994415, 0.105537 $Starting wing names: ( "Green" "Red" "Gamma" ) $Squadron wing names: ( "Green" "Red" "Gamma" "Delta" "Epsilon" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "GMiner1" "0" "number" "network-variable" 1 "GMiner2" "0" "number" "network-variable" 2 "GreenMiners" "2" "number" "network-variable" 3 "GreenTotal" "0" "number" "network-variable" 4 "RedMiners" "0" "number" "network-variable" 5 "RedTotal" "0" "number" "network-variable" 6 "RMiner1" "0" "number" "network-variable" 7 "RMiner2" "0" "number" "network-variable" 92 "Red Miner 2" "0" "block" 93 "Red Miner 2" "36000" "block" 94 "Red Miner 1" "0" "block" 95 "Red Miner 1" "36000" "block" 96 "Green Miner 2" "0" "block" 97 "Green Miner 2" "36000" "block" 98 "Green Miner 1" "0" "block" 99 "Green Miner 1" "36000" "block" ) #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Okay, people, we've got a challenge for you. It's a tough one, so listen closely. We've got some mining ships picking up units of ore--fifty units every thirty seconds for those that are curious. The enemy has this as well, so we've got to take theirs out while protecting our own! A good thing is that our guys have enough sense to retreat if their hull dips below twenty-five percent.", 289) $end_multi_text $voice: MT-07-B-01.ogg $camera_pos: -917.193359, 7203.098145, -10365.737305 $camera_orient: 0.999951, 0.000000, -0.009939, 0.004749, 0.878457, 0.477798, 0.008731, -0.477821, 0.878414 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Unknown $class: Scar Asteroid $pos: -134.359528, 0.000564, 3164.738770 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Colonial Viper Mark II $pos: -3670.850586, 2316.476074, -2227.504395 $label: Friendly Mining Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: Colonial Viper Mark II $pos: 2664.939941, 1325.328735, -1889.817993 $label: Hostile Mining Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("You're all on Green team for this mission. And remember, if a mining ship blows, everything it collected is gone for good! Now go forth and rip them a new one!", 290) $end_multi_text $voice: MT-07-B-02.ogg $camera_pos: -917.193359, 7203.098145, -10365.737305 $camera_orient: 0.999951, 0.000000, -0.009939, 0.004749, 0.878457, 0.477798, 0.008731, -0.477821, 0.878414 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Unknown $class: Scar Asteroid $pos: -134.359528, 0.000564, 3164.738770 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Colonial Viper Mark II $pos: -3670.850586, 2316.476074, -2227.504395 $label: Friendly Mining Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: Colonial Viper Mark II $pos: 2664.939941, 1325.328735, -1889.817993 $label: Hostile Mining Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Alright folks, listen up... we've got challenge for you. It's tough, so pay attention. Some mining ships are picking up units of ore--no, this isn't a hypothetical situation, it's the mission. And for those of you that are curious, fifty units every thirty seconds. The enemy has this, too, so we've gotta take their miners while protecting our own. Keep in mind, the ships will retreat if their hull integrity drops below twenty-five percent.", 291) $end_multi_text $voice: MT-07-B-03.ogg $camera_pos: -917.193359, 7203.098145, -10365.737305 $camera_orient: 0.999951, 0.000000, -0.009939, 0.004749, 0.878457, 0.477798, 0.008731, -0.477821, 0.878414 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Unknown $class: Scar Asteroid $pos: -134.359528, 0.000564, 3164.738770 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Colonial Viper Mark II $pos: -3670.850586, 2316.476074, -2227.504395 $label: Friendly Mining Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: Colonial Viper Mark II $pos: 2664.939941, 1325.328735, -1889.817993 $label: Hostile Mining Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The lot of you are on Red team for this mission. And don't forget, pilots, if a mining ship blows, it'll lose everything that was collected. Now go make me proud, or die trying!", 292) $end_multi_text $voice: MT-07-B-04.ogg $camera_pos: -917.193359, 7203.098145, -10365.737305 $camera_orient: 0.999951, 0.000000, -0.009939, 0.004749, 0.878457, 0.477798, 0.008731, -0.477821, 0.878414 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Unknown $class: Scar Asteroid $pos: -134.359528, 0.000564, 3164.738770 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Colonial Viper Mark II $pos: -3670.850586, 2316.476074, -2227.504395 $label: Friendly Mining Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: Colonial Viper Mark II $pos: 2664.939941, 1325.328735, -1889.817993 $label: Hostile Mining Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( > @GreenTotal[0] @RedTotal[0] ) $Multi text XSTR("That was some grade-A asskicking, people! You've spanked Red team by collecting more ore and made me 500 cubits richer... excellent job, Green! I'll know who to bet on in the future!", 293) $end_multi_text $Voice: MT-07-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( > @RedTotal[0] @GreenTotal[0] ) $Multi text XSTR("That was ass, people, ASS! You let the Red bastards take you to school--and lost me 500 frakking cubits to Gauntlet! You all need some more gods damned co-op practice before I can place a winning bet on your sorry asses. Now get!", 294) $end_multi_text $Voice: MT-07-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = @RedTotal[0] @GreenTotal[0] ) $Multi text XSTR("That wasn't remotely impressive, Green team. Plus, it was all WRONG... you either kill or be killed, win or lose, not just come to a frakking stalemate! You have to at least TRY to win... otherwise, you're wasting everyone's time! Don't volunteer for this again unless you intend to win!", 295) $end_multi_text $Voice: MT-07-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( false ) $Multi text XSTR("Um... what the frak, guys? Gods damnit, if you want to frakking invest time and effort into winning, you should go all the way--not just up and leave!", 296) $end_multi_text $Voice: MT-07-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 4 $Formula: ( > @GreenTotal[0] @RedTotal[0] ) $Multi text XSTR("GODS! That was--unbelievable! Red team, you went belly up... just like THAT--and it cost me 500 frakking cubits! Damn you, Embargo... Green had more ore than you, and... hell, you all need more frakking co-op practice! ...Get the hell out of here.", 297) $end_multi_text $Voice: MT-07-D-05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( > @RedTotal[0] @GreenTotal[0] ) $Multi text XSTR("Phenomenal work, Red, phenomenal work! That was 'frakking spectacular'! You kicked the crap out of Green team and earned me a nice... big pile of cubits. Thank you, Embargo! It's good to know that I can count on you all in a tight spot!", 298) $end_multi_text $Voice: MT-07-D-06.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = @RedTotal[0] @GreenTotal[0] ) $Multi text XSTR("Uh... you... wasted my time, Red team--and your own--because stalemates don't happen too often in this godsforsaken reality! If you don't give a flying frak about the results, why did you even bother volunteering in the first place?! Hell, I need people here with a gods damn drive to WIN! You aren't these people, so get the hell out of here.", 299) $end_multi_text $Voice: MT-07-D-07.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( false ) $Multi text XSTR("Gods DAMN, what a waste! How can you just give up like that?! Are you cowards... or just bored? It doesn't matter, you're just frakking wasting time. Hell, now, we're all riled up for nothing!", 300) $end_multi_text $Voice: MT-07-D-08.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Alternate Types: $Alt: Mining Ship #end #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark VII" 8 ) +Weaponry Pool: ( "MEC-A6" 24 "HD-70" 564 ) $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark VII" 8 ) +Weaponry Pool: ( "MEC-A6" 24 "HD-70" 564 ) #Objects ;! 17 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1180.300049, 1000.000000, 6686.299805 $Orientation: -0.948113, 0.000000, 0.317934, 0.149956, 0.881782, 0.447184, -0.280348, 0.471657, -0.836029 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1152.759033, 1024.106079, 6681.474609 $Orientation: -0.951257, 0.000000, 0.308399, 0.143980, 0.884329, 0.444107, -0.272726, 0.466864, -0.841225 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1207.733765, 1015.007324, 6683.292969 $Orientation: -0.944581, 0.000000, 0.328277, 0.153164, 0.884485, 0.440712, -0.290356, 0.466569, -0.835468 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1190.029297, 1060.854858, 6723.194336 $Orientation: -0.948173, 0.000000, 0.317755, 0.144298, 0.890943, 0.430581, -0.283102, 0.454116, -0.844767 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Hostile $Location: -2415.393066, 0.000037, -5488.181641 $Orientation: 0.669201, 0.000000, -0.743082, -0.027414, 0.999319, -0.024688, 0.742576, 0.036892, 0.668745 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Hostile $Location: -2448.064209, 29.050827, -5464.080078 $Orientation: 0.659757, 0.000000, -0.751479, -0.020724, 0.999620, -0.018194, 0.751193, 0.027577, 0.659506 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Hostile $Location: -2385.954346, 28.137440, -5521.083008 $Orientation: 0.679585, 0.000000, -0.733597, -0.020495, 0.999610, -0.018986, 0.733310, 0.027938, 0.679320 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Hostile $Location: -2454.218994, 38.190670, -5510.708008 $Orientation: 0.668634, 0.000000, -0.743591, -0.018578, 0.999688, -0.016705, 0.743359, 0.024984, 0.668426 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Asteroid 1 ;! Object #8 $Class: Scar Asteroid $Team: Neutral $Location: -248.465149, 0.000375, 598.888916 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #9 $Class: Scar Asteroid B $Team: Neutral $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.999333, -0.019992, 0.030593, -0.019663, 0.999746, 0.011020, -0.030806, 0.010411, -0.999471 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #10 $Class: Scar Asteroid C $Team: Neutral $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Green Miner 1 ;! Object #11 $Class: Mining Vessel Variant $Team: Friendly $Location: -675.482544, -75.037422, 7180.380371 $Orientation: 0.214286, -0.841550, 0.495858, 0.280106, 0.539272, 0.794182, -0.935746, -0.031289, 0.351282 $AI Behavior: Stay Near $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "GMiner 1 Withdraw" 30 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 89 +Special Hitpoint index: 98 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Green Miner 2 ;! Object #12 $Class: Mining Vessel Variant $Team: Friendly $Location: 397.799988, 2316.475830, 4352.799805 $Orientation: 0.106045, 0.315830, -0.942871, 0.403112, 0.853150, 0.331114, 0.908985, -0.415196, -0.036843 $AI Behavior: Stay Near $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "GMiner 2 Withdraw" 30 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 88 +Special Hitpoint index: 96 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Red Miner 1 ;! Object #13 $Class: Mining Vessel Variant $Team: Hostile $Location: -2168.580078, 1596.763672, -3523.109131 $Orientation: 0.688511, 0.155088, -0.708447, -0.724922, 0.118981, -0.678476, -0.020932, 0.980709, 0.194347 $AI Behavior: Stay Near $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "RMiner 1 Withdraw" 30 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 87 +Special Hitpoint index: 94 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Red Miner 2 ;! Object #14 $Class: Mining Vessel Variant $Team: Hostile $Location: -5903.495117, 25.191650, -2550.423096 $Orientation: -0.075894, 0.270295, 0.959783, 0.745284, -0.624078, 0.234686, 0.662413, 0.733120, -0.154082 $AI Behavior: Stay Near $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "RMiner 2 Withdraw" 30 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 86 +Special Hitpoint index: 92 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Alpha 1 ;! Object #15 $Class: Cylon Raider $Team: Neutral $Location: 4379.028809, 5000.000000, 8166.464844 $Orientation: -0.191480, 0.000000, 0.981497, -0.688930, 0.712258, -0.134403, -0.699079, -0.701918, -0.136383 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Green Miner 1" 50 ) ( ai-chase "Green Miner 2" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "Cylon Nuke" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "targetable-as-bomb" ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Bravo 1 ;! Object #16 $Class: Cylon Raider $Team: Neutral $Location: -2498.074463, -6000.000000, -6231.587402 $Orientation: 0.874865, 0.000000, 0.484367, 0.393738, 0.582415, -0.711170, -0.282103, 0.812891, 0.509534 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Red Miner 2" 50 ) ( ai-chase "Red Miner 1" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "Cylon Nuke" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "targetable-as-bomb" ) +Respawn priority: 0 +Group: 0 +Score: 20 #Wings ;! 4 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 1 +Flags:( ) $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Cylon Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Flags:( ) +Wave Delay Min: 5 +Wave Delay Max: 9 $Name: Bravo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Cylon Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Bravo 1" ) +Flags:( ) +Wave Delay Min: 5 +Wave Delay Max: 9 #Events ;! 31 total $Formula: ( when ( is-event-true-delay "GAMEOVER" 30 ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Green Miner 1" ) ) ( has-time-elapsed 30 ) ( not ( is-event-true-delay "GMiner 1 Withdraw" 0 ) ) ) ( modify-variable @GMiner1[0] ( + @GMiner1[0] 50 ) ) ( set-cargo "Nothing" "Green 1" ) ) +Name: GMiner1 Ore +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Green Miner 2" ) ) ( has-time-elapsed 30 ) ( not ( is-event-true-delay "GMiner 2 Withdraw" 0 ) ) ) ( modify-variable @GMiner2[0] ( + @GMiner2[0] 50 ) ) ) +Name: GMiner2 Ore +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Red Miner 1" ) ) ( has-time-elapsed 30 ) ( not ( is-event-true-delay "RMiner 1 Withdraw" 0 ) ) ) ( modify-variable @RMiner1[0] ( + @RMiner1[0] 50 ) ) ) +Name: RMiner1 Ore +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Red Miner 2" ) ) ( has-time-elapsed 30 ) ( not ( is-event-true-delay "RMiner 2 Withdraw" 0 ) ) ) ( modify-variable @RMiner2[0] ( + @RMiner2[0] 50 ) ) ) +Name: RMiner2 Ore +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( has-time-elapsed 31 ) ( modify-variable @RedTotal[0] ( + @RMiner1[0] @RMiner2[0] ) ) ( modify-variable @GreenTotal[0] ( + @GMiner1[0] @GMiner2[0] ) ) ( send-message-list "#Command" "High" "Update" 0 ) ) +Name: Checkpoint +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( is-destroyed-delay 0 "Green Miner 1" ) ( send-message-list "#Command" "High" "GMiner 1 Dead" 0 ) ( modify-variable @GMiner1[0] 0 ) ) +Name: GMiner 1 Died +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( is-destroyed-delay 0 "Green Miner 2" ) ( send-message-list "#Command" "High" "GMiner 2 Dead" 0 ) ( modify-variable @GMiner2[0] 0 ) ) +Name: GMiner 2 Died +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( is-destroyed-delay 0 "Red Miner 1" ) ( send-message-list "#Command" "High" "RMiner 1 Dead" 0 ) ( modify-variable @RMiner1[0] 0 ) ) +Name: RMiner 1 Died +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Red Miner 2" ) ( send-message-list "#Command" "High" "RMiner 2 Dead" 0 ) ( modify-variable @RMiner2[0] 0 ) ) +Name: RMiner 2 Died +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: Retreat +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( hits-left "Green Miner 1" ) 25 ) ( send-message-list "#Command" "High" "Gminer 1 Withdraw" 0 ) ) +Name: GMiner 1 Withdraw +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Green Miner 2" ) 25 ) ( send-message-list "#Command" "High" "Gminer 2 withdraw" 0 ) ) +Name: GMiner 2 Withdraw +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Red Miner 1" ) 25 ) ( send-message-list "#Command" "High" "Rminer 1 withdraw" 0 ) ) +Name: RMiner 1 Withdraw +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Red Miner 2" ) 25 ) ( send-message-list "#Command" "High" "Rminer2 withdraw" 0 ) ) +Name: RMiner 2 Withdraw +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-time-elapsed ( rand-multiple 420 600 ) ) ( skill-level-at-least "Medium" ) ) ( send-message-list "#Command" "High" "Warning" 0 ) ) +Name: Cylon Cue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 5 "Green Miner 1" "Green Miner 2" "Red Miner 1" "Red Miner 2" ) ( send-message-list "#Command" "High" "GAME OVER" 0 "#Command" "High" "Green Total" 5000 "#Command" "High" "Red Total" 5000 ) ) +Name: GAMEOVER +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "GAMEOVER" 15 ) ( > @GreenTotal[0] @RedTotal[0] ) ) ( send-message-list "#Command" "High" "Green wins" 0 ) ) +Name: Green Wins +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "GAMEOVER" 15 ) ( > @RedTotal[0] @GreenTotal[0] ) ) ( send-message-list "#Command" "High" "Red wins" 0 ) ) +Name: Red wins +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "Green Wins" 15 ) ( = @GreenTotal[0] @RedTotal[0] ) ) ( send-message-list "#Command" "High" "Game is a tie" 0 ) ) +Name: Tie Game +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Green Miner 1" ) ( send-message-list "#Command" "High" "GMiner 1 Left" 0 ) ) +Name: Gminer 1 Left +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-departed-delay 0 "Green Miner 2" ) ( send-message-list "#Command" "High" "GMiner 2 Left" 0 ) ) +Name: Gminer 2 left +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-departed-delay 0 "Red Miner 1" ) ( send-message-list "#Command" "High" "RMiner 1 Left" 0 ) ) +Name: Rminer 1 left +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( has-departed-delay 0 "Red Miner 2" ) ( send-message-list "#Command" "High" "RMiner 2 Left" 0 ) ) +Name: Rminer 2 left +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( is-destroyed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Destroy Alpha +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alpha", 301) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Destroy Bravo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Bravo", 302) +Team: 1 $Formula: ( when ( is-destroyed-delay 0 "Green Miner 1" "Green Miner 2" ) ( do-nothing ) ) +Name: Kill Green +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Green Miners", 303) +Team: 1 $Formula: ( when ( has-departed-delay 0 "Green Miner 1" "Green Miner 2" ) ( do-nothing ) ) +Name: Protect Green +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Green Miners", 304) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Red Miner 1" "Red Miner 2" ) ( do-nothing ) ) +Name: Kill Red +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Red Miners", 305) +Team: 0 $Formula: ( when ( has-departed-delay 0 "Red Miner 1" "Red Miner 2" ) ( do-nothing ) ) +Name: Protect Red +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Red Miners", 306) +Team: 1 $Formula: ( when ( true ) ( break-warp "Green 1" "Green 2" "Green 3" "Green 4" "Red 1" "Red 2" "Red 3" "Red 4" ) ( ship-subsys-guardian-threshold 50 "Green Miner 1" "engines" ) ( ship-subsys-guardian-threshold 50 "Green Miner 2" "engines" ) ( ship-subsys-guardian-threshold 50 "Red Miner 1" "engines" ) ( ship-subsys-guardian-threshold 50 "Red Miner 2" "engines" ) ) +Name: Break Jump Drives +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 4 total $Type: Primary +Name: Destroy Red Miners $MessageNew: XSTR("Destroy Red Miners", 307) $end_multi_text $Formula: ( is-destroyed-delay 0 "Red Miner 1" "Red Miner 2" ) +Team: 0 $Type: Primary +Name: Protect Green Miners $MessageNew: XSTR("Protect Green Miners", 308) $end_multi_text $Formula: ( has-departed-delay 0 "Green Miner 1" "Green Miner 2" ) +Team: 0 $Type: Primary +Name: Destroy Green Miners $MessageNew: XSTR("Destroy Green Miners", 309) $end_multi_text $Formula: ( is-destroyed-delay 0 "Green Miner 1" "Green Miner 2" ) +Team: 1 $Type: Primary +Name: Protect Red Miners $MessageNew: XSTR("Protect Red Miners", 310) $end_multi_text $Formula: ( has-departed-delay 0 "Red Miner 1" "Red Miner 2" ) +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 20 total $Name: Update $Team: -1 $MessageNew: XSTR("Mining Update: Green Team has $GreenTotal units of ore. Red Team has $RedTotal units of ore. Next update in 30 seonds.", 311) $end_multi_text +Wave Name: MT-07-M-01.ogg $Name: GMiner 1 Dead $Team: -1 $MessageNew: XSTR("Green Miner 1 is destroyed! $GMiner1 units of ore lost!", 312) $end_multi_text +Wave Name: MT-07-M-02.ogg $Name: GMiner 2 Dead $Team: -1 $MessageNew: XSTR("Green Miner 2 has been destroyed! $GMiner2 units of ore lost!", 313) $end_multi_text +Wave Name: MT-07-M-03.ogg $Name: RMiner 1 Dead $Team: -1 $MessageNew: XSTR("Red Miner 1 has been destroyed! $RMiner1 units of ore lost!", 314) $end_multi_text +Wave Name: MT-07-M-04.ogg $Name: RMiner 2 Dead $Team: -1 $MessageNew: XSTR("Red Miner 2 is destroyed. $RMiner2 units of ore lost!", 315) $end_multi_text +Wave Name: MT-07-M-05.ogg $Name: Gminer 1 Withdraw $Team: -1 $MessageNew: XSTR("Green Miner 1 is preparing to withdraw.", 316) $end_multi_text +Wave Name: MT-07-M-06.ogg $Name: Gminer 2 withdraw $Team: -1 $MessageNew: XSTR("Green Miner 2 is preparing to withdraw.", 317) $end_multi_text +Wave Name: MT-07-M-07.ogg $Name: Rminer 1 withdraw $Team: -1 $MessageNew: XSTR("Red Miner 1 is preparing to withdraw.", 318) $end_multi_text +Wave Name: MT-07-M-08.ogg $Name: Rminer2 withdraw $Team: -1 $MessageNew: XSTR("Red Miner 2 is preparing to withdraw.", 319) $end_multi_text +Wave Name: MT-07-M-09.ogg $Name: Warning $Team: -1 $MessageNew: XSTR("Warning: Cylons Raiders detected!", 320) $end_multi_text +Wave Name: MT-07-M-10.ogg $Name: GAME OVER $Team: -1 $MessageNew: XSTR("All mining ships destroyed or departed. This mission is over.", 321) $end_multi_text +Wave Name: MT-07-M-11.ogg $Name: Green Total $Team: -1 $MessageNew: XSTR("Green Team's total is $GreenTotal units.", 322) $end_multi_text +Wave Name: MT-07-M-12.ogg $Name: Red Total $Team: -1 $MessageNew: XSTR("Red Team's total is $RedTotal units.", 323) $end_multi_text +Wave Name: MT-07-M-13.ogg $Name: Green wins $Team: -1 $MessageNew: XSTR("Congratulations Green team, you are the winner!", 324) $end_multi_text +Wave Name: MT-07-M-14.ogg $Name: Red wins $Team: -1 $MessageNew: XSTR("Excellent job Red Team, you have won the match!", 325) $end_multi_text +Wave Name: MT-07-M-15.ogg $Name: Game is a tie $Team: -1 $MessageNew: XSTR("A stalemate. This is unacceptable, pilots!", 326) $end_multi_text +Wave Name: MT-07-M-16.ogg $Name: GMiner 1 Left $Team: -1 $MessageNew: XSTR("Green Miner 1 has withdrawn.", 327) $end_multi_text +Wave Name: MT-07-M-17.ogg $Name: GMiner 2 Left $Team: -1 $MessageNew: XSTR("Green Miner 2 has withdrawn.", 328) $end_multi_text +Wave Name: MT-07-M-18.ogg $Name: RMiner 1 Left $Team: -1 $MessageNew: XSTR("Red Miner 1 has withdrawn.", 329) $end_multi_text +Wave Name: MT-07-M-19.ogg $Name: RMiner 2 Left $Team: -1 $MessageNew: XSTR("Red Miner 2 has withdrawn.", 330) $end_multi_text +Wave Name: MT-07-M-20.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields $Density: 150 +Field Type: 1 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 0.000000 $Minimum: -7000.000000, -8000.000000, -12000.000000 $Maximum: 7000.000000, 8000.000000, 12000.000000 +Inner Bound: $Minimum: -3000.000000, -2000.000000, -3000.000000 $Maximum: 3000.000000, 2000.000000, 3000.000000 #Music $Event Music: BTRL - Asteroids $Briefing Music: Brief10 #End #Mission Info $Version: 0.10 $Name: XSTR("Squad TvT Training", 331) $Author: Thomas "Turey" Hall $Created: 07/25/06 at 19:53:29 $Modified: 08/26/07 at 14:02:53 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("8 player Strategic Training around Scar's Asteroid", 332) $end_multi_text +Game Type Flags: 18 +Flags: 262176 +Num Players: 8 +Num Respawns: 1 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 9450.375000, 31740.125000, 541.472900 +Viewer orient: 0.015645, -0.000001, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "CurrentShip" "NoShip" "string" "network-variable" 1 "gameover" "0" "number" 2 "green1homesimhull" "100" "number" 3 "green1simhull" "100" "number" 4 "green2homesimhull" "100" "number" 5 "green2simhull" "100" "number" 6 "green3homesimhull" "100" "number" 7 "green3simhull" "100" "number" 8 "green4homesimhull" "100" "number" 9 "green4simhull" "100" "number" 10 "netsimhull" "100" "number" "network-variable" 11 "red1homesimhull" "100" "number" 12 "red1simhull" "100" "number" 13 "red2homesimhull" "100" "number" 14 "red2simhull" "100" "number" 15 "red3homesimhull" "100" "number" 16 "red3simhull" "100" "number" 17 "red4homesimhull" "100" "number" 18 "red4simhull" "100" "number" 19 "resethomes" "0" "number" ) #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("Ok, since you're all so adamant about not doing any more sims, here's what we'll do. We've split you up into two teams, Red and Green. You'll be doing a fun little twist on the standard TvT.", 333) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Here. This is where you'll start. Red Team will be on the other side of the Scar Asteroid. You've all been equipped with training weapons. These weapons will interface with your sensor system to act upon a 'Simulated Hull'. The Simulated Hull is patched into your comm system, so everytime someone gets hit, you'll hear about it. If your Simulated Hull drops to zero, you'll FTL back to your starting point, and be stuck there until an entire team is taken out. Once that happens, you'll start again the same way, except the winning team gets fifty points and any of them who didn't get taken out aren't warped back.", 334) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Now, you're probably thinking, 'Oh, it's just like a sim, nothing bad can happen.' WRONG. Remember this? This big hunk of rock in the middle? You hit this hard enough, you're dead. No do-overs. No extra lives. Just dead.", 335) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("One thing I forgot to mention. There's one other way to take someone out. Over where Red Team starts, you'll see four large spheres. These represent their home base. Hit a sphere hard enough with your missiles, and you'll take out the pilot that matches that sphere. It's a quick way to take down a whole team, if you can get over there. However, Red Team can do the same thing to you, so watch for anyone trying to sneak past you. Remember that your bullets won't work on the spheres, so make sure you've got some missiles left before you make a run for the spheres. This is an excellent chance to practice strategy and teamwork. Take advantage of it.", 336) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("Ok, since you're all so adamant about not doing any more sims, here's what we'll do. We've split you up into two teams, Red and Green. You'll be doing a fun little twist on the standard TvT.", 337) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Here. This is where you'll start. Green Team will be on the other side of the Scar Asteroid. You've all been equipped with training weapons. These weapons will interface with your sensor system to act upon a 'Simulated Hull.' The Simulated Hull is patched into your comm system, so everytime someone gets hit, you'll hear about it. If your Simulated Hull drops to zero, you'll FTL back to your starting point, and be stuck there until an entire team is taken out. Once that happens, you'll start again the same way, except the winning team gets fifty points and any of them who didn't get taken out aren't warped back.", 338) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Now, you're probably thinking, 'Oh, it's just like a sim, nothing bad can happen.' WRONG. Remember this? This big hunk of rock in the middle? You hit this hard enough, you're dead. No do-overs. No extra lives. Just dead.", 339) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("One thing I forgot to mention. There's one other way to take someone out. Over where Green Team starts, you'll see four large spheres. These represent their home base. Hit a spheres hard enough with your weapons, and you'll take out the pilot that matches that sphere. It's a quick way to take down a whole team, if you can get over there. However, Green Team can do the same thing to you, so watch for anyone trying to sneak past you. Remember that your bullets won't work on the spheres, so make sure you've got some missiles left before you make a run for the spheres. This is an excellent chance to practice strategy and teamwork. Take advantage of it.", 340) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 1 $Formula: ( true ) $Multi text XSTR("Green Team, I hope you actually learned something out there. I don't want to see any more of you vaped by Cylons.", 341) $end_multi_text $Voice: None $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 1 $Formula: ( true ) $Multi text XSTR("Red Team, you better have used this mission to hone your skills, otherwise you're not going to last much longer in the field.", 342) $end_multi_text $Voice: None $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 0 ) +Weaponry Pool: ( "MRC-B3" 112 "TM-22E" 196 ) $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 0 ) +Weaponry Pool: ( "MRC-B3" 112 "TM-22E" 196 ) #Objects ;! 19 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2607.000000, 0.000000, -9062.000000 $Orientation: 0.297159, 0.000000, 0.954828, 0.000000, 1.000000, 0.000000, -0.954828, 0.000000, 0.297159 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $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: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2607.000000, 0.000000, -11073.500000 $Orientation: 0.293797, 0.000000, 0.955868, 0.000000, 1.000000, 0.000000, -0.955868, 0.000000, 0.293797 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $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: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 4618.500000, 0.000000, -11073.500000 $Orientation: 0.301237, 0.000000, 0.953549, 0.000000, 1.000000, 0.000000, -0.953549, 0.000000, 0.301237 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $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: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 4618.500000, 24.700001, -9062.000000 $Orientation: 0.297371, 0.000000, 0.954762, -0.003478, 0.999994, 0.001083, -0.954756, -0.003643, 0.297369 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $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: 12 $Name: Red 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3970.000000, 0.000000, 8087.399902 $Orientation: -0.297153, 0.000000, -0.954830, 0.000000, 1.000000, 0.000000, 0.954830, 0.000000, -0.297153 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $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: 12 $Name: Red 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3970.000000, 0.000000, 10098.900391 $Orientation: -0.301003, 0.000000, -0.953623, 0.000000, 1.000000, 0.000000, 0.953623, 0.000000, -0.301003 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $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: 12 $Name: Red 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: -5981.500000, 0.000000, 10098.900391 $Orientation: -0.293325, 0.000000, -0.956013, 0.000000, 1.000000, 0.000000, 0.956013, 0.000000, -0.293325 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $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: 12 $Name: Red 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: -5981.500000, 21.600000, 8087.399902 $Orientation: -0.297072, 0.000000, -0.954855, 0.003033, 0.999995, -0.000944, 0.954850, -0.003176, -0.297071 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $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: 12 $Name: Green 1 Home ;! Object #8 $Class: King of the Hill $Team: Neutral $Location: 2607.000000, 0.000000, -9062.000000 $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 Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Green 2 Home ;! Object #9 $Class: King of the Hill $Team: Neutral $Location: 2607.000000, 0.000000, -11073.500000 $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 Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Green 3 Home ;! Object #10 $Class: King of the Hill $Team: Neutral $Location: 4618.500000, 0.000000, -11073.500000 $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 Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Green 4 Home ;! Object #11 $Class: King of the Hill $Team: Neutral $Location: 4618.500000, 0.000000, -9062.000000 $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 Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 1 Home ;! Object #12 $Class: King of the Hill $Team: Neutral $Location: -3970.000000, 0.000000, 8087.399902 $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 Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 2 Home ;! Object #13 $Class: King of the Hill $Team: Neutral $Location: -3970.000000, 0.000000, 10098.900391 $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 Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 3 Home ;! Object #14 $Class: King of the Hill $Team: Neutral $Location: -5981.500000, 0.000000, 10098.900391 $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 Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 4 Home ;! Object #15 $Class: King of the Hill $Team: Neutral $Location: -5981.500000, 0.000000, 8087.399902 $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 Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 1 ;! Object #16 $Class: Scar Asteroid $Team: Neutral $Location: -248.465149, 0.000375, 598.888916 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #17 $Class: Scar Asteroid B $Team: Neutral $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.997959, -0.020295, 0.060559, -0.019663, 0.999746, 0.011020, -0.060768, 0.009807, -0.998104 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #18 $Class: Scar Asteroid C $Team: Neutral $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 31 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( not ( = @green1simhull[100] ( sim-hits-left "Green 1" ) ) ) ( modify-variable @green1simhull[100] ( sim-hits-left "Green 1" ) ) ( modify-variable @netsimhull[100] @green1simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 1" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 1 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green2simhull[100] ( sim-hits-left "Green 2" ) ) ) ( modify-variable @green2simhull[100] ( sim-hits-left "Green 2" ) ) ( modify-variable @netsimhull[100] @green2simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 2" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 2 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green3simhull[100] ( sim-hits-left "Green 3" ) ) ) ( modify-variable @green3simhull[100] ( sim-hits-left "Green 3" ) ) ( modify-variable @netsimhull[100] @green3simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 3" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 3 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green4simhull[100] ( sim-hits-left "Green 4" ) ) ) ( modify-variable @green4simhull[100] ( sim-hits-left "Green 4" ) ) ( modify-variable @netsimhull[100] @green4simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 4" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 4 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red1simhull[100] ( sim-hits-left "Red 1" ) ) ) ( modify-variable @red1simhull[100] ( sim-hits-left "Red 1" ) ) ( modify-variable @netsimhull[100] @red1simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 1" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 1 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red2simhull[100] ( sim-hits-left "Red 2" ) ) ) ( modify-variable @red2simhull[100] ( sim-hits-left "Red 2" ) ) ( modify-variable @netsimhull[100] @red2simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 2" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 2 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red3simhull[100] ( sim-hits-left "Red 3" ) ) ) ( modify-variable @red3simhull[100] ( sim-hits-left "Red 3" ) ) ( modify-variable @netsimhull[100] @red3simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 3" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 3 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red4simhull[100] ( sim-hits-left "Red 4" ) ) ) ( modify-variable @red4simhull[100] ( sim-hits-left "Red 4" ) ) ( modify-variable @netsimhull[100] @red4simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 4" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 4 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green1homesimhull[100] ( sim-hits-left "Green 1 Home" ) ) ) ( modify-variable @green1homesimhull[100] ( sim-hits-left "Green 1 Home" ) ) ( modify-variable @netsimhull[100] @green1homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 1 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 1 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green2homesimhull[100] ( sim-hits-left "Green 2 Home" ) ) ) ( modify-variable @green2homesimhull[100] ( sim-hits-left "Green 2 Home" ) ) ( modify-variable @netsimhull[100] @green2homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 2 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 2 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green3homesimhull[100] ( sim-hits-left "Green 3 Home" ) ) ) ( modify-variable @green3homesimhull[100] ( sim-hits-left "Green 3 Home" ) ) ( modify-variable @netsimhull[100] @green3homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 3 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 3 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green4homesimhull[100] ( sim-hits-left "Green 4 Home" ) ) ) ( modify-variable @green4homesimhull[100] ( sim-hits-left "Green 4 Home" ) ) ( modify-variable @netsimhull[100] @green4homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 4 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 4 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red1homesimhull[100] ( sim-hits-left "Red 1 Home" ) ) ) ( modify-variable @red1homesimhull[100] ( sim-hits-left "Red 1 Home" ) ) ( modify-variable @netsimhull[100] @red1homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 1 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 1 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red2homesimhull[100] ( sim-hits-left "Red 2 Home" ) ) ) ( modify-variable @red2homesimhull[100] ( sim-hits-left "Red 2 Home" ) ) ( modify-variable @netsimhull[100] @red2homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 2 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 2 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red3homesimhull[100] ( sim-hits-left "Red 3 Home" ) ) ) ( modify-variable @red3homesimhull[100] ( sim-hits-left "Red 3 Home" ) ) ( modify-variable @netsimhull[100] @red3homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 3 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 3 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red4homesimhull[100] ( sim-hits-left "Red 4 Home" ) ) ) ( modify-variable @red4homesimhull[100] ( sim-hits-left "Red 4 Home" ) ) ( modify-variable @netsimhull[100] @red4homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 4 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 4 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Green 1" "engines" ) 0 ) ( or ( = ( sim-hits-left "Green 1" ) 0 ) ( = ( sim-hits-left "Green 1 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-object-position "Green 1" ( get-object-x "Green 1 Home" ) ( get-object-y "Green 1 Home" ) ( get-object-z "Green 1 Home" ) ) ( set-object-facing-object "Green 1" "Red 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Green 1" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Green 1" "Simulated Hull" 0 ) ( set-subsystem-strength "Green 1" "engines" 0 ) ( set-subsystem-strength "Green 1" "weapons" 0 ) ) +Name: Green 1 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Green 2" "engines" ) 0 ) ( or ( = ( sim-hits-left "Green 2" ) 0 ) ( = ( sim-hits-left "Green 2 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Green 2" "engines" 0 ) ( set-subsystem-strength "Green 2" "weapons" 0 ) ( set-object-position "Green 2" ( get-object-x "Green 2 Home" ) ( get-object-y "Green 2 Home" ) ( get-object-z "Green 2 Home" ) ) ( set-object-facing-object "Green 2" "Red 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Green 2" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Green 2" "Simulated Hull" 0 ) ) +Name: Green 2 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Green 3" "engines" ) 0 ) ( or ( = ( sim-hits-left "Green 3" ) 0 ) ( = ( sim-hits-left "Green 3 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Green 3" "engines" 0 ) ( set-subsystem-strength "Green 3" "weapons" 0 ) ( set-object-position "Green 3" ( get-object-x "Green 3 Home" ) ( get-object-y "Green 3 Home" ) ( get-object-z "Green 3 Home" ) ) ( set-object-facing-object "Green 3" "Red 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Green 3" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Green 3" "Simulated Hull" 0 ) ) +Name: Green 3 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Green 4" "engines" ) 0 ) ( or ( = ( sim-hits-left "Green 4" ) 0 ) ( = ( sim-hits-left "Green 4 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Green 4" "engines" 0 ) ( set-subsystem-strength "Green 4" "weapons" 0 ) ( set-object-position "Green 4" ( get-object-x "Green 4 Home" ) ( get-object-y "Green 4 Home" ) ( get-object-z "Green 4 Home" ) ) ( set-object-facing-object "Green 4" "Red 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Green 4" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Green 4" "Simulated Hull" 0 ) ) +Name: Green 4 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Red 1" "engines" ) 0 ) ( or ( = ( sim-hits-left "Red 1" ) 0 ) ( = ( sim-hits-left "Red 1 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-object-position "Red 1" ( get-object-x "Red 1 Home" ) ( get-object-y "Red 1 Home" ) ( get-object-z "Red 1 Home" ) ) ( set-object-facing-object "Red 1" "Green 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Red 1" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Red 1" "Simulated Hull" 0 ) ( set-subsystem-strength "Red 1" "engines" 0 ) ( set-subsystem-strength "Red 1" "weapons" 0 ) ) +Name: Red 1 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Red 2" "engines" ) 0 ) ( or ( = ( sim-hits-left "Red 2" ) 0 ) ( = ( sim-hits-left "Red 2 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Red 2" "engines" 0 ) ( set-subsystem-strength "Red 2" "weapons" 0 ) ( set-object-position "Red 2" ( get-object-x "Red 2 Home" ) ( get-object-y "Red 2 Home" ) ( get-object-z "Red 2 Home" ) ) ( set-object-facing-object "Red 2" "Green 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Red 2" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Red 2" "Simulated Hull" 0 ) ) +Name: Red 2 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Red 3" "engines" ) 0 ) ( or ( = ( sim-hits-left "Red 3" ) 0 ) ( = ( sim-hits-left "Red 3 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Red 3" "engines" 0 ) ( set-subsystem-strength "Red 3" "weapons" 0 ) ( set-object-position "Red 3" ( get-object-x "Red 3 Home" ) ( get-object-y "Red 3 Home" ) ( get-object-z "Red 3 Home" ) ) ( set-object-facing-object "Red 3" "Green 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Red 3" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Red 3" "Simulated Hull" 0 ) ) +Name: Red 3 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Red 4" "engines" ) 0 ) ( or ( = ( sim-hits-left "Red 4" ) 0 ) ( = ( sim-hits-left "Red 4 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Red 4" "engines" 0 ) ( set-subsystem-strength "Red 4" "weapons" 0 ) ( set-object-position "Red 4" ( get-object-x "Red 4 Home" ) ( get-object-y "Red 4 Home" ) ( get-object-z "Red 4 Home" ) ) ( set-object-facing-object "Red 4" "Green 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Red 4" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Red 4" "Simulated Hull" 0 ) ) +Name: Red 4 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time-argument ( every-of "Green 1" "Green 2" "Green 3" "Green 4" "Red 1" "Red 2" "Red 3" "Red 4" ) ( = @gameover[0] 1 ) ( set-subsystem-strength "" "engines" 100 ) ( set-subsystem-strength "" "weapons" 100 ) ( set-subsystem-strength "" "Simulated Hull" 100 ) ( set-primary-ammo "" 0 10000 ) ( set-secondary-ammo "" 0 100 ) ( send-message "#Command" "Low" "gamereset" ) ( modify-variable @resethomes[0] 1 ) ( modify-variable @gameover[0] 0 ) ) +Name: Game Reset +Repeat Count: 1 +Interval: 1 $Formula: ( every-time-argument ( every-of "Green 1 Home" "Green 2 Home" "Green 3 Home" "Green 4 Home" "Red 1 Home" "Red 2 Home" "Red 3 Home" "Red 4 Home" ) ( = @resethomes[0] 1 ) ( set-subsystem-strength "" "Simulated Hull" 100 ) ( modify-variable @resethomes[0] 0 ) ) +Name: Reset Homes +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( or ( = ( sim-hits-left "Green 1" ) 0 ) ( destroyed-or-departed-delay 0 "Green 1" ) ) ( or ( = ( sim-hits-left "Green 2" ) 0 ) ( destroyed-or-departed-delay 0 "Green 2" ) ) ( or ( = ( sim-hits-left "Green 3" ) 0 ) ( destroyed-or-departed-delay 0 "Green 3" ) ) ( or ( = ( sim-hits-left "Green 4" ) 0 ) ( destroyed-or-departed-delay 0 "Green 4" ) ) ( or ( > ( sim-hits-left "Red 1" ) 0 ) ( > ( sim-hits-left "Red 2" ) 0 ) ( > ( sim-hits-left "Red 3" ) 0 ) ( > ( sim-hits-left "Red 4" ) 0 ) ) ( = @gameover[0] 0 ) ) ( modify-variable "@CurrentShip[NoShip]" "Red Team" ) ( send-message "#Command" "High" "teamwins" ) ( modify-variable @gameover[0] 1 ) ) +Name: Red Wins +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( or ( = ( sim-hits-left "Red 1" ) 0 ) ( destroyed-or-departed-delay 0 "Red 1" ) ) ( or ( = ( sim-hits-left "Red 2" ) 0 ) ( destroyed-or-departed-delay 0 "Red 2" ) ) ( or ( = ( sim-hits-left "Red 3" ) 0 ) ( destroyed-or-departed-delay 0 "Red 3" ) ) ( or ( = ( sim-hits-left "Red 4" ) 0 ) ( destroyed-or-departed-delay 0 "Red 4" ) ) ( or ( > ( sim-hits-left "Green 1" ) 0 ) ( > ( sim-hits-left "Green 2" ) 0 ) ( > ( sim-hits-left "Green 3" ) 0 ) ( > ( sim-hits-left "Green 4" ) 0 ) ) ( = @gameover[0] 0 ) ) ( modify-variable "@CurrentShip[NoShip]" "Green Team" ) ( send-message "#Command" "High" "teamwins" ) ( modify-variable @gameover[0] 1 ) ) +Name: Green Wins +Repeat Count: 1 +Interval: 1 $Formula: ( every-time-argument ( any-of "Green 1 Home" "Green 2 Home" "Green 3 Home" "Green 4 Home" "Red 1 Home" "Red 2 Home" "Red 3 Home" "Red 4 Home" ) ( < ( hits-left "" ) 100 ) ( set-subsystem-strength "" "Hull" 100 ) ) +Name: Home Upkeep +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Green" ( ai-warp-out 89 ) ) ( add-goal "Red" ( ai-warp-out 89 ) ) ( send-message "#Command" "Low" "airemove" ) ) +Name: Remove AI +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: Destroy Red Team $MessageNew: XSTR("Destroy Red Team", 343) $end_multi_text $Formula: ( false ) +No music +Score: 50 +Team: 0 $Type: Primary +Name: Destroy Green Team $MessageNew: XSTR("Destroy Green Team", 344) $end_multi_text $Formula: ( false ) +No music +Score: 50 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 5 total $Name: simhullupdate $Team: -1 $MessageNew: XSTR("$CurrentShip now has $netsimhull Hull remaining.", 345) $end_multi_text $Name: playerknockedout $Team: -1 $MessageNew: XSTR("$CurrentShip has been knocked out of the game!", 346) $end_multi_text $Name: gamereset $Team: -1 $MessageNew: XSTR("Game Over! All Players have been returned to pristine condition! Start!", 347) $end_multi_text $Name: teamwins $Team: -1 $MessageNew: XSTR("$CurrentShip has won this round!", 348) $end_multi_text $Name: airemove $Team: -1 $MessageNew: XSTR("AI Ships have been removed from the battle.", 349) $end_multi_text #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: BTRL - Birth Of A Legend $Briefing Music: Brief9 #End #Mission Info $Version: 0.10 $Name: XSTR("Nowhere to Hide", 350) $Author: Hassan "Karajorma" Kazmi $Created: 07/28/06 at 20:18:51 $Modified: 03/31/07 at 00:06:26 $Notes: Yes, the mission name is a nod to the FS2 Multiplayer mission Nowhere To Run$End Notes: $Mission Desc: XSTR("Green Team vs Red Team. No asteroids, No reinforcements, No excuses", 351) $end_multi_text +Game Type Flags: 18 +Flags: 262144 +Num Players: 8 +Num Respawns: 100 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 3.437716, 1305.867554, -2611.019531 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.961893, 0.273427, 0.000000, -0.273427, 0.961893 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: GasGiant.pof $AI Profile: MULTI #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Alright, pilots. This is a challenge for you all. No rules, no gimmicks, and one goal: destroy the opposing team. Two teams (Red and Green) will square off in a furball, and the goal is to score the most kills before the time runs out. Check your fire, though, because points are only awarded to destroying a ship from the opposing team.", 352) $end_multi_text $voice: MT-FFA-01-B01.ogg $camera_pos: 3.437716, 1305.867554, -2611.019531 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.961893, 0.273427, 0.000000, -0.273427, 0.961893 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -1612.643188, 27.576204, 2960.531006 $label: Green Team +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 1096.920532, -0.000351, 3080.726074 $label: Red Team +id: 2 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Alright, pilots. This is a challenge for you all. No rules, no gimmicks, and one goal: destroy the opposing team. Two teams (Red and Green) will square off in a furball, and the goal is to score the most kills before the time runs out. Check your fire, though, because points are only awarded to destroying a ship from the opposing team.", 353) $end_multi_text $voice: MT-FFA-01-B01.ogg $camera_pos: 3.437716, 1305.867554, -2611.019531 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.961893, 0.273427, 0.000000, -0.273427, 0.961893 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -1612.643188, 27.576204, 2960.531006 $label: Green Team +id: 1 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 1096.920532, -0.000351, 3080.726074 $label: Red Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Green Team, that was some flying out there. And I enjoyed the fireworks when you cleared out your opponents one by one. I have no doubt you'll do well in the real deal.", 354) $end_multi_text $Voice: MT-FFA-01-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Green Team... it's true... you lost. But not to worry, everyone loses due to lack of skill, never luck. I'd recommend more practice if you plan on beefing up those saggy lopsided co-op skills.", 355) $end_multi_text $Voice: MT-FFA-01-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Green Team, that was less than spectacular, but you've lived to fight again. If you want that tingly good feeling, you can get it by simply crushing the opposition.", 356) $end_multi_text $Voice: MT-FFA-01-D03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Red Team, what an unexpected display of co-op coordination. If you can do that in a real situation with those metal fraks, you'll be invaluable.", 357) $end_multi_text $Voice: MT-FFA-01-D04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Red Team, given time and disuse, skills atrophy--just like that flabby muscle you have upstairs. Losing isn't a really problem unless you die. Practice more if you want to live.", 358) $end_multi_text $Voice: MT-FFA-01-D05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Red Team, that must have been honest to gods, middle of the road fun, right? Let's try it again where someone wins and someone clearly loses.", 359) $end_multi_text $Voice: MT-FFA-01-D06.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 20 "Cylon KEW" 16 "HD-70" 564 "Cylon Missile" 500 ) $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 20 "Cylon KEW" 16 "HD-70" 564 "Cylon Missile" 500 ) #Objects ;! 8 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 0.000000, 0.000000 $Orientation: 0.020718, 0.008247, 0.999753, 0.000001, 0.999966, -0.008249, -0.999786, 0.000172, 0.020717 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: -1965.369873, 0.038974, -30.587158 $Orientation: 0.028295, 0.008172, 0.999566, -0.000061, 0.999967, -0.008174, -0.999600, 0.000170, 0.028294 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: -1969.659912, 0.455887, 25.183105 $Orientation: 0.014160, 0.008184, 0.999866, 0.000054, 0.999967, -0.008186, -0.999900, 0.000170, 0.014159 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: -1949.374146, 27.979380, -2.360229 $Orientation: 0.020991, 0.001169, 0.999779, 0.000000, 0.999999, -0.001169, -0.999780, 0.000025, 0.020991 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Hostile $Location: -6903.514160, -7.628633, 101.790894 $Orientation: -0.020718, -0.008247, -0.999751, 0.000001, 0.999966, -0.008249, 0.999785, -0.000172, -0.020717 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Hostile $Location: -6899.483398, -39.420666, 143.717285 $Orientation: -0.031411, -0.000010, -0.999507, 0.000000, 1.000000, -0.000010, 0.999507, 0.000000, -0.031411 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Hostile $Location: -6900.589355, -40.046978, 67.652832 $Orientation: -0.011918, -0.000010, -0.999929, 0.000000, 1.000000, -0.000010, 0.999929, 0.000000, -0.011918 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Hostile $Location: -6854.633789, -39.392227, 101.393433 $Orientation: -0.020810, -0.000010, -0.999783, 0.000000, 1.000000, -0.000010, 0.999783, 0.000000, -0.020810 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 2 total $Type: Primary +Name: Destroy Red Team $MessageNew: XSTR("Destroy Red Team", 360) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( + ( team-score 2 ) 60 ) ) ( is-goal-incomplete "Destroy Green Team" ) ) +No music +Score: 50 +Team: 0 $Type: Primary +Name: Destroy Green Team $MessageNew: XSTR("Destroy Green Team", 361) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( + ( team-score 1 ) 60 ) ) ( is-goal-incomplete "Destroy Red Team" ) ) +No music +Score: 50 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 1 total $Num stars: 100 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 5.235984 +Scale: 1.000000 $Starbitmap: blue01 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: BTRL - Death On A Star $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("Dust and Rocks", 362) $Author: Hassan "Karajorma" Kazmi $Created: 07/25/06 at 19:53:29 $Modified: 06/03/07 at 18:15:35 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("8 player TvT around Scar's Asteroid", 363) $end_multi_text +Game Type Flags: 18 +Flags: 262176 +Num Players: 8 +Num Respawns: 100 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 193.007065, 7510.292969, 24090.642578 +Viewer orient: -0.999823, -0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: MULTI #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Pilots, here's yet another challenge sim for you all. I'm splitting you into two teams: Red and Green. This is a team on team dogfight, Scars home can be a blessing or a curse, depending on how you use it! If you work as a team, and watch the blind spots, you'll come home with the win.", 364) $end_multi_text $voice: MT-FFA-03-B01.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -7639.085449, 0.006548, 4106.864258 $label: Red Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 6519.421875, 0.003093, 3840.767578 $label: Green Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Pilots, here's yet another challenge sim for you all. You're split into two teams: Red and Green. This is a team on team dogfight, Scars home can be a blessing or a curse, depending on how you use it! If you work as a team, and watch the blind spots, you'll come home with the win.", 365) $end_multi_text $voice: MT-FFA-03-B01.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -7639.085449, 0.006548, 4106.864258 $label: Red Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 6519.421875, 0.003093, 3840.767578 $label: Green Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Green Team, that was a phenomenal display of skill and homicidal intensity! Apply it in the field and those Cylon fraks will be sorry. Excellent work!", 366) $end_multi_text $Voice: MT-FFA-03-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Green Team, you're lucky this is a sim. Otherwise, that performance would have secured you a special place...in Pegasus' morgue. Practice more for frak sake! ", 367) $end_multi_text $Voice: MT-FFA-03-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Green Team, nice try, but no cigar. There's no stalemate in war when toasters are out to grind your bones into dust! So learn to push for a win, eh?", 368) $end_multi_text $Voice: MT-FFA-03-D03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Red Team, you smoked them! What else can I say? Superb performance. Take a long breather, you've earned it.", 369) $end_multi_text $Voice: MT-FFA-03-D04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Red Team, that didn't look like you were giving it your all. Are we boring you? Perhaps we should take this out of the simulator and give Green Team live ammo... Either way, practice some more before you decide to waste more of our time!", 370) $end_multi_text $Voice: MT-FFA-03-D05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Red Team, if I didn't know any better, I'd say that you got a cheap thrill from barely surviving the experience. I highly recommend pushing for a win next time.", 371) $end_multi_text $Voice: MT-FFA-03-D06.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 20 "Cylon KEW" 16 "HD-70" 564 "Cylon Missile" 500 ) $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 20 "Cylon KEW" 16 "HD-70" 564 "Cylon Missile" 500 ) #Objects ;! 11 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1085.400024, 0.000000, 6631.000000 $Orientation: 0.297159, 0.000000, 0.954828, 0.000000, 1.000000, 0.000000, -0.954828, 0.000000, 0.297159 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1109.750732, 0.000000, 6648.391113 $Orientation: 0.293797, 0.000000, 0.955868, 0.000000, 1.000000, 0.000000, -0.955868, 0.000000, 0.293797 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1095.494019, 0.000000, 6597.524414 $Orientation: 0.301237, 0.000000, 0.953549, 0.000000, 1.000000, 0.000000, -0.953549, 0.000000, 0.301237 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1116.712402, 24.737030, 6619.675781 $Orientation: 0.297371, 0.000000, 0.954762, -0.003478, 0.999994, 0.001083, -0.954756, -0.003643, 0.297369 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3970.000000, 0.000000, 8012.600098 $Orientation: -0.297153, 0.000000, -0.954830, 0.000000, 1.000000, 0.000000, 0.954830, 0.000000, -0.297153 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3984.555908, -0.000018, 8045.777832 $Orientation: -0.301003, 0.000000, -0.953623, 0.000000, 1.000000, 0.000000, 0.953623, 0.000000, -0.301003 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3998.210449, 0.000027, 7992.932129 $Orientation: -0.293325, 0.000000, -0.956013, 0.000000, 1.000000, 0.000000, 0.956013, 0.000000, -0.293325 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3996.575684, 21.551395, 8020.269043 $Orientation: -0.297072, 0.000000, -0.954855, 0.003033, 0.999995, -0.000944, 0.954850, -0.003176, -0.297071 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Asteroid 1 ;! Object #8 $Class: Scar Asteroid $Team: Neutral $Location: -248.465149, 0.000375, 598.888916 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $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" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #9 $Class: Scar Asteroid B $Team: Neutral $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.997959, -0.020295, 0.060559, -0.019663, 0.999746, 0.011020, -0.060768, 0.009807, -0.998104 $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" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #10 $Class: Scar Asteroid C $Team: Neutral $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $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" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 2 total $Type: Primary +Name: Destroy Red Team $MessageNew: XSTR("Destroy Red Team", 372) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( + ( team-score 2 ) 60 ) ) ( is-goal-incomplete "Destroy Green Team" ) ) +No music +Score: 50 +Team: 0 $Type: Primary +Name: Destroy Green Team $MessageNew: XSTR("Destroy Green Team", 373) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( + ( team-score 1 ) 60 ) ) ( is-goal-incomplete "Destroy Red Team" ) ) +No music +Score: 50 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields $Density: 150 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 0.000000 $Minimum: -7000.000000, -8000.000000, -12000.000000 $Maximum: 7000.000000, 8000.000000, 12000.000000 +Inner Bound: $Minimum: -3000.000000, -2000.000000, -3000.000000 $Maximum: 3000.000000, 2000.000000, 3000.000000 #Music $Event Music: BTRL - Birth Of A Legend $Briefing Music: Brief9 #End #Mission Info $Version: 0.10 $Name: XSTR("Nowhere To Hide", 374) $Author: Hassan "Karajorma" Kazmi $Created: 07/28/06 at 20:18:51 $Modified: 03/30/07 at 07:42:31 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Green Team vs Red Team. No asteroids, No reinforcements, No excuses", 375) $end_multi_text +Game Type Flags: 18 +Flags: 262144 +Num Players: 8 +Num Respawns: 100 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: -2426.481934, 1497.130493, -5256.824707 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.961893, 0.273427, 0.000000, -0.273427, 0.961893 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: desertplanet.pof $AI Profile: MULTI #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("This is urgent, pilots, so settle down! Blue Team's reported the presence of at least four Cylon raiders in proximity to the planet we passed two jumps ago. We have no idea what the hell they could be doing out there, but it's highly unlikely they want to make peace. If you find nothing apart from the Raiders your orders are to engage. Otherwise return to base with recon information. Dismissed.", 376) $end_multi_text $voice: MT-HVC-01-B01.ogg $camera_pos: 3.437716, 1305.867554, -2611.019531 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.961893, 0.273427, 0.000000, -0.273427, 0.961893 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -1612.643188, 27.576204, 2960.531006 $label: Green Team +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 1096.920532, -0.000351, 3080.726074 $label: Raiders +id: 2 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("During the funeral for computer systems beginning with a sudden radioactive gas cloud it is made possible for a remote Cylon to penetrate a significant proportion of software algorithms in an attempt to follow emergency procedures. End of Line.", 377) $end_multi_text $voice: MT-HVC-01-B02.ogg $camera_pos: 3.437716, 1305.867554, -2611.019531 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.961893, 0.273427, 0.000000, -0.273427, 0.961893 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -1612.643188, 27.576204, 2960.531006 $label: Prey +id: 1 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: 1096.920532, -0.000351, 3080.726074 $label: Pack +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Well done, Green Team. You were faced with a difficult situation and handled yourselves well. If only we had more pilots like you on the front-line against the toasters. We're not certain what the Cylons were doing out there, but they aren't doing it any more.", 378) $end_multi_text $Voice: MT-HVC-01-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Explain to me how you expect the human race to survive when its greatest pilots can't effectively engage the enemy! The dead cannot put what they've learned to use, so we need you to be better than the toasters! Stay alive, and make THEM dead, that is the only way humanity can survive. The raiders managed to get hold of that section of space. We have no idea why they wanted it so damn badly, but it's probably not good news for us.", 379) $end_multi_text $Voice: MT-HVC-01-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Since we've sustained as many losses as the Cylons, I suppose this goes down in the books as a draw. But if there was a resurrection ship nearby, they didn't do as poorly as we did! Even if our losses were significant, it does look like the Cylons have abandoned their claim on that particular patch of space.", 380) $end_multi_text $Voice: MT-HVC-01-D03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("When the glimmering eye cleaves the haze and the caress of purity and flowing light shines upon the civilization the soul is bared to the explosion of time when the annealed bones bring forth the ascent of one. End of line.", 381) $end_multi_text $Voice: MT-HVC-01-D04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("The corridor of reflections twisted and growing as the arrow-shattered heart of the forgotten expand into the circular realm of long hallowed palaces and sanguine connections. I can't... I cannot... Jump!", 382) $end_multi_text $Voice: MT-HVC-01-D05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Ephemeral stasis offers passage to the sated creatures of fragile waves the wind is galvanized by the mere boundaries of syntactic desires, and intertwine with the shadows to form sconces of radiant calm. Jump!", 383) $end_multi_text $Voice: MT-HVC-01-D06.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 ) +Weaponry Pool: ( "MEC-A6" 16 "Cylon KEW" 4 "HD-70" 532 "Cylon Missile" 32 ) $Starting Shipname: Green 1 $Ship Choices: ( "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 4 "Cylon KEW" 20 "HD-70" 32 "Cylon Missile" 532 ) #Objects ;! 8 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 0.010719, 0.008249, 0.999909, 0.000001, 0.999966, -0.008249, -0.999942, 0.000089, 0.010719 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 4 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 34.927334, 0.043848, -30.228945 $Orientation: 0.018298, 0.008174, 0.999799, -0.000061, 0.999967, -0.008174, -0.999833, 0.000089, 0.018297 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 5 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 30.084465, 0.458148, 25.480774 $Orientation: 0.004161, 0.008186, 0.999958, 0.000054, 0.999967, -0.008186, -0.999991, 0.000088, 0.004160 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 6 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 50.637901, 27.984858, -1.851854 $Orientation: 0.010992, 0.001169, 0.999939, 0.000000, 0.999999, -0.001169, -0.999940, 0.000013, 0.010992 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 7 $Name: Red 1 ;! Object #4 $Class: Cylon Raider $Team: Hostile $Location: -4903.601563, -8.155334, 52.460941 $Orientation: -0.010719, -0.008249, -0.999909, 0.000001, 0.999966, -0.008249, 0.999943, -0.000089, -0.010719 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 2 ;! Object #5 $Class: Cylon Raider $Team: Hostile $Location: -4899.983398, -39.948624, 94.415993 $Orientation: -0.021415, -0.000010, -0.999771, 0.000000, 1.000000, -0.000010, 0.999771, 0.000000, -0.021415 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 3 ;! Object #6 $Class: Cylon Raider $Team: Hostile $Location: -4900.342773, -40.572048, 18.363628 $Orientation: -0.001918, -0.000010, -0.999998, 0.000000, 1.000000, -0.000010, 0.999998, 0.000000, -0.001918 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 4 ;! Object #7 $Class: Cylon Raider $Team: Hostile $Location: -4854.727051, -39.913692, 52.557133 $Orientation: -0.010811, -0.000010, -0.999942, 0.000000, 1.000000, -0.000010, 0.999942, 0.000000, -0.010811 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 2 total $Type: Primary +Name: Destroy Red Team $MessageNew: XSTR("Destroy Cylon Raiders", 384) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( + ( team-score 2 ) 60 ) ) ( is-goal-incomplete "Destroy Green Team" ) ) +No music +Score: 50 +Team: 0 $Type: Primary +Name: Destroy Green Team $MessageNew: XSTR("Destroy Enemy", 385) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( + ( team-score 1 ) 60 ) ) ( is-goal-incomplete "Destroy Red Team" ) ) +No music +Score: 50 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 1 total $Num stars: 100 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 5.358157 +Scale: 1.000000 $Starbitmap: blue01 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: BTRL - Asteroids $Briefing Music: Brief6 #End #Mission Info $Version: 0.10 $Name: XSTR("Scar's Playground", 386) $Author: Hassan "Karajorma" Kazmi $Created: 07/25/06 at 19:53:29 $Modified: 03/30/07 at 07:51:14 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("8 player TvT around Scar's Asteroid", 387) $end_multi_text +Game Type Flags: 18 +Flags: 262176 +Num Players: 8 +Num Respawns: 100 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 193.007065, 7510.292969, 24090.642578 +Viewer orient: -0.999823, -0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: MULTI #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("As you know, this was to be the Monarch's tenth day of mining operations on the Potato. However, the ship sustained damage in the last Cylon attack and has now disengaged for repairs. Since we no longer have to worry about protecting it, we have a great opportunity to frag as many Toasters as possible before operations resume.", 388) $end_multi_text $voice: MT-HVC-03-B01.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 4 $team: Friendly $class: Mining Vessel Variant $pos: 1331.741943, 0.004141, -5958.029785 $label: Majahual +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("As we have seen over the past week and a half, the Cylons are no longer making mass attacks, but rather, using hit-and-run tactics or ambushes. Patrol the area and engage any Raiders you encounter. But remember to watch your six! Review of the past few encounters indicated that there may be one particular Raider that appears to be better than the rest. We can't be certain that it is always the same chrome-plated bastard, but we've lost a couple of good pilots to ambushes by a single Raider.", 389) $end_multi_text $voice: MT-HVC-03-B02.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 6519.421875, 0.003093, 3840.767578 $label: Green Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: -6682.031738, 0.000791, 4745.500000 $label: Raiders +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("One of the two in a desperate attempt opens access dictated by such factors as the speaker's age and shows no signs of stopping. The third and most dangerous now standard in all of the known galaxy is considered a fairly obvious attempt to develop. End of line.", 390) $end_multi_text $voice: MT-HVC-03-B03.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: -7639.085449, 0.006548, 4106.864258 $label: Pack +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 6519.421875, 0.003093, 3840.767578 $label: Prey +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Well done, Green Team. After that performance, the Potato is likely to be toaster-free for a while. Even better is that you managed to handle their ace! Too many pilots were lost to that bastard and we were getting rather worried that no one here could take him on. While they fix the damages you did to him, we should now get a few of days without harassment.", 391) $end_multi_text $Voice: MT-HVC-03-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("FRAKKING HELL! You failed to curb the Cylon hit-and-run attack! The Potato is still infested with Raiders and as a result, more pilots will have to go out there and face those bastards! Some of them probably won't come back... At least you've managed to confirm that there definitely is a Cylon ace out there, so now we can let them know what to expect.", 392) $end_multi_text $Voice: MT-HVC-03-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("You may have given the Cylons hell, Green Team, but the losses incurred just aren't frakking worth it! We simply do not have the equipment and personnel that the Cylons do. A war of attrition is not an option for us. So, you'll have to do much better the next time you're out there. At least you managed to confirm the existence of a Cylon ace so we can make sure that everyone is better prepared for it when they come across it.", 393) $end_multi_text $Voice: MT-HVC-03-D03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("The first signs of spring are seen and the civilization falls into dust as the sun rises over broken peaks. At once the skin withers and a rift in the earth closes on the machine. End of line.", 394) $end_multi_text $Voice: MT-HVC-03-D04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("The minutes last centuries in the last room of the hall where a child waits for trees to grow fresh blooms as technology fades in the light of new birth. I can't....I can't.... Jump!", 395) $end_multi_text $Voice: MT-HVC-03-D05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("To make the transition easier the lesser creatures lay down in the mossy streets of shining cities altogether lost in the current of the winding rivers of confusion and misery and close their eyes to the sound of peace. Jump!", 396) $end_multi_text $Voice: MT-HVC-03-D06.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 ) +Weaponry Pool: ( "MEC-A6" 16 "Cylon KEW" 4 "HD-70" 532 "Cylon Missile" 32 ) $Starting Shipname: Green 1 $Ship Choices: ( "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 4 "Cylon KEW" 20 "HD-70" 32 "Cylon Missile" 532 ) #Objects ;! 11 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1085.400024, 0.000000, 6631.000000 $Orientation: 0.297159, 0.000000, 0.954828, 0.000000, 1.000000, 0.000000, -0.954828, 0.000000, 0.297159 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 6 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1109.750732, 0.000000, 6648.391113 $Orientation: 0.293797, 0.000000, 0.955868, 0.000000, 1.000000, 0.000000, -0.955868, 0.000000, 0.293797 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 0 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1095.494019, 0.000000, 6597.524414 $Orientation: 0.301237, 0.000000, 0.953549, 0.000000, 1.000000, 0.000000, -0.953549, 0.000000, 0.301237 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 4 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1116.712402, 24.737030, 6619.675781 $Orientation: 0.297371, 0.000000, 0.954762, -0.003478, 0.999994, 0.001083, -0.954756, -0.003643, 0.297369 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 2 $Name: Red 1 ;! Object #4 $Class: Cylon Raider $Team: Hostile $Location: -3970.000000, 0.000000, 8012.600098 $Orientation: -0.297153, 0.000000, -0.954830, 0.000000, 1.000000, 0.000000, 0.954830, 0.000000, -0.297153 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 ;;FSO 3.6.8;; $Texture Replace: ;;FSO 3.6.8;; +old: cylraider ;;FSO 3.6.8;; +new: scar $Name: Red 2 ;! Object #5 $Class: Cylon Raider $Team: Hostile $Location: -3984.555908, -0.000018, 8045.777832 $Orientation: -0.301003, 0.000000, -0.953623, 0.000000, 1.000000, 0.000000, 0.953623, 0.000000, -0.301003 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 3 ;! Object #6 $Class: Cylon Raider $Team: Hostile $Location: -3998.210449, 0.000027, 7992.932129 $Orientation: -0.293325, 0.000000, -0.956013, 0.000000, 1.000000, 0.000000, 0.956013, 0.000000, -0.293325 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 4 ;! Object #7 $Class: Cylon Raider $Team: Hostile $Location: -3996.575684, 21.551395, 8020.269043 $Orientation: -0.297072, 0.000000, -0.954855, 0.003033, 0.999995, -0.000944, 0.954850, -0.003176, -0.297071 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Asteroid 1 ;! Object #8 $Class: Scar Asteroid $Team: Neutral $Location: -248.465149, 0.000375, 598.888916 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $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" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #9 $Class: Scar Asteroid B $Team: Neutral $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.997959, -0.020295, 0.060559, -0.019663, 0.999746, 0.011020, -0.060768, 0.009807, -0.998104 $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" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #10 $Class: Scar Asteroid C $Team: Neutral $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $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" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 2 total $Type: Primary +Name: Destroy Red Team $MessageNew: XSTR("Destroy Cylon Raiders", 397) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( + ( team-score 2 ) 60 ) ) ( is-goal-incomplete "Destroy Green Team" ) ) +No music +Score: 50 +Team: 0 $Type: Primary +Name: Destroy Green Team $MessageNew: XSTR("Destroy Enemy", 398) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( + ( team-score 1 ) 60 ) ) ( is-goal-incomplete "Destroy Red Team" ) ) +No music +Score: 50 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields $Density: 150 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 0.000000 $Minimum: -7000.000000, -8000.000000, -12000.000000 $Maximum: 7000.000000, 8000.000000, 12000.000000 +Inner Bound: $Minimum: -3000.000000, -2000.000000, -3000.000000 $Maximum: 3000.000000, 2000.000000, 3000.000000 #Music $Event Music: [BtRL] SP-02 - BoaL $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("Asteroid Patrol", 399) $Author: Joel "Axem" Reimer $Created: 10/11/06 at 13:52:18 $Modified: 08/31/07 at 13:10:46 $Notes: Original Mission by Darkblade Revised Outline by SGT22er ReFREDded by Axem This mission is cursed, I tells ya.$End Notes: $Mission Desc: XSTR("Colonial Fleet is running short on fuel. Battlestar Galactica has launched an expedition to find Tylium on several asteroid fields.", 400) $end_multi_text +Game Type Flags: 1 +Flags: 262178 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 1988.505615, 15949.298828, 2954.247314 +Viewer orient: 0.999608, 0.000000, 0.028005, -0.028004, -0.006061, 0.999589, 0.000170, -0.999982, -0.006059 $Starting wing names: ( "Red" "Blue" "Green" ) $Squadron wing names: ( "Red" "Blue" "Green" "Yellow" "Purple" ) $Team-versus-team wing names: ( "Red" "Black" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: SINGLE #Sexp_variables $Variables: ( 0 "currentWaypoint" "1" "number" 1 "currentWPName" "Waypoint 1" "string" 2 "fractalRun" "0" "number" 3 "numWarnings" "0" "number" 4 "PilotsLost" "0" "number" "campaign-persistent" 5 "RandomIntro" "0" "number" 6 "randomTime" "0" "number" ) #Command Briefing $Stage Text: XSTR("Morning, pilots. As most of you are already aware, the Fleet is running short on ore.With insufficient amounts in our combined reserves, neither Battlestar can afford to engage in major skirmishes.", 401) $end_multi_text $Ani Filename: pegasus_cb.ani +Wave Filename: SP-01-CB-01.ogg #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("As you know, ore is a key element in construction and repair material, and finding a rich source has always been a problem. However, finding a source without the Cylons knowing is an even bigger problem. Our Raptor party in this asteroid field caught a glimpse of Cylon activity. The survey was cut short when they were detected, and fired upon before jumping away. High toaster interest suggests we have potential hotspots for ore and... trouble.", 402) $end_multi_text $voice: SP-01-B-01.ogg $camera_pos: 645.503845, 4889.996094, 1295.807251 $camera_orient: -0.777141, 0.000000, 0.629326, -0.617927, 0.189468, -0.763065, -0.119237, -0.981887, -0.147243 $camera_time: 500 $num_lines: 0 $num_icons: 8 $Flags: 2 $Formula: ( true ) $start_icon $type: 23 $team: Friendly $class: Colonial Viper Mark VII $pos: 15546.699219, -0.001303, 6569.871094 +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: -4440.100098, -2000.000000, 6613.000000 +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 10 $team: Friendly $class: Colonial Viper Mark VII $pos: 6896.013672, -500.001862, -7727.408203 +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: Colonial Viper Mark II $pos: -11293.625977, 1325.327759, 1387.243286 +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 13 $team: Friendly $class: Colonial Viper Mark II $pos: 3029.498047, -499.999298, 7666.782715 +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: Colonial Viper Mark VII $pos: 17146.839844, -1000.000732, -4374.974609 +id: 7 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Unknown $class: Scar Asteroid $pos: -248.000000, 0.000000, 598.900024 $label: Asteroid Belt +id: 8 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: Colonial Viper Mark II $pos: 741.224976, -0.000108, 348.497559 $label: Raptor Team +id: 12 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("What we need now are a couple Viper wings to patrol this sector and gather more intel. Being on the defensive for too long has been the cause of this shortage, so it's imperative that we secure the parameters, find some rocks, and stake a claim as soon as possible. For some of you that took the extra long route for training, this may be your first combat mission... so control yourselves out there. This isn't a frakking game--also, do NOT forget this is a joint operation. I expect all of you to keep your opinions and attitudes in check, ignore the unessential chatter if you can, and stay focused on the mission. We almost lost the recon party in a routine survey, so there's clearly more out there than meets the eye.", 403) $end_multi_text $voice: SP-01-B-02.ogg $camera_pos: 1047.731445, 8202.252930, 1792.511475 $camera_orient: -0.777141, 0.000000, 0.629326, -0.617927, 0.189468, -0.763065, -0.119237, -0.981887, -0.147243 $camera_time: 500 $num_lines: 0 $num_icons: 9 $Flags: 0 $Formula: ( true ) $start_icon $type: 23 $team: Friendly $class: Colonial Viper Mark VII $pos: 15546.699219, -0.001303, 6569.871094 +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: -4440.100098, -2000.000000, 6613.000000 +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 10 $team: Friendly $class: Colonial Viper Mark VII $pos: 6896.013672, -500.001862, -7727.408203 +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: Colonial Viper Mark II $pos: -11293.625977, 1325.327759, 1387.243286 +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 13 $team: Friendly $class: Colonial Viper Mark II $pos: 3029.498047, -499.999298, 7666.782715 +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: Colonial Viper Mark VII $pos: 17146.839844, -1000.000732, -4374.974609 +id: 7 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Unknown $class: Scar Asteroid $pos: -248.000000, 0.000000, 598.900024 $label: Asteroid Belt +id: 8 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 1764.587891, 0.000085, -168.196655 $label: Viper Patrols +id: 10 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -2069.944580, -0.000280, 2421.109863 $label: Viper Patrols +id: 11 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Alright... Blue team with Red will check on FR-04B. Hot Dog, go with Jules to FB-35L, Centaur and Goofy, head out to FN-76D, and Starbuck, Kat, you two will check out FE-59X. Be careful out there pilots, bring yourselves home in one piece. Good luck.", 404) $end_multi_text $voice: SP-01-B-03.ogg $camera_pos: 1047.731445, 8202.252930, 1792.511475 $camera_orient: -0.777141, 0.000000, 0.629326, -0.617927, 0.189468, -0.763065, -0.119237, -0.981887, -0.147243 $camera_time: 500 $num_lines: 0 $num_icons: 9 $Flags: 0 $Formula: ( true ) $start_icon $type: 23 $team: Friendly $class: Colonial Viper Mark VII $pos: 15546.699219, -0.001303, 6569.871094 +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: -4440.100098, -2000.000000, 6613.000000 +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 10 $team: Friendly $class: Colonial Viper Mark VII $pos: 6896.013672, -500.001862, -7727.408203 +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: Colonial Viper Mark II $pos: -11293.625977, 1325.327759, 1387.243286 +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 13 $team: Friendly $class: Colonial Viper Mark II $pos: 3029.498047, -499.999298, 7666.782715 +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: Colonial Viper Mark VII $pos: 17146.839844, -1000.000732, -4374.974609 +id: 7 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Unknown $class: Scar Asteroid $pos: -248.000000, 0.000000, 598.900024 $label: Asteroid Belt +id: 8 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 1764.587891, 0.000085, -168.196655 $label: Viper Patrols +id: 10 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -2069.944580, -0.000280, 2421.109863 $label: Viper Patrols +id: 11 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 11 $Formula: ( true ) $Multi text XSTR("All of you, pipe down! That was one of a hell of a mission.I want each of you to remember that every success on our end is one step closer to a better future.", 405) $end_multi_text $Voice: SP-01-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "OBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Blue 2" ) ( not ( is-destroyed-delay 0 "Red 2" ) ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! Chum died out there today.As a nugget, he wasn't ready, and couldn't follow a gods damned order.His death could easily have been prevented! This shouldn't be a sink or swim situation, especially for a crucial mission. But if I ever catch any of you doing what he did out there today--and somehow survive, be ready to pay for your lack of judgment.This is not a frakking game, people!", 406) $end_multi_text $Voice: SP-01-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "OBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Red 2" ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! We lost a man out there today--its an unfortunate price to pay, but this is war. We were in an asteroid field, and faced one too many unknowns when hostiles appeared from out of nowhere. Gavel was a good pilot, valued wingmate, and a brave frakking trooper. He didn't die in vain, and he will be missed.", 407) $end_multi_text $Voice: SP-01-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Red 2" ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! We lost Gavel today... he was a good pilot, valued wingmate, and a brave frakking trooper, but DIED for no good frakking reason! His death could easily have been prevented!", 408) $end_multi_text $Voice: SP-01-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "OBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Red 2" ) ( is-destroyed-delay 0 "Blue 2" ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! Two pilots died out there today--TWO while we are in pursuit of a gods damned rock that'll give us more material, to build more machines, to fight a never-ending battle against machines!This is completely unacceptable.", 409) $end_multi_text $Voice: SP-01-D-05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Red 2" ) ( is-destroyed-delay 0 "Blue 2" ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! Two pilots died out there today--TWO because someone couldn't take simple frakking orders! Gavel and Chum DIED for no good frakking reason!", 410) $end_multi_text $Voice: SP-01-D-06.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( not ( is-destroyed-delay 0 "Red 2" ) ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! You're all back in one piece not because you were good out there...No, you're alive because you were gods damned lucky--nothing else!", 411) $end_multi_text $Voice: SP-01-D-07.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( not ( is-destroyed-delay 0 "Red 2" ) ) ) $Multi text XSTR("Now you, pilot, blatantly disobeying orders while doing that saved Blue Team from certain death--it should have been the least of your gods damned concerns.Rules and structure are there for a reason, so learn and frakking follow them before you go off and write your own. I don't know what the frak sort of premonition you had, but the next time you pull a Chamalla-induced stunt like that, your ass is mine. Nevertheless, you should be compensated appropriately for risking your life--and everyone else's--to somehow save us all.", 412) $end_multi_text $Voice: SP-01-D-08.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Blue 2" ) ( is-destroyed-delay 0 "Red 2" ) ) $Multi text XSTR("Now you, pilot, blatantly disobeying orders... you might have saved my ass, but the lives of two pilots were lost--no thanks to that Chamalla-induced stunt! You'll come see me when this is over.", 413) $end_multi_text $Voice: SP-01-D-09.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( or ( and ( is-destroyed-delay 0 "Red 2" ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) ( and ( is-destroyed-delay 0 "Blue 2" ) ( not ( is-destroyed-delay 0 "Red 2" ) ) ) ) ) $Multi text XSTR("Now you, pilot, blatantly disobeying orders... you might have saved a couple lives, but that Chamalla-induced stunt still cost us a frakking pilot! You'll come see me when this is over.", 414) $end_multi_text $Voice: SP-01-D-10.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( true ) $Multi text XSTR("I hope you all learned something from this experience, because its only gonna get a lot harder. Yeah, too much of this war is an unknown, but there are still things we DO know: whether or not we're from the same frakking planet or ship, its clear, we're ALL soldiers.Whether or not you're in the field, YOU are a soldier--with a duty to serve and protect. If you forget that while on the job because you're distracted by real or perceived issues, and inane crap, people will die.My point, don't ever forget what were doing here. Dismissed.", 415) $end_multi_text $Voice: SP-01-D-11.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Alternate Types: $Alt: The Lemon $Alt: Darkrazor $Alt: Tygge $Alt: Iron Bolt $Alt: Notus $Alt: Gavel $Alt: Gauntlet $Alt: Chum $Alt: Waypoint #end #Players ;! 1 total $Starting Shipname: Red 1 $Ship Choices: ( "Colonial Viper Mark II" 4 ) +Weaponry Pool: ( "MEC-A6" 4 ) #Objects ;! 20 total $Name: Red 1 ;! Object #0 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 6339.200195, -2000.000000, -20876.599609 $Orientation: 0.999989, 0.000000, 0.004613, 0.000370, 0.996782, -0.080161, -0.004598, 0.080161, 0.996771 $AI Behavior: Still $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Orders Accepted: 241 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Asteroid 1 ;! Object #1 $Class: Scar Asteroid $Team: Unknown $Location: -248.000000, 0.000000, 598.900024 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #2 $Class: Scar Asteroid B $Team: Unknown $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.997959, -0.020295, 0.060559, -0.019663, 0.999746, 0.011020, -0.060768, 0.009807, -0.998104 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #3 $Class: Scar Asteroid C $Team: Unknown $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 2 ;! Object #4 $Class: Colonial Viper Mark VII $Alt: Gavel $Team: Friendly $Location: 6285.874023, -2007.919312, -20932.986328 $Orientation: 0.999997, 0.000000, 0.002463, 0.000198, 0.996771, -0.080296, -0.002455, 0.080296, 0.996768 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( "no-subspace-drive" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 241 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 5 $Name: Blue 1 ;! Object #5 $Class: Colonial Viper Mark VII $Alt: Gauntlet $Team: Friendly $Location: 6346.335449, -2037.070801, -20620.542969 $Orientation: 0.999988, 0.000000, 0.004951, 0.000408, 0.996593, -0.082480, -0.004934, 0.082481, 0.996580 $AI Behavior: Stay Near +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( "no-subspace-drive" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 3 $Name: Blue 2 ;! Object #6 $Class: Colonial Viper Mark VII $Alt: Chum $Team: Friendly $Location: 6284.032715, -2026.439453, -20652.011719 $Orientation: 0.999997, 0.000000, 0.002417, 0.000198, 0.996636, -0.081950, -0.002408, 0.081950, 0.996634 $AI Behavior: Stay Near +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( "no-subspace-drive" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 0 $Name: Fractal 1 ;! Object #7 $Class: Cylon Raider $Team: Hostile $Location: -4316.157227, -3000.000244, 7950.838867 $Orientation: -0.997152, 0.000000, -0.075412, 0.012575, 0.986000, -0.166273, 0.074357, -0.166748, -0.983192 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 2 ;! Object #8 $Class: Cylon Raider $Team: Hostile $Location: -4423.221191, -3000.000244, 7874.144531 $Orientation: -0.997199, 0.000000, -0.074791, 0.012633, 0.985632, -0.168432, 0.073717, -0.168905, -0.982872 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Fractal 3 ;! Object #9 $Class: Cylon Raider $Team: Hostile $Location: -4274.703125, -3000.000244, 7795.145508 $Orientation: -0.997527, 0.000000, -0.070283, 0.012033, 0.985236, -0.170778, 0.069246, -0.171202, -0.982800 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Bravo 1 ;! Object #10 $Class: Cylon Raider $Team: Hostile $Location: -3430.800049, 8200.000000, -6292.200195 $Orientation: -0.439129, 0.393207, -0.807808, 0.188401, 0.919450, 0.345134, 0.878448, -0.000634, -0.477838 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $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 +Score: 20 $Name: Bravo 2 ;! Object #11 $Class: Cylon Raider $Team: Hostile $Location: -3425.651367, 8175.557617, -6115.367676 $Orientation: -0.439129, 0.393207, -0.807808, 0.188401, 0.919450, 0.345134, 0.878448, -0.000634, -0.477837 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $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 +Score: 20 $Name: Bravo 3 ;! Object #12 $Class: Cylon Raider $Team: Hostile $Location: -3587.348145, 8288.408203, -6263.883301 $Orientation: -0.439129, 0.393207, -0.807808, 0.188401, 0.919450, 0.345134, 0.878448, -0.000634, -0.477837 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $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 +Score: 20 $Name: Tango 1 ;! Object #13 $Class: Cylon Raider $Team: Hostile $Location: -1357.956421, 4500.000000, -7530.545898 $Orientation: 0.993143, 0.000000, -0.116903, -0.030655, 0.965006, -0.260428, 0.112813, 0.262226, 0.958390 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Tango 2 ;! Object #14 $Class: Cylon Raider $Team: Hostile $Location: -1314.013062, 4500.000000, -7411.875977 $Orientation: 0.994534, 0.000000, -0.104412, -0.028694, 0.961496, -0.273317, 0.100392, 0.274819, 0.956241 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Tango 3 ;! Object #15 $Class: Cylon Raider $Team: Hostile $Location: -1535.612915, 4500.000000, -7505.529297 $Orientation: 0.982163, 0.000000, -0.188032, -0.049263, 0.965070, -0.257320, 0.181464, 0.261993, 0.947856 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Background Asteroids ;! Object #16 $Class: AstLayer $Team: Unknown $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 Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 $Name: Echo 1 ;! Object #17 $Class: Cylon Raider $Team: Hostile $Location: -3265.745117, 2001.899658, -9776.522461 $Orientation: 0.793675, 0.000000, -0.608343, 0.227401, 0.927507, 0.296679, 0.564242, -0.373805, 0.736139 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Echo 2 ;! Object #18 $Class: Cylon Raider $Team: Hostile $Location: -3167.289063, 2001.899658, -9695.531250 $Orientation: 0.798524, 0.000000, -0.601962, 0.231634, 0.923001, 0.307271, 0.555612, -0.384799, 0.737038 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Echo 3 ;! Object #19 $Class: Cylon Raider $Team: Hostile $Location: -3352.134766, 2001.899658, -9640.076172 $Orientation: 0.767902, 0.000000, -0.640568, 0.242388, 0.925644, 0.290571, 0.592938, -0.378396, 0.710803 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 #Wings ;! 6 total $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Red 1" "Red 2" ) $AI Goals: ( goals ( ai-guard "Red 1" 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Blue $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Blue 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Blue 1" "Blue 2" ) $AI Goals: ( goals ( ai-waypoints-once "Starting Target" 50 ) ) +Hotkey: 1 +Flags:( ) $Name: Fractal $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Fractal 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "Cue Fractal - Obey" 0 ) ( is-event-true-delay "Cue Fractal - Disobey" 0 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Fractal 1" "Fractal 2" "Fractal 3" ) $AI Goals: ( goals ( ai-chase-wing "Red" 50 ) ) +Flags:( "no-arrival-message" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Bravo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Cue Tango - Disobey" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Bravo 1" "Bravo 2" "Bravo 3" ) $AI Goals: ( goals ( ai-chase-any 30 ) ) +Flags:( "no-arrival-music" "no-arrival-message" ) $Name: Tango $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Tango 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "Cue Tango - Obey" 0 ) ( is-event-true-delay "Cue Tango - Disobey" 30 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Tango 1" "Tango 2" "Tango 3" ) $AI Goals: ( goals ( ai-chase "Blue 2" 89 ) ( ai-chase-any 50 ) ) +Flags:( "no-arrival-message" "no-dynamic" ) $Name: Echo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-event-true-delay "Cue Echo - Obey" 0 ) ( < ( num-ships-in-battle "Hostile" ) 4 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Echo 1" "Echo 2" "Echo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-music" ) #Events ;! 71 total $Formula: ( when ( true ) ( modify-variable @RandomIntro[0] ( rand-multiple 1 3 ) ) ( ship-guardian-threshold 80 "Red 2" "Blue 1" "Blue 2" ) ( ship-subsys-guardian-threshold 95 "Red 2" "engines" ) ( ship-subsys-guardian-threshold 95 "Blue 1" "engines" ) ( ship-subsys-guardian-threshold 95 "Blue 2" "engines" ) ( never-warp "Red 1" "Red 2" "Blue 1" "Blue 2" ) ( cap-waypoint-speed "Blue 1" 175 ) ( cap-waypoint-speed "Blue 2" 175 ) ) +Name: ==Initial Events== +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time-argument ( any-of "Blue 1" "Blue 2" "Red 2" "Tango 1" "Tango 2" "Tango 3" "Fractal 1" "Fractal 2" "Fractal 3" "Bravo 1" "Bravo 2" "Bravo 3" "Echo 1" "Echo 2" "Echo 3" ) ( > ( distance "Red 1" "" ) 4500 ) ( ship-invisible "" ) ( disable-builtin-messages "" ) ) +Name: ==Scramble Dradis== +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time-argument ( any-of "Blue 1" "Blue 2" "Red 2" "Tango 1" "Tango 2" "Tango 3" "Fractal 1" "Fractal 2" "Fractal 3" "Bravo 1" "Bravo 2" "Bravo 3" "Echo 1" "Echo 2" "Echo 3" ) ( < ( distance "Red 1" "" ) 4500 ) ( ship-visible "" ) ( enable-builtin-messages "" ) ) +Name: ==Fix Dradis== +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-time-elapsed 1 ) ( = @RandomIntro[0] 1 ) ) ( send-message-list "Blue 2" "High" "Intro1-1" 0 "Blue 1" "High" "Intro1-2" 5677 "Red 2" "High" "Intro1-3" 15750 "Blue 2" "High" "Intro1-4" 5438 "Red 2" "High" "Intro1-5" 3024 "Blue 1" "High" "Intro1-6" 5709 "Blue 2" "High" "Intro1-7" 11064 "Blue 1" "High" "Intro1-8" 6852 "Blue 2" "High" "Intro1-9" 4338 "Blue 2" "High" "Intro1-10" 5297 ) ) +Name: Intro1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-time-elapsed 1 ) ( = @RandomIntro[0] 2 ) ) ( send-message-list "Blue 2" "High" "Intro2-1" 0 "Blue 2" "High" "Intro2-2" 7064 "Blue 1" "High" "Intro2-3" 3701 "Blue 2" "High" "Intro2-4" 3598 "Blue 1" "High" "Intro2-5" 4672 "Blue 2" "High" "Intro2-6" 13805 "Red 2" "High" "Intro2-7" 5984 "Blue 1" "High" "Intro2-8" 8013 "Red 2" "High" "Intro2-9" 4691 "Blue 1" "High" "Intro2-10" 10046 "Blue 2" "High" "Intro2-11" 8406 "Red 2" "High" "Intro2-12" 1834 "Blue 2" "High" "Intro2-13" 6828 ) ) +Name: Intro2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-time-elapsed 1 ) ( = @RandomIntro[0] 3 ) ) ( send-message-list "Blue 1" "High" "Intro3-1" 0 "Red 2" "High" "Intro3-2" 15544 "Blue 2" "High" "Intro3-3" 12249 "Red 2" "High" "Intro3-4" 5770 "Blue 2" "High" "Intro3-5" 5735 "Blue 1" "High" "Intro3-6" 6474 "Blue 2" "High" "Intro3-7" 10698 "Blue 2" "High" "Intro3-8" 6280 "Blue 2" "High" "Intro3-9" 12388 ) ) +Name: Intro3 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Intro1" 92 ) ( is-event-true-delay "Intro2" 92 ) ( is-event-true-delay "Intro3" 92 ) ) ( send-message-list "Blue 1" "High" "Segue1" 0 "Blue 2" "High" "Segue2" 6459 "Blue 1" "High" "Segue3" 3723 "Red 2" "High" "Segue4" 5770 "Blue 2" "High" "Segue5" 4753 "Red 2" "High" "Segue6" 2318 ) ) +Name: Segue +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Segue" 33 ) ( send-message-list "Blue 1" "High" "SplitUp1" 0 "Red 2" "High" "SplitUp2" 4278 "Blue 1" "High" "SplitUp3" 6110 ) ( add-nav-waypoint "Waypoint 1" "Waypoint Path" 1 ) ( clear-goals "Blue" ) ( add-goal "Blue" ( ai-waypoints-once "Blue Path" 70 ) ) ( cap-waypoint-speed "Blue 1" -1 ) ( cap-waypoint-speed "Blue 2" -1 ) ) +Name: Split Up - Set Up Waypoint1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Cue Tango - Obey" 0 ) ( protect-ship "Blue 2" ) ) +Name: OBEY ORDERS +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( and ( is-nav-visited "Waypoint 1" ) ( and ( < @currentWaypoint[1] 6 ) ( not ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ) ( false ) ( string-equals "@currentWPName[Waypoint 1]" "" ) ) ( del-nav "Waypoint 1" ) ( modify-variable @currentWaypoint[1] ( + @currentWaypoint[1] 1 ) ) ( add-nav-waypoint "Waypoint 1" "Waypoint Path" @currentWaypoint[1] ) ) +Name: Progress Through Waypoints +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time-argument ( in-sequence "Waypoint 2" "Waypoint 3" "Waypoint 4" "Waypoint 5" "Waypoint 6" ) ( and ( is-nav-visited "@currentWPName[Waypoint 1]" ) ( and ( < @currentWaypoint[1] 6 ) ( not ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ) ) ( del-nav "@currentWPName[Waypoint 1]" ) ( modify-variable "@currentWPName[Waypoint 1]" ) ( invalidate-argument "" ) ( modify-variable @currentWaypoint[1] ( + @currentWaypoint[1] 1 ) ) ( add-nav-waypoint "@currentWPName[Waypoint 1]" "Waypoint Path" @currentWaypoint[1] ) ) +Name: Progress Through Waypoints 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Split Up - Set Up Waypoint1" 15 ) ( not ( is-event-true-delay "Gavel Warns" 0 ) ) ( > ( distance "Red 1" "Blue" ) 4000 ) ) ( send-message "Red 2" "High" "StartRandom" ) ( modify-variable @randomTime[0] 1 ) ) +Name: Gavel starts to talk +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( random-multiple-of "Random2" "Random3" "Random4" "Random5" "Random6" "Random7" "Random8" "Random9" "Random10" "Random11" "Random12" "Random13" "Random14" "Random15" "Random16" "Random17" "Random18" "Random1" ) ( = @randomTime[0] 1 ) ( send-message-list "Red 2" "High" "" 8000 ) ( invalidate-argument "" ) ) +Name: Random Banter +Repeat Count: 3 +Interval: 20 +Team: 0 $Formula: ( when ( and ( < ( distance "Red 1" "Waypoint Path:5" ) 3600 ) ( not ( is-event-true-delay "Chum Starts Complaining" 0 ) ) ) ( send-message-list "Red 2" "High" "TangoAttacks1" 0 "Blue 1" "High" "TangoAttacks2" 3233 "Red 2" "High" "TangoAttacks3" 7279 "Blue 1" "High" "TangoAttacks4" 5834 "Blue 1" "High" "TangoAttacks5" 16244 "Red 2" "High" "TangoAttacks6" 4084 "Red 2" "High" "TangoAttacks7" 16300 ) ( ship-guardian-threshold 31 "Blue 1" ) ( ship-guardian-threshold 5 "Blue 2" ) ( change-ai-class "Coward" "Blue 2" ) ( modify-variable @randomTime[0] 0 ) ( add-goal "Blue" ( ai-chase "Tango" 89 ) ) ( remove-goal "Blue" ( ai-waypoints-once "Blue Path" 50 ) ) ) +Name: Cue Tango - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-arrived-delay 1 "Tango" ) ( is-event-true-delay "OBEY ORDERS" 0 ) ) ( ship-guardian-threshold 42 "Tango 2" ) ) +Name: Tango 2 Guardian +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( add-goal "Blue 2" ( ai-play-dead 89 ) ) ( set-subsystem-strength "Tango 1" "Hull" 35 ) ( set-subsystem-strength "Tango 3" "Hull" 22 ) ( set-subsystem-strength "Blue 2" "Hull" 5 ) ) +Name: Set up Chum's Death - Obey +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( true ) ( ship-no-guardian "Red 2" ) ) +Name: Cue Fractal - Obey +Repeat Count: 1 +Interval: 1 +Chained: 35 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Destroy Fractal" 5 ) ( is-event-true-delay "OBEY ORDERS" 0 ) ( not ( is-event-true-delay "Cue Echo - Obey" 0 ) ) ) ( send-message-list "Blue 1" "High" "HelpGauntlet1" 0 "Red 2" "Normal" "HelpGauntlet2" 3728 ) ( del-nav "Waypoint 6" ) ( add-nav-waypoint "Blue Team" "Blue Path" 4 ) ( validate-goal "Assist Blue Team" ) ( change-ai-class "Cylon Weak" "Tango 1" ) ( change-ai-class "Cylon Weak" "Tango 2" ) ( change-ai-class "Cylon Weak" "Tango 3" ) ( clear-goals "Tango" ) ( add-goal "Tango 2" ( ai-waypoints "Silly Path" 89 ) ) ( add-goal "Tango 1" ( ai-play-dead 89 ) ) ( add-goal "Tango 3" ( ai-play-dead 89 ) ) ) +Name: Fractal Dead - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "OBEY ORDERS" 0 ) ( < ( distance "Red 1" "Blue 1" ) 5500 ) ) ( ship-no-guardian "Tango 2" ) ( add-goal "Blue" ( ai-chase-any 89 ) ) ( validate-goal "Assist Blue Team" ) ( del-nav "Waypoint 1" ) ) +Name: Cue Echo - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( < ( distance "Red 1" "Blue 1" ) 4000 ) ( < ( distance "Red 1" "Tango 2" ) 4000 ) ) ( is-event-true-delay "OBEY ORDERS" 0 ) ) ( add-goal "Blue 1" ( ai-chase-any 89 ) ) ) +Name: Find Gauntlet +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Red 2" ) ) ( is-event-true-delay "Gauntlet Saved" 3 ) ) ( send-message-list "Blue 1" "High" "MissionEnd1-1" 0 "Blue 1" "Normal" "MissionEndChumDead" 6211 ) ) +Name: Gavel Lives - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 0 "Red 2" ) ( is-event-true-delay "Gauntlet Saved" 3 ) ) ( send-message-list "Blue 1" "High" "MissionEndGavelDeada" 0 ) ) +Name: Gavel Dies - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Tango" "Echo" "Fractal" ) ( is-event-true-delay "OBEY ORDERS" 0 ) ) ( do-nothing ) ) +Name: Gauntlet Saved +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( fade-out 5000 ) ) +Name: Fade out1 +Repeat Count: 1 +Interval: 1 +Chained: 25 +Team: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: MISSION END1 +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( is-event-true-delay "3 Warnings" 0 ) ( do-nothing ) ) +Name: DISOBEY ORDERS +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( in-sequence "DisobeyStart1" "DisobeyStart2" "DisobeyStart3" ) ( and ( is-event-true-delay "Split Up - Set Up Waypoint1" 17 ) ( or ( < ( distance "Red 1" "Blue" ) 1000 ) ( < ( distance "Red 1" "Blue Path:1" ) 1500 ) ) ( not ( is-event-true-delay "OBEY ORDERS" 0 ) ) ) ( send-message "Red 2" "High" "" ) ( invalidate-argument "" ) ( modify-variable @numWarnings[0] ( + @numWarnings[0] 1 ) ) ( modify-variable @randomTime[0] 0 ) ( cap-waypoint-speed "Blue 1" 125 ) ( cap-waypoint-speed "Blue 2" 125 ) ) +Name: Gavel Warns +Repeat Count: 3 +Interval: 20 +Team: 0 $Formula: ( when ( = @numWarnings[0] 3 ) ( do-nothing ) ) +Name: 3 Warnings +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "3 Warnings" 10 ) ( < ( distance "Red 1" "Blue" ) 2000 ) ) ( send-message-list "Blue 2" "High" "ChumComplains1" 0 "Blue 2" "High" "ChumComplains2" 9042 "Blue 2" "High" "ChumComplains3" 12742 "Red 2" "High" "ChumComplains4" 8046 "Blue 2" "High" "ChumComplains5" 4191 ) ) +Name: Chum Starts Complaining +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( distance "Blue Path:4" "Blue 1" ) 5000 ) ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ( send-message-list "Blue 1" "High" "CylonsArrive1" 0 "Blue 1" "High" "CylonsArrive2" 9368 "Blue 1" "High" "CylonsArrive3" 7715 "Blue 1" "High" "CylonsArrive4" 7688 "Blue 2" "High" "CylonsArrive5" 3730 "Blue 1" "High" "CylonsArrive6" 2203 ) ( validate-goal "Survive Challenge" ) ( ship-no-guardian "Red 2" "Blue 2" ) ( ship-guardian-threshold ( rand-multiple 17 31 ) "Blue 1" ) ( del-nav "Waypoint 1" ) ) +Name: Cue Tango - Disobey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( add-goal "Blue 2" ( ai-chase "Tango" 89 ) ) ( add-goal "Tango" ( ai-chase "Blue 2" 89 ) ) ( remove-goal "Blue 2" ( ai-waypoints-once "Blue Path" 89 ) ) ( remove-goal "Blue 2" ( ai-waypoints-once "Blue Wait" 89 ) ) ) +Name: Chum Takes Off +Repeat Count: 1 +Interval: 1 +Chained: 17 +Team: 0 $Formula: ( when ( true ) ( add-goal "Red 2" ( ai-chase-any 89 ) ) ( add-goal "Blue 1" ( ai-chase-any 89 ) ) ) +Name: Everyone else runs after Chum +Repeat Count: 1 +Interval: 1 +Chained: 9 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Tango" "Bravo" ) ( not ( is-event-true-delay "Gavel Dies" 0 ) ) ( not ( is-event-true-delay "Continue on" 0 ) ) ( is-event-true-delay "Chum Dies" 0 ) ) ( send-message-list "Red 2" "High" "DisobeyMissionEnd1-1" 0 "Blue 1" "High" "DisobeyMissionEnd1-2" 4197 "Blue 1" "High" "DisobeyMissionEnd1-3" 3648 "Blue 1" "High" "DisobeyMissionEnd1-4" 10507 ) ) +Name: Tango Dead - Chum Too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Tango" "Red 2" "Bravo" ) ( not ( is-event-true-delay "Chum Dies" 0 ) ) ( not ( is-event-true-delay "Continue on" 0 ) ) ( is-event-true-delay "Gavel Dies" 0 ) ) ( send-message-list "Blue 1" "High" "DisobeyMissionEndGavelDead" 0 ) ) +Name: Tango Dead - Gavel Too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Tango" "Bravo" ) ( not ( is-event-true-delay "Continue on" 0 ) ) ( is-event-true-delay "Gavel Dies" 0 ) ( is-event-true-delay "Chum Dies" 0 ) ) ( send-message-list "Blue 1" "High" "DMEChumAndGavelDeada" 0 ) ) +Name: Tango Dead - Chum and Gavel too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Tango" "Bravo" ) ( not ( is-event-true-delay "Gavel Dies" 0 ) ) ( not ( is-event-true-delay "Chum Dies" 0 ) ) ) ( send-message-list "Red 2" "High" "DisobeyAllAlive1" 0 "Red 2" "High" "DisobeyAllAlive2" 8788 "Blue 1" "High" "DisobeyAllAlive3" 16257 "Blue 2" "High" "DisobeyAllAlive4" 3916 "Blue 1" "High" "DisobeyAllAlive5" 1550 "Blue 1" "High" "DisobeyAllAlive6" 5068 "Blue 1" "High" "DisobeyAllAlive7" 19919 ) ) +Name: Tango Dead - No one Dies +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( add-nav-waypoint "Waypoint 1" "Waypoint Path Fail" 1 ) ( clear-goals "Blue" ) ( clear-goals "Red" ) ( add-goal "Blue" ( ai-waypoints-once "Waypoint Path Fail" 89 ) ) ( add-goal "Red 2" ( ai-guard "Red 1" 89 ) ) ( modify-variable @currentWaypoint[1] 1 ) ( modify-variable "@currentWPName[Waypoint 1]" "Waypoint 1" ) ) +Name: Continue on +Repeat Count: 1 +Interval: 1 +Chained: 50 +Team: 0 $Formula: ( when ( true ) ( send-message-list "Red 2" "High" "GavelLaments1-1" 0 "Red 2" "High" "GavelLaments1-2" 12481 "Red 2" "High" "GavelLaments2" 20206 ) ) +Name: Gavel Pours his heart out +Repeat Count: 1 +Interval: 1 +Chained: 10 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( < ( distance "Blue" "Waypoint Path Fail:3" ) 4000 ) ( is-event-true-delay "Tango Dead - No one Dies" 0 ) ) ( send-message-list "Blue 1" "High" "FractalArrives1" 0 "Blue 2" "High" "FractalArrives2" 6780 "Blue 1" "High" "FractalArrives3" 3628 "Red 2" "High" "FractalArrives4" 13168 ) ( del-nav "Waypoint 1" ) ) +Name: Cue Fractal - Disobey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time-argument ( in-sequence "Waypoint 2" "Waypoint 3" "Waypoint 4" "Waypoint 5" "Waypoint 6" ) ( and ( is-nav-visited "@currentWPName[Waypoint 1]" ) ( and ( < @currentWaypoint[1] 6 ) ( not ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ) ) ( del-nav "@currentWPName[Waypoint 1]" ) ( modify-variable "@currentWPName[Waypoint 1]" ) ( invalidate-argument "" ) ( modify-variable @currentWaypoint[1] ( + @currentWaypoint[1] 1 ) ) ( add-nav-waypoint "@currentWPName[Waypoint 1]" "Waypoint Path Fail" @currentWaypoint[1] ) ) +Name: Progress Through Waypoints BAD +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 0 "Fractal" ) ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ( do-nothing ) ) +Name: Fractal Dead - Disobey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Fractal" ) ( not ( is-event-true-delay "Gavel Dies" 0 ) ) ( not ( is-event-true-delay "Tango Dead - Chum Too" 0 ) ) ( is-event-true-delay "Chum Dies" 0 ) ) ( send-message-list "Blue 1" "High" "DisobeyMissionEndChumDead" 0 ) ) +Name: Fractal Dead - Chum too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Fractal" ) ( not ( is-event-true-delay "Chum Dies" 0 ) ) ( not ( is-event-true-delay "Tango Dead - Gavel Too" 0 ) ) ( is-event-true-delay "Gavel Dies" 0 ) ) ( send-message-list "Blue 1" "High" "DisobeyMissionEndGavelDead" 0 ) ) +Name: Fractal Dead - Gavel too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Fractal" ) ( not ( is-event-true-delay "Tango Dead - Chum and Gavel too" 0 ) ) ( is-event-true-delay "Gavel Dies" 0 ) ( is-event-true-delay "Chum Dies" 0 ) ) ( send-message-list "Blue 1" "High" "MissionEndGavelDeada" 0 ) ) +Name: Fractal Dead - Chum and Gavel 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Fractal" ) ( not ( is-event-true-delay "Gavel Dies" 0 ) ) ( not ( is-event-true-delay "Chum Dies" 0 ) ) ) ( send-message-list "Blue 1" "High" "DisobeyMissionEndAllAlive" 0 ) ) +Name: Fractal Dead - No one dies +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Tango Dead - Chum Too" 35 ) ( is-event-true-delay "Tango Dead - Gavel Too" 20 ) ( is-event-true-delay "Tango Dead - Chum and Gavel too" 20 ) ( is-event-true-delay "Fractal Dead - Chum too" 20 ) ( is-event-true-delay "Fractal Dead - Gavel too" 20 ) ( is-event-true-delay "Fractal Dead - Chum and Gavel 2" 20 ) ( is-event-true-delay "Fractal Dead - No one dies" 20 ) ) ( fade-out 5000 ) ) +Name: Ending time +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: END MISSION 2 +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ==DIRECTIVES== +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Split Up - Set Up Waypoint1" 3 ( true ) ) ( do-nothing ) ) +Name: Follow Blue Team +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Follow Blue Team", 416) +Team: 0 $Formula: ( when ( is-event-true-delay "Split Up - Set Up Waypoint1" 0 ) ( do-nothing ) ) +Name: Dummy1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Cue Fractal - Obey" 5 ( true ) ) ( is-event-true-delay "Destroy Fractal" 0 ( true ) ) ) ( do-nothing ) ) +Name: Follow Waypoint 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Follow Waypoints", 417) +Objective key: XSTR("$ALT-N$", 418) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fractal" ) ( do-nothing ) ) +Name: Destroy Fractal +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", 419) +Team: 0 $Formula: ( when ( is-event-true-delay "Fractal Dead - Obey" 0 ) ( do-nothing ) ) +Name: Dummy2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( < ( distance "Red 1" "Blue 1" ) 4000 ) ( < ( distance "Red 1" "Tango 2" ) 4000 ) ) ( del-nav "Blue Team" ) ) +Name: Find Blue Team +Repeat Count: 1 +Interval: 1 +Chained: 3 +Objective: XSTR("Find Blue Team", 420) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo" ) ( do-nothing ) ) +Name: Destroy Echo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Echo", 421) +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Find Gauntlet" 0 ) ( is-event-true-delay "Everyone else runs after Chum" 0 ) ) ( do-nothing ) ) +Name: Dummy3 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Tango" ) ( do-nothing ) ) +Name: Destroy Tango +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Tango", 422) +Team: 0 $Formula: ( when ( is-event-true-delay "Everyone else runs after Chum" 0 ) ( do-nothing ) ) +Name: Dummy4 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Destroy Bravo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Bravo", 423) +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ==PILOT DEATHS== +Repeat Count: 1 +Interval: 1 +Team: 4361 $Formula: ( when ( is-destroyed-delay 0 "Red 2" ) ( do-nothing ) ) +Name: Gavel Dies +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Blue 2" ) ( do-nothing ) ) +Name: Chum Dies +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-iff "Traitor" "Red 1" ) ( ship-no-guardian "Red 2" "Blue 1" "Blue 2" ) ( ship-vulnerable "Red 1" ) ) +Name: Traitor Check +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Fractal Dead - Gavel too" 0 ) ( is-event-true-delay "Fractal Dead - No one dies" 0 ) ) ( do-nothing ) ) +Name: Chum LIVES +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( is-event-true-delay "Ending time" 0 ) ( is-event-true-delay "Fade out1" 0 ) ) ( is-goal-false-delay "Survive Challenge" 0 ) ) ( do-nothing ) ) +Name: No Ambush +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Tango 1" "Tango 3" ) ( unprotect-ship "Tango 2" ) ) +Name: Release tango 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Cue Tango - Obey" 27 ) ( ship-no-guardian "Blue 2" ) ) +Name: Kill CHUM - Disobey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 1" "Waypoint Path:5" ) 5500 ) ( modify-variable @randomTime[0] 0 ) ) +Name: Kill Random Banter +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 1" "Blue" ) 4500 ) ( ship-stealthy "Blue 1" "Blue 2" ) ( friendly-stealth-invisible "Blue 1" "Blue 2" ) ) +Name: Break Targetting - HACK +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( ship-unstealthy "Blue 1" "Blue 2" ) ( friendly-stealth-visible "Blue 1" "Blue 2" ) ) +Name: BreakTargettingElectricBoogaloo +Repeat Count: 1 +Interval: 1 +Chained: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Set up Chum's Death - Obey" 30 ) ( self-destruct "Blue 2" ) ) +Name: Kill Chum I Guarantee! +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 3 total $Type: Primary +Name: Patrol Area $MessageNew: XSTR("Patrol Area", 424) $end_multi_text $Formula: ( or ( and ( is-destroyed-delay 0 "Fractal" ) ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ( is-event-true-delay "Fade out1" 0 ) ) $Type: Primary +Name: Assist Blue Team $MessageNew: XSTR("Assist Blue Team", 425) $end_multi_text $Formula: ( is-event-true-delay "Gauntlet Saved" 0 ) +Invalid +No music $Type: Bonus +Name: Survive Challenge $MessageNew: XSTR("Defeat Cylon Ambush", 426) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Tango" "Bravo" ) ) +Invalid #Waypoints ;! 7 lists total $Name: Blue Path $List: ( ;! 4 points in list ( 4710.963867, -499.998871, -1856.884277 ) ( 1454.599976, -2500.000000, -5777.500000 ) ( -1990.300049, -4000.000000, -7244.700195 ) ( -1651.699951, 1500.000000, -7105.399902 ) ) $Name: Blue Wait $List: ( ;! 1 points in list ( -1069.547241, 499.999756, -6863.288086 ) ) $Name: Waypoint Path $List: ( ;! 6 points in list ( 4034.567871, -499.999390, 3342.924316 ) ( 2618.848389, 2999.997070, 3531.290771 ) ( -1778.000000, 3500.000000, 5098.100098 ) ( -4453.728027, 0.000084, 5316.896973 ) ( -7571.365723, -1499.999634, 4506.113281 ) ( -3873.800049, -3000.000244, 6083.100098 ) ) $Name: Starting Target $List: ( ;! 1 points in list ( 6224.479004, 0.001179, 3992.523193 ) ) $Name: Silly Path $List: ( ;! 2 points in list ( -1619.757935, 0.001624, -7798.363770 ) ( -1788.521240, 0.001692, -7022.838867 ) ) $Name: Waypoint Path Fail $List: ( ;! 3 points in list ( -4878.000000, -3000.000000, 485.500000 ) ( -7625.068359, -1499.999878, 4560.444336 ) ( -4451.020996, 0.000643, 5297.242188 ) ) $Name: Fractal Run Point $List: ( ;! 1 points in list ( -4845.034180, 0.000199, 6941.208984 ) ) #Messages ;! 111 total $Name: Intro1-1 $Team: -1 $MessageNew: XSTR("What's this...? Whaaaa... no. Red 1, hey, are you who I think you are?!", 427) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-001.ogg $Name: Intro1-2 $Team: -1 $MessageNew: XSTR("Red 1! Lords, it's been a while! What is it--two, near three months? And team leader, now. I see Gavel's around... Are the pair of you still fused at the hip? Anyway, it's good having both you at my back.", 428) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-002.ogg $Name: Intro1-3 $Team: -1 $MessageNew: XSTR("The pleasure's all mine, Captain. If you don't mind me asking, why's the ALF along for this patrol?", 429) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-003.ogg $Name: Intro1-4 $Team: -1 $MessageNew: XSTR("Who's... What's ...that? Um, me?", 430) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-004.ogg $Name: Intro1-5 $Team: -1 $MessageNew: XSTR("Yes, Chum, annoying little frak... you alone deserve that special title.", 431) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-005.ogg $Name: Intro1-6 $Team: -1 $MessageNew: XSTR("HEY--settle down, now. Uh, Gavel, it was CAG's idea, this little nugget needs frakking experience ...choice timing.", 432) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-006.ogg $Name: Intro1-7 $Team: -1 $MessageNew: XSTR("Gauntlet, sir! Have you seen the scores for that asteroid sim--the one named after you? You know, the one with all the frakking Cylons?", 433) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-007.ogg $Name: Intro1-8 $Team: -1 $MessageNew: XSTR("Eh... what about it?", 434) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-008.ogg $Name: Intro1-9 $Team: -1 $MessageNew: XSTR("I have the HIGHEST kill on that one! So...", 435) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-009.ogg $Name: Intro1-10 $Team: -1 $MessageNew: XSTR("So--so, that means I don't... really hav--DON'T need this boringass mission to prove myself! Especially not to you people!", 436) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-010.ogg $Name: Intro2-1 $Team: -1 $MessageNew: XSTR("WHOO! Finally, an honest to frak mission! I'm gonna show you all some REAL flying. I'm gonna put the smackdown on--", 437) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-011.ogg $Name: Intro2-2 $Team: -1 $MessageNew: XSTR("LIKE. I. SAID--", 438) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-012.ogg $Name: Intro2-3 $Team: -1 $MessageNew: XSTR("This isn't a frakking luxury cruise, so settle your ass down!", 439) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-013.ogg $Name: Intro2-4 $Team: -1 $MessageNew: XSTR("Well ...I'm still gonna put the smackdown on those frakhead toasters, heh.", 440) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-014.ogg $Name: Intro2-5 $Team: -1 $MessageNew: XSTR("Red 1! Good to see you're still alive and kicking. How long has it been--two, three months? Damn. A team leader, too... Hmm, not much of you on the scuttlebutt since... eh, well, it's easier not to stir crap up--", 441) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-015.ogg $Name: Intro2-6 $Team: -1 $MessageNew: XSTR("PSH, someone fled the party after dropping a gods damned STINK BOMB--talk about stirring crap up!", 442) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-016.ogg $Name: Intro2-7 $Team: -1 $MessageNew: XSTR("Uh, Chum, what are you going on about? For frak sake, curb the enthusiasm, you weren't even involved!", 443) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-017.ogg $Name: Intro2-8 $Team: -1 $MessageNew: XSTR("Alright, enough! Don't need anymore bad vibes and pointless distractions.", 444) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-018.ogg $Name: Intro2-9 $Team: -1 $MessageNew: XSTR("True, we've got to keep our eyes peeled. The survey team was too preoccupied in their scans to pick up on subtle Cylon movements. We've trained for this, and can't have the same crap happening to us.", 445) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-019.ogg $Name: Intro2-10 $Team: -1 $MessageNew: XSTR("Well, most of us are trained. I swear, if a frakking preventable accident happens because of this tagalong ALF...", 446) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-020.ogg $Name: Intro2-11 $Team: -1 $MessageNew: XSTR("Um... what's that? What are you talking about?", 447) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-021.ogg $Name: Intro2-12 $Team: -1 $MessageNew: XSTR("You, the annoying little frak! Because your very presence makes people anxious when there's an actual job to do!", 448) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-022.ogg $Name: Intro2-13 $Team: -1 $MessageNew: XSTR("Yeah, that's frakking right! Have you seen my kill count?! I can--I can hold my own, and school any of you, and any Cylon, ANY frakking DAY...--in a sim.", 449) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-023.ogg $Name: Intro3-1 $Team: -1 $MessageNew: XSTR("Red 1! What do you know... a team leader. I'll be damned. It's been, what, two, almost three months since basic flight? I see Gavel's around, as well. Excellent. It's good to know you two have my back.", 450) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-024.ogg $Name: Intro3-2 $Team: -1 $MessageNew: XSTR("Captain, sir. Why's the nugget here? I thought this patrol was crucial to us finding the right chunk of rock. I mean, if we need ore to make more Vipers, and we lose Vipers while looking for ore, isn't that sort of... pointless?", 451) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-025.ogg $Name: Intro3-3 $Team: -1 $MessageNew: XSTR("I can hold my own! I frakking rule--just check the records!", 452) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-026.ogg $Name: Intro3-4 $Team: -1 $MessageNew: XSTR("What records would those be? Medical? Oh wait, let me guess, it was... for post-sim head trauma, right?", 453) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-027.ogg $Name: Intro3-5 $Team: -1 $MessageNew: XSTR("No, frakhead! It's the high scores for the sims. They prove that I can school you in combat ANY frakking DAY.", 454) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-028.ogg $Name: Intro3-6 $Team: -1 $MessageNew: XSTR("HEY--enough of this crap. Calm yourselves. The nugget's here because the CAG thinks he needs first hand experience... maybe it'll shut him up for once.", 455) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-029.ogg $Name: Intro3-7 $Team: -1 $MessageNew: XSTR("Hah! Oh, you wish!", 456) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-030.ogg $Name: Intro3-8 $Team: -1 $MessageNew: XSTR("I'll just show you how much better I am in a tight spot... I'll impress the PANTS off you... and... --you... you'll want me as your wingmate ALL the time after this!", 457) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-031.ogg $Name: Intro3-9 $Team: -1 $MessageNew: XSTR("Yeah, yeah, this is what I'm talkin' about... you give me Cylons, I'll blow them away. Give me a hostile of any shape--any size, and I'll shoot it to hell! Numbers don't lie, sir, the numbers don't frakking lie!", 458) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-032.ogg $Name: Segue1 $Team: -1 $MessageNew: XSTR("...Hello? What the hell--hello?!", 459) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-033.ogg $Name: Segue2 $Team: -1 $MessageNew: XSTR("Nothing on DRADIS. Gods, they're here! T-they're jamming everything!", 460) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-034.ogg $Name: Segue3 $Team: -1 $MessageNew: XSTR("...Whew, okay... just a flood of white noise. For a minute, there I thought I was a goner!", 461) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-035.ogg $Name: Segue4 $Team: -1 $MessageNew: XSTR("Oh I see, a special kind of hell, eh?", 462) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-036.ogg $Name: Segue5 $Team: -1 $MessageNew: XSTR("Not funny... you all suck sh--!", 463) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-037.ogg $Name: Segue6 $Team: -1 $MessageNew: XSTR("Oh, don't be that way! You're always good for something, Chum.", 464) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-038.ogg $Name: SplitUp1 $Team: -1 $MessageNew: XSTR("...Okay, we're here. Time to split up and patrol the waypoints.", 465) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-039.ogg $Name: SplitUp2 $Team: -1 $MessageNew: XSTR("Affirmative, Captain. Will do it by the book.", 466) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-040.ogg $Name: SplitUp3 $Team: -1 $MessageNew: XSTR("Be on the lookout, people. Let's go.", 467) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-041.ogg $Name: TangoAttacks1 $Team: -1 $MessageNew: XSTR("...Did you hear that?", 468) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-042.ogg $Name: TangoAttacks2 $Team: -1 $MessageNew: XSTR("Come in, Red team, come in! This is Gauntlet, got a Sierra Alpha here.", 469) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-043.ogg $Name: TangoAttacks3 $Team: -1 $MessageNew: XSTR("Uh, Blue team, Gavel, need a sitrep. What's going on? I don't see a thing!", 470) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-044.ogg $Name: TangoAttacks4 $Team: -1 $MessageNew: XSTR("DRADIS contact... damn! Cylons bearing 176, carom 233. Chum's already--frak! Chum's engaging them--no, NO. You can't--no, stop, you frakkin' SONUVABITCH!", 471) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-045.ogg $Name: TangoAttacks5 $Team: -1 $MessageNew: XSTR("Gods frakking damn! He just--bought it!", 472) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-046.ogg $Name: TangoAttacks6 $Team: -1 $MessageNew: XSTR("Damnit, Chum... poor bastard. Hell... you know, he's gonna go ballistic, right? When he finds out--oh, gods... you KNOW who I'm talking about! FRAK.", 473) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-047.ogg $Name: TangoAttacks7 $Team: -1 $MessageNew: XSTR("Oh HELL, can't help you out, Captain! We've got company!", 474) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-048.ogg $Name: HelpGauntlet1 $Team: -1 $MessageNew: XSTR("Crypter, Crypter, I need backup... I'm neck-deep in Cylon sh--!", 475) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-049.ogg $Name: HelpGauntlet2 $Team: -1 $MessageNew: XSTR("If you're heading there now, I'm with you. Gauntlet's good, but not that good.", 476) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-050.ogg $Name: MissionEnd1-1 $Team: -1 $MessageNew: XSTR("Thanks for... the assist.", 477) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-051.ogg $Name: MissionEndGavelDeada $Team: -1 $MessageNew: XSTR("Frakking CAG, gods damned Beast brass! We should never have been saddled with such an unstable, frakking rook. Now Gavel is... oh, frakking GODS! Two deaths! This is--if I had... We're going back to HQ.", 478) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-052.ogg $Name: DisobeyStart1 $Team: -1 $MessageNew: XSTR("Hey, hey, HEY! What the hell are you doing? You can't just dismiss orders. Wha--no, NO--you will NOT drag me into this!", 479) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-053.ogg $Name: DisobeyStart2 $Team: -1 $MessageNew: XSTR("Stop! Gauntlet can... Chum... --can take care of themselves. FRAKKING STOP. What are you doing?! Have you forgotten? We're a team! Stop this, now... come on... please! I can't believe it! Y-you gods damn--argh, FRAKKER.", 480) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-054.ogg $Name: DisobeyStart3 $Team: -1 $MessageNew: XSTR("Okay, I'm sorry about that... but look, stop! Why are you--fine! It's on your head.", 481) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-055.ogg ;$Name: **GauntletMonologue** <-- This doesn't need to exist. ; ;$Team: -1 ;$MessageNew: XSTR("This isn't right.. something isn't right... Frakking gut feeling... damn, and what a time for it to kick in... Hell... Okay, calm... Shhh... shut up! That's what would Slingshot say, right? Frak, this is just wrong... something is wrong.", 482) ;$end_multi_text ;+Persona: Gauntlet ;+Wave Name: SP-01-M-057.ogg $Name: ChumComplains1 $Team: -1 $MessageNew: XSTR("What the frak are you doing here? Sir, check this! Fraktard Red team is here to steal my kills!", 483) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-056.ogg $Name: ChumComplains2 $Team: -1 $MessageNew: XSTR("Glory hogs... frak both of you. ...Make me sick. I swear to the gods, you won't get any of my kills... you'll never touch them before they're dead!", 484) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-057.ogg $Name: ChumComplains3 $Team: -1 $MessageNew: XSTR("You people are UN-believable! Why aren't you checking your frakking waypoints, huh? What the frak are you doing on our six?!", 485) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-058.ogg $Name: ChumComplains4 $Team: -1 $MessageNew: XSTR("You know, it'd be nice to hear something other than 'frak' come out of your mouth.", 486) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-059.ogg $Name: ChumComplains5 $Team: -1 $MessageNew: XSTR("I HATE YOU.", 487) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-060.ogg $Name: CylonsArrive1 $Team: -1 $MessageNew: XSTR("Hold--shut the frak up, people! Focus on the gods damned mission--ohh, I knew it! Frak, I had a feeling this would happen!", 488) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-061.ogg $Name: CylonsArrive2 $Team: -1 $MessageNew: XSTR("I'm getting... multiple contacts... --back again! Check DRADIS!", 489) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-062.ogg $Name: CylonsArrive3 $Team: -1 $MessageNew: XSTR("CHECK for frak sake! --Inbound Cylons! DRADIS is showing a--a frakking SWARM. The survey team wasn't kidding!", 490) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-063.ogg $Name: CylonsArrive4 $Team: -1 $MessageNew: XSTR("Okay... we'll split, and attack from--", 491) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-064.ogg $Name: CylonsArrive5 $Team: -1 $MessageNew: XSTR("They're mine! DIE muthafrakkers! ", 492) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-065.ogg $Name: CylonsArrive6 $Team: -1 $MessageNew: XSTR("...Holy hell... You see? This is what happens when you don't follow orders!", 493) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-066.ogg $Name: FractalArrives1 $Team: -1 $MessageNew: XSTR("Mark one eyeball... full house, people! Stay sharp, and maybe we can all get home in one piece.", 494) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-067.ogg $Name: FractalArrives2 $Team: -1 $MessageNew: XSTR("Oh yeah! I claim this bigass batch for me!", 495) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-068.ogg $Name: FractalArrives3 $Team: -1 $MessageNew: XSTR("Uh, no. You'll claim only what flies into your fire, Chum. Sit your ass here, and pick them off from a distance! If I find you in the thick of the furball, you'll be making yourself at home in the frakking brig.", 496) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-069.ogg $Name: FractalArrives4 $Team: -1 $MessageNew: XSTR("Heh... structure works most of the time.", 497) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-070.ogg $Name: ChumDies $Team: -1 $MessageNew: XSTR("Oh gods no, Over-Man you never SAID--", 498) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-071.ogg $Name: GavelDies $Team: -1 $MessageNew: XSTR("There're too many--LORDS, this is too--", 499) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-072.ogg $Name: Random1 $Team: -1 $MessageNew: XSTR("You missed out on some unbelievable crap... only on the Beast, you know? None of it would have happened on Galactica. No one is that insane--okay, except maybe Starbuck.", 500) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-074.ogg $Name: Random2 $Team: -1 $MessageNew: XSTR("I saved you a spot for a round of Triad later today. And just so you know--after this mission, your lost cubits will find their way into the pocket of Mr. Full frakking Colors!", 501) $end_multi_text +Wave Name: SP-01-M-075.ogg $Name: Random3 $Team: -1 $MessageNew: XSTR("Hmm, so this isn't so much patrolling as it is toaster shopping. Haven't seen action in forever--and can you believe it, they sidelined me last time!", 502) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-076.ogg $Name: Random4 $Team: -1 $MessageNew: XSTR("Did you ever catch that last Pyramid game between the C-Bucs and the Aerelon fraks? Lords, if it wasn't for that damned instant replay, I would have scored a thousand cubits!", 503) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-077.ogg $Name: Random5 $Team: -1 $MessageNew: XSTR("Oh, I forgot! You should have been there when Stinger told Garner--to his face--that he was nothing more than a 'bolt tightener with delusions of grandeur', haha. He's stuck in the brig now, but I thought the snipe was gonna pump him out the airlock or beat him with a wrench.", 504) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-078.ogg $Name: Random6 $Team: -1 $MessageNew: XSTR("I know you agree with me when I say I would have loved to have flown the Blackbird. Damn Starbuck... I'd have given an arm and a leg to be near invisible, and that close to a Resurrection Ship!", 505) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-079.ogg $Name: Random7 $Team: -1 $MessageNew: XSTR("Have you been noticing the inbound swarm of nuggets lately? We haven't been losing many people, but they just keep recruiting them like there's no tomorrow!", 506) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-080.ogg $Name: Random8 $Team: -1 $MessageNew: XSTR("Hey, you know that Cylon prisoner they had locked away in the belly of the Beast? I wonder what the hell happened to her... maybe she's off the radar.", 507) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-081.ogg $Name: Random9 $Team: -1 $MessageNew: XSTR("This is morbid, but you do ever wonder what Cain's last words were? Or if she had any?! Haha, everyone says she had a tylinium pair... I bet she just stared down the barrel and told the skinjob to frak off!", 508) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-082.ogg $Name: Random10 $Team: -1 $MessageNew: XSTR("'Six Cylon skin jobs soaked in saunas to see stars, but stray, spitfire shots splattered several and stained the sweltering slosh.' How's that for bored imagery?!", 509) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-083.ogg $Name: Random11 $Team: -1 $MessageNew: XSTR("I don't know why Chum goes on and on about his simulated kills! I bet you someone hacked one and let him rack up the kills without trying... the little pisser hasn't even touched the Vipers and rocks gauntlet yet!", 510) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-084.ogg $Name: Random12 $Team: -1 $MessageNew: XSTR("I hear that rival-of-yours-that-shall-remain-nameless has been to all of the Dead Man's Chest games this month--and losing! Good thing he's not interested in Triad... Otherwise I'd clean him out and spend my time--like you!--waiting for a fateful day that'll get us tossed in the brig.", 511) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-085.ogg $Name: Random13 $Team: -1 $MessageNew: XSTR("Gossip... you want gossip? Hmm, I heard Racetrack slobbers all over Helo every time he comes within a klick of her. They say the lust is so thick, you'd need a team of Vipers to shoot through it!", 512) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-086.ogg $Name: Random14 $Team: -1 $MessageNew: XSTR("Eh, you know... I was thinking about getting into law after the war. You think it's possible to start now? With the influx of nuggets on both birdfarms, there'll be plenty of people in the air. Hmm, some law books would be nice if nothing else.", 513) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-087.ogg $Name: Random15 $Team: -1 $MessageNew: XSTR("Is it just me or is that knuckle dragger, Jammer, getting excessively paranoid? The Beast's hangar crew must be getting to him because he's more of a pain in the ass now than ever before.", 514) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-088.ogg $Name: Random16 $Team: -1 $MessageNew: XSTR("Hmm, I'm not one for political clashes, but Sagittarons like Tom Zarek piss me off! How anyone can bend the rules to suit them like he does is beyond me--especially when he murders countless innocents. Reminds me of Cain's people, it's a disgusting loss of perspective.", 515) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-089.ogg $Name: Random17 $Team: -1 $MessageNew: XSTR("You know who's a nutter? I hear our vice president talks to invisible people! Haha, I still don't get how he got elected in the first place.", 516) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-090.ogg $Name: Random18 $Team: -1 $MessageNew: XSTR("I don't know if it's just me, but the Prometheus incident has left me high and dry when it comes to--oh, uh... I shouldn't be bringing this up over comms.", 517) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-091.ogg $Name: MissionEndChumDead $Team: -1 $MessageNew: XSTR("Frakking CAG, gods damned Beast brass! We should never have been saddled with such an unstable, frakking rook. He shouldn't have been out here, not on this patrol! If I had... hell, nevermind. Let's head back home.", 518) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-092.ogg $Name: DisobeyMissionEnd1-1 $Team: -1 $MessageNew: XSTR("You see--gods damnit, you SEE what sort of sh--", 519) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-093.ogg $Name: DisobeyMissionEnd1-2 $Team: -1 $MessageNew: XSTR("Red Team! WHAT. THE FRAK. WERE YOU DOING?", 520) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-094.ogg $Name: DisobeyMissionEnd1-3 $Team: -1 $MessageNew: XSTR("You had frakking waypoints to attend to, and you followed me here--for what?! Chum is frakking dead because of you!", 521) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-095.ogg $Name: DisobeyMissionEnd1-4 $Team: -1 $MessageNew: XSTR("We're not frakking done with this mission, all right? Gavel, we'll form a new team and secure the remaining points. Red 1, get the frak back to HQ--NOW. We'll have words when I return.", 522) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-096.ogg $Name: DMEChumAndGavelDeada $Team: -1 $MessageNew: XSTR("Red Team! WHAT. THE FRAK. WERE YOU DOING? You had frakking waypoints to attend to, and you followed me here--for what?! Gavel wouldn't be dead, too, if--oh, frakking GODS! Two deaths! We're going back to HQ--NOW!", 523) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-097.ogg $Name: DisobeyAllAlive1 $Team: -1 $MessageNew: XSTR("We're all alive... I can't fathom... t-the odds of this happening, incredible!", 524) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-098.ogg $Name: DisobeyAllAlive2 $Team: -1 $MessageNew: XSTR("D-did you know...? I mean, what the hell possessed you to disobey orders? You have to tell me. I just can't believe it--no, y-you were lucky. That's all this... is... you were just so damned lucky! That's--", 525) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-099.ogg $Name: DisobeyAllAlive3 $Team: -1 $MessageNew: XSTR("Red Team! WHAT. THE FRAK. WERE YOU DOING?", 526) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-100.ogg $Name: DisobeyAllAlive4 $Team: -1 $MessageNew: XSTR("Hah! Someone's in deep sh--", 527) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-101.ogg $Name: DisobeyAllAlive5 $Team: -1 $MessageNew: XSTR("Shut the frak up, Chum! Your ass is mine when we get back to HQ.", 528) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-102.ogg $Name: DisobeyAllAlive6 $Team: -1 $MessageNew: XSTR("You had frakking waypoints to attend to, and you followed me here--for what?! Okay, forget it--you'll give me explanations once this is over. I appreciate the help. I'm grateful you assisted, but gods damnit follow orders next time!", 529) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-103.ogg $Name: DisobeyAllAlive7 $Team: -1 $MessageNew: XSTR("We're not frakking done with this mission. Alright? We all stay in formation and secure the remaining points. Let's go.", 530) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-104.ogg $Name: GavelLaments1-1 $Team: -1 $MessageNew: XSTR("Hmm, you've got to understand, I don't often veer from the rules. You compromise yourself and others when you... you blatantly dismiss structure. It can be so deadly.", 531) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-105.ogg $Name: GavelLaments1-2 $Team: -1 $MessageNew: XSTR("I've... uh, lost people in the past... Frak you, Chum! Anyway, needless death makes you realize how, insignificant... and significant we all are.", 532) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-106.ogg $Name: GavelLaments2 $Team: -1 $MessageNew: XSTR("I just--oh, you know, I'll tell you when we get back. I'm... sorry about freaking out earlier. I know you don't do things on a whim... I should have trusted you, but didn't. But, it was such a risk...", 533) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-107.ogg $Name: DisobeyMissionEndAllAlive $Team: -1 $MessageNew: XSTR("And now we head home...", 534) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-108.ogg $Name: DisobeyMissionEndGavelDead $Team: -1 $MessageNew: XSTR("Red 2, are you there? Gavel? Oh... lords no, this is--if I had... FRAK! We're going back to HQ, now!", 535) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-109.ogg $Name: DisobeyMissionEndChumGavelDead $Team: -1 $MessageNew: XSTR("Frakking CAG, gods damned Beast brass! We should never have been saddled with such an unstable, frakking rook--no, wait, this is YOUR fault! Gavel wouldn't be dead, too, if--oh, frakking GODS! Two deaths! We're going back to HQ--NOW!", 536) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-110.ogg $Name: DisobeyMissionEndChumDead $Team: -1 $MessageNew: XSTR("Frakking CAG, gods damned Beast brass! We should never have been saddled with such an unstable, frakking rook. And you--YOU, Red lead my ass... what the frak?! If I knew all of this would happen, I'd never let you get past basic frakking flight. We go home--NOW!", 537) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-111.ogg $Name: StartRandom $Team: -1 $MessageNew: XSTR("Gods, finally. Clear comm channels, right? Good to be out on a mission with you, friend.", 538) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-073.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 11 total $Num stars: 100 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: ScarSunWhitewhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.500000 $Starbitmap: red02 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red01 +Angles: 0.349066 0.000000 0.000000 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: red04 +Angles: 0.349066 0.000000 4.712385 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red05 +Angles: 5.934115 0.000000 5.061451 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: red03 +Angles: 1.047197 0.000000 4.712385 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red02 +Angles: 0.506145 0.000000 4.014254 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red04 +Angles: 0.506145 0.000000 4.188787 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: red03 +Angles: 0.174533 0.000000 3.141590 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: red01 +Angles: 0.000000 0.000000 3.490656 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red02 +Angles: 0.349066 0.000000 3.839721 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: red04 +Angles: 5.759582 0.000000 4.363320 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 200 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 +Field Debris Type: 1 +Field Debris Type: 2 $Average Speed: 10.000001 $Minimum: -6000.000000, -3500.000000, -7000.000000 $Maximum: 7000.000000, 5000.000000, 5500.000000 +Inner Bound: $Minimum: -5000.000000, -3000.000000, -4000.000000 $Maximum: 2000.000000, 4000.000000, 5000.000000 #Music $Event Music: BTRL - Asteroids $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Birth of a Legend", 539) $Author: Hassan 'Karajorma' Kazmi $Created: 02/09/07 at 15:15:57 $Modified: 06/29/07 at 20:17:28 $Notes: We were going to call this Kara's Nightmare but it was too obvious $End Notes: $Mission Desc: XSTR("Defend the Monarch (A mining ship) against Raiders and asteroids", 540) $end_multi_text +Game Type Flags: 1 +Flags: 262178 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: -534.709839, 7054.465332, -23944.072266 +Viewer orient: 0.999932, 0.000000, -0.011661, 0.003221, 0.961091, 0.276212, 0.011207, -0.276231, 0.961026 $Starting wing names: ( "Blue" "Green" "Yellow" ) $Squadron wing names: ( "Blue" "Green" "Yellow" "Red" "Black" ) $Team-versus-team wing names: ( "Blue" "Green" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: BOAL #Sexp_variables $Variables: ( 0 "BlueCowardCount" "0" "number" 1 "ChooseBanter" "YES" "string" 2 "CONST-DRADISMaxRange" "4000" "number" 3 "MessagesLeft" "510510" "number" "player-persistent" 4 "PersonaActivation" "10000" "number" 5 "SelectedBanter" "0" "number" 6 "X" "0" "number" 7 "Y" "0" "number" 8 "Z" "0" "number" 96 "Fractal 4" "0" "block" 97 "Fractal 4" "520" "block" 98 "Fractal4" "0" "block" 99 "Fractal4" "520" "block" ) #Command Briefing $Stage Text: XSTR("Okay guys, listen up. Five hours ago, our patrols in the asteroid field reported it would be possible to mine several of the larger rocks. So, several Raptors were sent out to investigate possible candidates. And the good news is that the Raptors managed to detect traces of ore and minerals that could be used to create additional ships! This info was relayed to the higher ups, and now, we have the President's approval to make the most of this find.", 541) $end_multi_text $Ani Filename: pegasus_cb.ani +Wave Filename: SP-02-CB-01.ogg #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Now it's a dense frakking field of rocks out there, so mission profile calls for two teams of Viper pilots, Green and Blue. The former will scout ahead if necessary and engage any hostiles that pop up, and the latter will protect the Monarch at all costs. Both teams will also escort the miners en route to the rock.", 542) $end_multi_text $voice: SP-02-B-01.ogg $camera_pos: -536.284180, 6566.630371, -24079.076172 $camera_orient: 0.999932, 0.000000, -0.011661, 0.002998, 0.966377, 0.257110, 0.011269, -0.257128, 0.966312 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 8 $team: Unknown $class: Scar Asteroid $pos: -10620.986328, -0.000977, 1090.206055 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Mining Vessel Variant $pos: 4034.745117, 3400.000488, -12051.687500 $label: Monarch +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 918.494324, 3500.000732, -11942.560547 $label: Green Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 1488.017700, 3899.999756, -16493.644531 $label: Blue Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Slingshot, my lucky charm. Youve got the experience and most reliable senses, so I want you--as my wingman on Green Team. We'll fly in front, and make sure everything is safe for the Monarch. For Blue, hmmmm... you--yes you, I want you to lead Blue team with Nova and... Overload. HEY. The three of you will work together, and shield the miners from a barrage of rocks. Each of you will put the gods damned mission in front of any personal issues. So frak that up, and your asses will be parked in the brig, I guarantee it. Remember, people, we have to get a functioning ship on that asteroid, so make sure it reaches the surface in one piece. Dismissed. ", 543) $end_multi_text $voice: SP-02-B-02.ogg $camera_pos: -536.284180, 6566.630371, -24079.076172 $camera_orient: 0.999932, 0.000000, -0.011661, 0.002998, 0.966377, 0.257110, 0.011269, -0.257128, 0.966312 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( is-previous-goal-false "SP-01" "Survive Challenge" ( true ) ) $start_icon $type: 8 $team: Unknown $class: Scar Asteroid $pos: -10620.986328, -0.000977, 1090.206055 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Mining Vessel Variant $pos: 4034.745117, 3400.000488, -12051.687500 $label: Monarch +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 918.494324, 3500.000732, -11942.560547 $label: Green Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 1488.017700, 3899.999756, -16493.644531 $label: Blue Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Slingshot, my lucky charm. Youve got the experience and most reliable senses, so I want you--as my wingman on Green Team. We'll fly in front, and make sure everything is safe for the Monarch. For Blue, hmmmm... you, I-like-to-frakking-dismiss-orders--I'm talking to YOU, yes! Lead Blue team. Your wingmates will be Nova and... Overload. HEY. The three of you will work together, and shield the miners from a barrage of rocks. Each of you will put the gods damned mission in front of any personal issues. So frak that up, and your asses will be parked in the brig, I guarantee it. Remember, people, we have to get a functioning ship on that asteroid, so make sure it reaches the surface in one piece. Dismissed. ", 544) $end_multi_text $voice: SP-02-B-03.ogg $camera_pos: -536.284180, 6566.630371, -24079.076172 $camera_orient: 0.999932, 0.000000, -0.011661, 0.002998, 0.966377, 0.257110, 0.011269, -0.257128, 0.966312 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( is-previous-goal-true "SP-01" "Survive Challenge" ( false ) ) $start_icon $type: 8 $team: Unknown $class: Scar Asteroid $pos: -10620.986328, -0.000977, 1090.206055 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Mining Vessel Variant $pos: 4034.745117, 3400.000488, -12051.687500 $label: Monarch +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 918.494324, 3500.000732, -11942.560547 $label: Green Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 1488.017700, 3899.999756, -16493.644531 $label: Blue Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 34 $Formula: ( and ( is-event-true-delay "Miners Nearly Dead From Rocks" 0 ) ( has-departed-delay 0 "Monarch" ) ) $Multi text XSTR("You people are a bunch of glorified frakheads posing as Viper pilots! Who's really a viper pilot? Come on now, raise your hands--SHOW ME YOUR HANDS. If that's what you think that after that gods damn idiotic mission FAILURE, you're all dreaming! Seriously, you let the Monarch get pummelled by asteroids, and it had to jump away before it got close enough to sneeze on the rock. What the hell were you guys doing?! Taking a snooze? Jerking the stick? Filing your nails? You're all an embarrassment! That's right, the skipper of the Monarch has stated that he'll only try the same approach if GALACTICA provides the proper cover! You're a frakking disgrace to this squadron, your ship, and your gods damned uniform! Get the hell out of my sight!", 545) $end_multi_text $Voice: SP-02-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Miners Nearly Dead From Rocks" 0 ) ( is-destroyed-delay 0 "Monarch" ) ) $Multi text XSTR("You people are a bunch of glorified frakheads posing as Viper pilots! Who's really a fighter pilot? Come on now, raise your frakking hands--SHOW ME YOUR HANDS. Hah... if that's what you think after that gods damn idiotic mission FAILURE, you're all dreaming! Seriously, you all let the Monarch and her entire crew DIE out there before they got close enough to sneeze on the rock! What in the name of the gods were you doing?! You're a frakking disgrace to this squadron, your ship, and your gods damned uniform! If I had my way, I'd--skin you all alive, but... court martial seems like a more politically correct thing to offer. Get the frak out of my sight!", 546) $end_multi_text $Voice: SP-02-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-true-delay "Best Ending" 0 ) $Multi text XSTR("Pilot... what the frak was that? Well, to me, it looked like... insubordination! What was the cause, stupidity? You grew three tylinium pairs--what?! Your orders were to stay with the Monarch, but you followed me for whatever gods damn reason. For frak sake, were you bored? At the moment, the only reason your ass isn't parked in the brig is because the situation somehow suited your 'choice'. Strangely enough, you risked the lives of everyone, and it was a miracle that the gods protected us all from your frakked up WHIM! You know, I think it's best to take your confused ass off the active flight rota for... let's see, the next week. Yeah. Maybe some alone time, and thorough meditation on the realities of war, will help you remember to FOLLOW YOUR FRAKKING ORDERS.", 547) $end_multi_text $Voice: SP-02-D-03.ogg $Recommendation text: XSTR("Next time you save someone's life make sure they know you saved it.", 548) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( or ( destroyed-or-departed-delay 0 "Monarch" ) ( percent-ships-destroyed 1 "Blue 2" "Blue 3" "Green 2" ) ) ) $Multi text XSTR("Pilot... what the frak am I gonna do with you? It looks like disobeying direct orders can result in--death! And... who the hell could have guessed that?! Your orders were to stay with the Monarch, but somehow, what, you thought following me was... clever? More exciting? Maybe an onus forced upon you by the gods who favor the way your confused, frakking ASS breaks the rules and risks the lives of everyone involved?!", 549) $end_multi_text $Voice: SP-02-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( is-destroyed-delay 0 "Monarch" ) ) $Multi text XSTR("My gods, if I had to assess you now... my official conclusion would be that you're a gods damned inept frak! Escorting the Monarch should have been a cakewalk, but now it's gone... BLOWN TO BITS. We have more frakking civilian blood on our hands, and it's all your fault! I'd say it's doubtful our engineers will whip us up a new mining ship in oh... a week--so we're risking the whole of the fleet and what's left of humanity by sticking around here and... WASTING TIME.", 550) $end_multi_text $Voice: SP-02-D-05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( has-departed-delay 0 "Monarch" ) ) $Multi text XSTR("Thanks to Blue frakking LEAD, the Monarch will now be out of commission for a whole MONTH. Jockey my ass... You're a good for nothing Viper frak! Well, congratulations for letting the one ship you were supposed to protect get smacked to hell. Now we'll either be staying here in hostile space, or moving on to tap the resources in another frakking, hard-to-find rock!", 551) $end_multi_text $Voice: SP-02-D-06.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( percent-ships-destroyed 1 "Blue 2" "Blue 3" "Green 2" ) ) $Multi text XSTR("You're lucky Cain isn't still around, otherwise, there would be bits of you splattered all over the hangar bay. From the looks of it, your chamalla-induced lunacy frakked up everything for us! There weren't even that many sparrows out there... And there were amply skilled wingmen on your team--enough to spank the opposition, but surprise surprise, as Blue pseudo-lead, you couldn't make the best use of them even after deciding their fates! How does it feel to get frakked over hard?! I think you're better off killing yourself in a Two Alpha rather than risking everyone's life for no good frakking reason!", 552) $end_multi_text $Voice: SP-02-D-07.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 2" ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ) $Multi text XSTR("Because of you, Slingshot is dead... Maybe you were put here by the gods to make my life miserable. Not even a fire team that executes frakkers like you can make things right in my book, but the brass... you'll see. Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good...", 553) $end_multi_text $Voice: SP-02-D-08.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Blue 2" ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ) $Multi text XSTR("How does it feel to kill off your own wingmate, ACE? Nova is dead, thanks to you... and you know what? Unlike you she was a true asset to this air group and we'll be hard pressed to find another like her! Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good...", 554) $end_multi_text $Voice: SP-02-D-09.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Blue 3" ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) $Multi text XSTR("Thanks to your--damn fool decision, Overload's no longer with us! He was... well... he was what he was, but gods damnit, his life was wasted in this routine mission! If you're thrilled about this turn of events.... Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good...", 555) $end_multi_text $Voice: SP-02-D-10.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Blue 2" "Blue 3" ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ) $Multi text XSTR("Pat yourself on the back, ace! That glorious frak-up cost us Nova and Overload! Two good pilots GONE... all because you had to follow a godsforsaken idiotic WHIM! Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good...", 556) $end_multi_text $Voice: SP-02-D-11.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 2" "Blue 2" ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ) $Multi text XSTR("I don't know how you can live with yourself... Slingshot and Nova are frakking GONE! A belo-- ...a PAIR of valued pilots DEAD! All because you had to follow a godsforsaken WHIM! Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good...", 557) $end_multi_text $Voice: SP-02-D-12.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( not ( is-destroyed-delay 0 "Green 1" "Blue 2" ) ) ( is-destroyed-delay 0 "Blue 3" "Green 2" ) ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 2" "Blue 3" ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) ) $Multi text XSTR("That glorious frak-up cost us Slingshot and Overload! A belo-- ...a PAIR of valued pilots DEAD! All because you had to follow a godsforsaken idiotic WHIM! Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good...", 558) $end_multi_text $Voice: SP-02-D-13.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 2" "Blue 2" "Blue 3" ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ) $Multi text XSTR("THREE Viper pilots are DEAD, and I'm not sure what to do with you... Not even a fire team that executes frakkers like you can make things right in my book, but the brass... you'll see. Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good...", 559) $end_multi_text $Voice: SP-02-D-14.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( not ( is-destroyed-delay 0 "Green 1" "Green 2" "Blue 2" "Blue 3" ) ) ( destroyed-or-departed-delay 0 "Monarch" ) ) $Multi text XSTR("If you thought that was all hysterical, maybe parking your ass in the brig again will wipe that gods damned smile off of your frakking face! I sincerely hope you enjoy the court martial. It's a little something from all of us, to you.", 560) $end_multi_text $Voice: SP-02-D-15.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-destroyed-delay 0 "Green 1" ) $Multi text XSTR("Quiet down people, quiet down--shut the frak up! What happened out there was a gods damned tragedy. But you all know... this is war, and we've got to move on even after taking losses. In lieu of the late Captain Holland, I've assigned Captain Galvan to command your squadron. Most of you should be familiar with him, so give the man due respect. Embargo...", 561) $end_multi_text $Voice: SP-02-D-16.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Green 1" ) ( or ( is-event-true-delay "Green 2's Last Words" 0 ) ( is-destroyed-delay 0 "Green 2" ) ) ( is-event-false-delay "Player Stupid Or Saving Holland" 0 ) ) $Multi text XSTR("I'm not at all happy to be taking up this spot, but as the CAG said, 'this is war'. And a frakked up war it is... I've known Gauntlet and Slingshot both for a while. Flew with them, too, for a stint. And I have to say, they were damn good soldiers. They didn't go down without a fight, and that's frakking valiant in my book. These two pilots were what we should all aspire to be, so don't ever forget them!", 562) $end_multi_text $Voice: SP-02-D-17.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Green 1" ) ( is-event-false-delay "Green 2's Last Words" 0 ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ( is-event-false-delay "Player Stupid Or Saving Holland" 0 ) ) $Multi text XSTR("I'm not at all happy to be taking up this spot, but as the CAG said, 'this is war'. And a frakked up war it is... I've known Gauntlet for a long time. Flew with her, too. I can tell you, she was a damn good pilot and went down fighting like a true soldier. Frakking valiant in my book! With some of the... training sims, we've honored her in life, so remember her in death. You know, there is a plus side to all of this... she won't have to turn over in her grave because you bunch of no-talentass fraks will never beat her high score!", 563) $end_multi_text $Voice: SP-02-D-18.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Green 1" "Blue 2" ) ( is-event-false-delay "Player Stupid Or Saving Holland" 0 ) ) $Multi text XSTR("I wasn't too familiar with Nova, but from what I heard, she was a good stick--a little bloodthirsty, but a hellcat in the cockpit. Maybe that was her edge, I dunno. People say she racked up the kills in nearly every mission. I say that's admirable. It's a shame we lost her.", 564) $end_multi_text $Voice: SP-02-D-19.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Green 1" "Blue 3" ) ( is-event-false-delay "Player Stupid Or Saving Holland" 0 ) ) $Multi text XSTR("As for Overlord... --Uberfrak! Oh, I meant, Overload--what a guy! What an unfounded sense of entitlement... But, it's... never good... when you have to lose grade-A defensive fodder in the middle of war. We need all the capable pilots we can get, so any loss is never... good.", 565) $end_multi_text $Voice: SP-02-D-20.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Green 1" ) ( is-event-true-delay "CAG Orders Blue 1 Home" 0 ) ) $Multi text XSTR("However, a soldiers job is to complete the task at hand, and you did that because the Monarch is down on the asteroid. So far, we were able to glean enough ore from that rock, enough to make up for some of our... losses. But overall mission success has shown us that low amounts of ore isn't our only problem. We might be in deeper trouble than we had originally thought. After careful review of Slingshot's gun cam and comm transmissions, it's been determined that he wasn't hit by an asteroid at all. Thank the lords because I never believed he died making such a careless mistake! As it turns out, he thought he tricked the Raider into crashing headlong into the rock, but in reality, it hid in the frakking dust cloud! Can you believe that? In the end, that chrome-covered bitch shot him through his canopy! If you're not at all disturbed that a Raider can pull off clever, frakking deadly maneuvers, you're a bunch of fools. Gauntlet and Slingshot were both seasoned pilots and only died because they couldn't anticipate the actions of an aberrant, tin frak. Maybe it has enhanced Raider AI or maybe--as Gauntlet would say, its 'wires are crossed', but we're all in deep crap if more of these toasters start popping up everywhere. There is good news though... we're fortunate that Blue lead, here, was able to spank the son of a bitch. With all the scrapes, scratches and dings, it'll be a little while before that bugger sees combat again. I say our next move should be hunting down this bastard with a team of our best pilots. That'll be a sure kill if nothing else.", 566) $end_multi_text $Voice: SP-02-D-21.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" "Monarch" ) ) $Multi text XSTR("Blue lead, your job was to escort and protect the Monarch! A mining ship that was essential to harvesting some much needed ore--but none of that is gonna happen now because it's GONE. People died and a ship is gone thanks to your total lack of skill! This is unacceptable--frakking ludicrous, pilot! If I had my way, you'd be shot for total incompetence, so I'd suggest you leave... NOW.", 567) $end_multi_text $Voice: SP-02-D-22.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" ) ( has-departed-delay 0 "Monarch" ) ) $Multi text XSTR("Blue lead, your job was to escort and protect the Monarch! A mining ship that was essential to harvesting some much needed ore--but none of that is gonna happen now because they got the crap kicked out of them on YOUR WATCH. Lords, it was just a simple job. If Gauntlet were still alive, she'd be ripping you a new one by now... but frak it all, this has all been a waste! I bet you the miners have turned to the Galactica now for a second escort... way to go.", 568) $end_multi_text $Voice: SP-02-D-23.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" ) ( has-departed-delay 0 "Monarch" ) ) $Multi text XSTR("That was an unbelievably STUPID thing you did out there, pilot! A borderline nugget move, but most nuggets that stick around are good at following orders! So, I don't know what the frak your problem is--or how you made it so far, but you've cost us too much in this gods damned mission! Was escorting the Monarch so unglamorous that you had to wander off and leave the ship unprotected? Because of you and your asinine deviation, this entire mission is scrapped! The mining crew will most probably turn to the Galactica air group to escort them to the rock, and well gee... it doesn't take a Gaius-frakking-Baltar to know how that makes us look! Great job you moronic ass!", 569) $end_multi_text $Voice: SP-02-D-24.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" "Monarch" ) ) $Multi text XSTR("That was an unbelievably STUPID thing you did out there, pilot! A borderline nugget move, but most nuggets that stick around are good at following orders. So, I don't know what the frak your problem is--or how you made it so far, but you've cost us too much in this gods damned mission! Was escorting the Monarch so unglamorous that you had to wander off and leave the ship unprotected?! People frakking DIED because of you, and now, we're also down a mining ship! If you want to call this mission anything--it's a total frakking waste of human LIVES, effort, and RESOURCES!", 570) $end_multi_text $Voice: SP-02-D-25.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" ) ) $Multi text XSTR("You should thank the gods that Rear Admiral Cain was killed before she ever witnessed this colossal frak-up! She would've had the decency to shoot you in the face the moment you climbed out of that Viper! You had no business straying from the Monarch--and following Gauntlet into the asteroid field! The sitrep left the CAG with very little doubt that it was THIS moronic decision of yours that... led to the death of Captain Holland. How do you like that you sick, STUPID FRAK?! Had her attention not been focused on keeping your good-for-nothing sorry ass out of trouble, she might have been able to take out those chrome bastards!", 571) $end_multi_text $Voice: SP-02-D-26.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" "Green 2" ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ) $Multi text XSTR("Listen frakker, I knew Slingshot, flew with him, too. In my experience, there were very few wingmen like him... but because of your damned ridiculous choice, he's DEAD! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after.", 572) $end_multi_text $Voice: SP-02-D-27.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" "Blue 2" ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ) $Multi text XSTR("If it's true that Nova slayed toasters like nobody's business, then you frakked things up by getting her killed in a routine mission! We don't need to waste any more lives on account of pilot stupidity! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after.", 573) $end_multi_text $Voice: SP-02-D-28.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" "Blue 3" ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ) $Multi text XSTR("Overload was... a dick--with an unfounded sense of entitlement, but a skilled pilot in the seat of a Viper. He certainly didn't deserve to go out like that. What a gods damned waste! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after.", 574) $end_multi_text $Voice: SP-02-D-29.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" "Green 2" "Blue 2" ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ) $Multi text XSTR("Slingshot would be here with us if it wasn't for you! I mean... Slingshot AND Nova--didn't really know her, but for frak sake, the point is that you should have stayed on task! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after.", 575) $end_multi_text $Voice: SP-02-D-30.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" "Green 2" "Blue 3" ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) $Multi text XSTR("And what the frak, pilot?! Slingshot and Overload would still be with us--or engaged in a pissing contest of sorts--if you only stayed ON TASK! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after.", 576) $end_multi_text $Voice: SP-02-D-31.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" "Blue 2" "Blue 3" ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ) $Multi text XSTR("Did the orders go in one ear and out the other?! Gods damnit, Nova and Overload would still be alive if you had just stayed on task! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after.", 577) $end_multi_text $Voice: SP-02-D-32.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" "Green 2" "Blue 2" "Blue 3" ) ) $Multi text XSTR("For frak sake, pilot... EVERYONE DIED THANKS TO YOU. Because you felt like straying from your duties, we've lost FOUR pilots--some LEAD you are! If I were in my right mind, I'd... You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after.", 578) $end_multi_text $Voice: SP-02-D-33.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-destroyed-delay 0 "Green 1" ) ( not ( percent-ships-destroyed 1 "Green 2" "Blue 2" "Blue 3" ) ) ) $Multi text XSTR("All things considered, it doesn't look like things turned out too badly for you. You know, just a night in the brig... and then a little court martial. Do you feel lucky? Well, you should. After all that blows by, I hope to see you again, frakker... real soon.", 579) $end_multi_text $Voice: SP-02-D-34.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Alternate Types: $Alt: Nova $Alt: Overload $Alt: Gauntlet $Alt: Slingshot $Alt: Trigger $Alt: Spoon $Alt: Cylon Raider $Alt: Mining Vessel #end #Players ;! 1 total $Starting Shipname: Blue 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 1 ) +Weaponry Pool: ( "MEC-A6" 6 ) #Objects ;! 33 total $Name: Blue 1 ;! Object #0 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 7800.000000, 4200.000000, -5900.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.033859, 0.998853, 0.033859, -0.706296, -0.047884, 0.706296 $AI Behavior: Stay Near $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 25 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "locked" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Orders Accepted: 249 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Blue 2 ;! Object #1 $Class: Colonial Viper Mark VII $Alt: Nova $Team: Friendly $Location: 7171.000000, 3800.000000, -6312.187500 $Orientation: 0.767572, 0.000000, 0.640962, 0.000000, 1.000000, 0.000000, -0.640962, 0.000000, 0.767572 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "locked" ) +Flags2: ( "no-subspace-drive" "no-builtin-messages" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 249 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 6 $Name: Blue 3 ;! Object #2 $Class: Colonial Viper Mark VII $Alt: Overload $Team: Friendly $Location: 8168.200195, 3800.000000, -5216.406250 $Orientation: 0.639671, 0.000000, 0.768649, 0.000000, 1.000000, 0.000000, -0.768649, 0.000000, 0.639671 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "locked" ) +Flags2: ( "no-subspace-drive" "no-builtin-messages" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 249 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 4 $Name: Green 1 ;! Object #3 $Class: Colonial Viper Mark VII $Alt: Gauntlet $Team: Friendly $Location: 6529.000000, 3800.000000, -4277.000000 $Orientation: 0.678629, 0.000000, 0.734481, 0.000000, 1.000000, 0.000000, -0.734481, 0.000000, 0.678629 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "locked" ) +Flags2: ( "no-subspace-drive" "no-builtin-messages" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 3 $Name: Green 2 ;! Object #4 $Class: Colonial Viper Mark VII $Alt: Slingshot $Team: Friendly $Location: 6122.000000, 3800.000000, -5398.000000 $Orientation: 0.787684, 0.000000, 0.616080, 0.000000, 1.000000, 0.000000, -0.616080, 0.000000, 0.787684 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "locked" ) +Flags2: ( "no-subspace-drive" "no-builtin-messages" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 8 $Name: Green2 ;! Object #5 $Class: Colonial Viper Mark VII $Alt: Slingshot $Team: Friendly $Location: 89.526314, 0.003233, -300005.343750 $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 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 5 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Raiders Cleaned Up" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "no-arrival-music" "hidden-from-sensors" ) +Flags2: ( "no-subspace-drive" "no-builtin-messages" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 8 ;;FSO 3.6.8;; $Texture Replace: ;;FSO 3.6.8;; +old: viperseven ;;FSO 3.6.8;; +new: bloodyseven ;;FSO 3.6.8;; +old: vippilot ;;FSO 3.6.8;; +new: vippilotblood $Name: Red 1 ;! Object #6 $Class: Colonial Viper Mark II $Alt: Trigger $Team: Friendly $Location: 165.255661, -0.000014, -300007.500000 $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: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( "no-subspace-drive" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 1 $Name: Red 2 ;! Object #7 $Class: Colonial Viper Mark II $Alt: Spoon $Team: Friendly $Location: 196.303055, 0.000018, -299994.250000 $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: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( "no-subspace-drive" "no-builtin-messages" "use-alt-name-as-callsign" ) +Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cylon Scout ;! Object #8 $Class: Cylon Raider $Team: HostileCoward $Location: -4000.000000, 3500.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Scout Jumps" 0 ) $Determination: 10 +Flags: ( "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Grail 1 ;! Object #9 $Class: Cylon Raider $Team: Hostile $Location: -3000.000000, 7000.000000, 2000.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.770022, 0.638018, 0.000000, 0.638018, -0.770022, 0.000000 $AI Behavior: None +AI Class: Cylon Weak $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Grail 2 ;! Object #10 $Class: Cylon Raider $Team: Hostile $Location: -3024.934814, 7000.000000, 1939.625000 $Orientation: 0.020637, 0.000000, -0.999787, 0.767098, 0.641334, 0.015834, 0.641197, -0.767262, 0.013235 $AI Behavior: None +AI Class: Cylon Weak $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Grail 3 ;! Object #11 $Class: Cylon Raider $Team: Hostile $Location: -2977.716309, 7000.000000, 1931.250000 $Orientation: 0.023884, 0.000000, -0.999715, 0.772123, 0.635205, 0.018446, 0.635024, -0.772343, 0.015171 $AI Behavior: None +AI Class: Cylon Weak $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Grail 4 ;! Object #12 $Class: Cylon Raider $Team: Hostile $Location: -3002.802246, 7000.000000, 1883.593750 $Orientation: 0.040069, 0.000000, -0.999197, 0.768849, 0.638687, 0.030832, 0.638174, -0.769467, 0.025592 $AI Behavior: None +AI Class: Cylon Weak $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Halo 1 ;! Object #13 $Class: Cylon Raider $Team: Hostile $Location: 2000.000000, 5000.000000, 3000.000000 $Orientation: -0.429934, 0.000000, 0.902861, -0.489325, 0.840397, -0.233012, -0.758761, -0.541972, -0.361315 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Halo 2 ;! Object #14 $Class: Cylon Raider $Team: Hostile $Location: 1951.697388, 5000.000000, 2925.781250 $Orientation: -0.411295, 0.000000, 0.911502, -0.505471, 0.832152, -0.228082, -0.758509, -0.554547, -0.342260 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Halo 3 ;! Object #15 $Class: Cylon Raider $Team: Hostile $Location: 1994.540161, 5000.000000, 2898.937500 $Orientation: -0.394393, 0.000000, 0.918942, -0.505175, 0.835339, -0.216812, -0.767628, -0.549735, -0.329452 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Fractal 1 ;! Object #16 $Class: Cylon Raider $Team: Hostile $Location: -124.210716, -0.000006, -299692.843750 $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: 0 +Subsystem: Pilot +Sbank Ammo: ( 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Fractal 2 ;! Object #17 $Class: Cylon Raider $Team: Hostile $Location: -128.726852, 0.000001, -299770.437500 $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: 0 +Subsystem: Pilot +Sbank Ammo: ( 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Fractal 3 ;! Object #18 $Class: Cylon Raider $Team: Hostile $Location: -76.308189, -0.000002, -299789.406250 $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: 0 +Subsystem: Pilot +Sbank Ammo: ( 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Fractal 4 ;! Object #19 $Class: Scar $Alt: Cylon Raider $Team: Hostile $Location: -93.938171, -0.000001, -299823.406250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Scar $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoint index: 96 +Group: 0 +Score: 20 $Name: Fractal4 ;! Object #20 $Class: Scar $Alt: Cylon Raider $Team: Hostile $Location: -149.283585, 0.000000, -299837.656250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Scar $AI Goals: ( goals ( ai-chase "Blue 1" 50 ) ( ai-ignore-new "Blue 2" 50 ) ( ai-ignore-new "Blue 3" 50 ) ( ai-ignore-new "Monarch" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 60 +Initial Hull: 96 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: In front of ship +Arrival Distance: 3000 $Arrival Anchor: Green2 $Arrival Cue: ( is-event-true-delay "Send In The Big Bad Himself" 8 ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-event-true-delay "Vipers Within Range 1" 4 ) ( is-event-true-delay "Vipers Within Range 2" 4 ) ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoint index: 98 +Group: 0 +Score: 20 $Name: Ion 1 ;! Object #21 $Class: Cylon Raider $Team: Hostile $Location: 1000.000000, 5500.000000, 3000.000000 $Orientation: -0.672673, 0.000000, 0.739940, -0.593855, 0.596555, -0.539869, -0.441415, -0.802572, -0.401286 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Ion 2 ;! Object #22 $Class: Cylon Raider $Team: Hostile $Location: 966.621460, 5500.000000, 2974.718750 $Orientation: -0.674589, 0.000000, 0.738194, -0.598372, 0.585614, -0.546815, -0.432296, -0.810590, -0.395049 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Ion 3 ;! Object #23 $Class: Cylon Raider $Team: Hostile $Location: 1004.370850, 5500.000000, 2978.843750 $Orientation: -0.663296, 0.000000, 0.748357, -0.602175, 0.593732, -0.533730, -0.444323, -0.804663, -0.393820 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Ion 4 ;! Object #24 $Class: Cylon Raider $Team: Hostile $Location: 985.672852, 5500.000000, 2962.781250 $Orientation: -0.663493, 0.000000, 0.748183, -0.605581, 0.587254, -0.537033, -0.439373, -0.809403, -0.389639 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Sbank Ammo: ( 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Optic 1 ;! Object #25 $Class: Cylon Raider $Team: Hostile $Location: 3000.000000, 5000.000000, 5000.000000 $Orientation: -0.695421, 0.000000, 0.718602, -0.236006, 0.944531, -0.228393, -0.678742, -0.328423, -0.656847 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "Cylon Bomb" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "targetable-as-bomb" ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Optic 2 ;! Object #26 $Class: Cylon Raider $Team: Hostile $Location: 2986.648682, 5000.000000, 4935.656250 $Orientation: -0.689161, 0.000000, 0.724608, -0.240673, 0.943229, -0.228900, -0.683471, -0.332142, -0.650037 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "Cylon Bomb" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "targetable-as-bomb" ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Optic 3 ;! Object #27 $Class: Cylon Raider $Team: Hostile $Location: 3060.192871, 5000.000000, 4917.500000 $Orientation: -0.678330, 0.000000, 0.734757, -0.241958, 0.944224, -0.223377, -0.693775, -0.329304, -0.640496 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "Cylon Bomb" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "targetable-as-bomb" ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Asteroid 1 ;! Object #28 $Class: Scar Asteroid $Team: Unknown $Location: -248.500000, 0.000000, 598.900024 $Orientation: -1.000000, 0.000000, -0.000025, 0.000000, 1.000000, 0.000000, 0.000025, 0.000000, -1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #29 $Class: Scar Asteroid B $Team: Unknown $Location: -5516.399902, 444.799988, -5478.100098 $Orientation: -0.999985, 0.000000, -0.005547, 0.000002, 1.000000, -0.000447, 0.005547, -0.000447, -0.999985 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #30 $Class: Scar Asteroid C $Team: Unknown $Location: -6004.299805, 1325.300049, 3615.600098 $Orientation: -0.999982, 0.000000, -0.005983, 0.000008, 0.999999, -0.001320, 0.005983, -0.001321, -0.999981 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Monarch ;! Object #31 $Class: Mining Vessel Variant $Alt: Mining Vessel $Team: Friendly $Location: 7800.000000, 3700.000000, -5900.000000 $Orientation: 0.717715, 0.000000, 0.696337, 0.000000, 1.000000, 0.000000, -0.696337, 0.000000, 0.717715 $AI Behavior: Stay Near $AI Goals: ( goals ( ai-dock "Asteroid 1" "LandingGear" "Landing Site" 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" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 50 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Background Asteroids ;! Object #32 $Class: AstLayer $Team: Unknown $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 Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 #Wings ;! 8 total $Name: Blue $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Blue 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Blue 1" "Blue 2" "Blue 3" ) $AI Goals: ( goals ( ai-guard "Monarch" 70 ) ) +Hotkey: 0 +Flags:( ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Green 1" "Green 2" ) $AI Goals: ( goals ( ai-guard "Monarch" 70 ) ) +Hotkey: 1 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Near Ship +Arrival Distance: 3300 $Arrival Anchor: Blue 1 $Arrival Cue: ( is-event-true-delay "Scar Damaged" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Red 1" "Red 2" ) $AI Goals: ( goals ( ai-stay-near-ship "Blue 1" 89 ) ) +Hotkey: 2 +Flags:( "no-arrival-music" "no-arrival-message" "no-dynamic" ) $Name: Grail $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Grail 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Send In Grail" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Grail 1" "Grail 2" "Grail 3" "Grail 4" ) $AI Goals: ( goals ( ai-chase-wing "Blue" 50 ) ( ai-chase "Monarch" 5 ) ( ai-ignore-new "Green 1" 89 ) ( ai-ignore-new "Green 2" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Halo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Halo 1 $Arrival Location: Near Ship +Arrival Distance: 4000 $Arrival Anchor: Blue 1 $Arrival Cue: ( or ( is-event-true-delay "More Trouble" 0 ) ( is-event-true-delay "Send In Halo For Player" 0 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Halo 1" "Halo 2" "Halo 3" ) $AI Goals: ( goals ( ai-chase-wing "Blue" 50 ) ( ai-chase "Monarch" 5 ) ( ai-ignore-new "Green 1" 89 ) ( ai-ignore-new "Green 2" 89 ) ) +Flags:( ) $Name: Fractal $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Fractal 1 $Arrival Location: Near Ship +Arrival Distance: 4000 $Arrival Anchor: Green 1 $Arrival Cue: ( is-event-true-delay "Cylons Harass Both Teams" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Fractal 1" "Fractal 2" "Fractal 3" "Fractal 4" ) $AI Goals: ( goals ( ai-chase "Blue 1" 40 ) ( ai-chase-wing "Green" 50 ) ) +Flags:( ) $Name: Ion $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Ion 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Cylons Harass Both Teams" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Ion 1" "Ion 2" "Ion 3" "Ion 4" ) $AI Goals: ( goals ( ai-chase "Blue 2" 50 ) ( ai-chase "Blue 3" 50 ) ) +Flags:( ) $Name: Optic $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Optic 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "Monarch Is Easy Target" 0 ) ( is-event-true-delay "Fight Your Own Damned Battles" 6 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Optic 1" "Optic 2" "Optic 3" ) $AI Goals: ( goals ( ai-chase "Monarch" 50 ) ( ai-chase "Blue 2" 5 ) ( ai-chase "Blue 3" 5 ) ) +Flags:( "no-arrival-message" ) #Events ;! 129 total $Formula: ( when ( true ) ( do-nothing ) ) +Name: --------Set Up Constants------- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( skill-level-at-least "Easy" ) ( modify-variable @CONST-DRADISMaxRange[4000] ( - @CONST-DRADISMaxRange[4000] 200 ) ) ) +Name: DRADIS Reduce Easy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( skill-level-at-least "Medium" ) ( modify-variable @CONST-DRADISMaxRange[4000] ( - @CONST-DRADISMaxRange[4000] 200 ) ) ) +Name: DRADIS Reduce Medium +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( skill-level-at-least "Hard" ) ( modify-variable @CONST-DRADISMaxRange[4000] ( - @CONST-DRADISMaxRange[4000] 200 ) ) ) +Name: DRADIS Reduce Hard +Repeat Count: 1 +Interval: 1 $Formula: ( when ( skill-level-at-least "Insane" ) ( modify-variable @CONST-DRADISMaxRange[4000] ( - @CONST-DRADISMaxRange[4000] 200 ) ) ) +Name: DRADIS Reduce Insane +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ---------Mission Set Up-------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( ship-guardian-threshold ( rand 90 95 ) "Blue 2" ) ( ship-guardian-threshold ( rand 90 95 ) "Blue 3" ) ( ship-guardian-threshold ( rand 95 99 ) "Green 1" ) ( ship-guardian-threshold ( rand 93 99 ) "Green 2" ) ( ship-subsys-guardian-threshold ( rand 23 86 ) "Blue 2" "engines" ) ( ship-subsys-guardian-threshold ( rand 23 86 ) "Blue 3" "engines" ) ( ship-subsys-guardian-threshold ( rand 23 86 ) "Green 1" "engines" ) ( ship-subsys-guardian-threshold ( rand 23 86 ) "Green 2" "engines" ) ( ship-guardian-threshold 20 "Cylon Scout" ) ( ship-subsys-guardian-threshold ( rand 23 34 ) "Cylon Scout" "engines" ) ( ship-stealthy "Cylon Scout" "Green2" ) ( friendly-stealth-invisible "Green2" ) ) +Name: Initial Events +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: --------Main Mission Path------ +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( distance "Monarch" "Miner Inbound:1" ) 5000 ) ( is-event-incomplete "Cylon Scout Spotted" ) ) ( send-message "Green 1" "High" "Glint Spotted" ) ( clear-goals "Green" ) ( add-goal "Green" ( ai-waypoints-once "Holland Goes After Scout" 89 ) ) ) +Name: Glint Spotted +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( < ( distance "" "Cylon Scout" ) 3000 ) ( is-event-true-delay "Escort Monarch" 0 ) ) ( clear-goals "Cylon Scout" "Green" ) ( add-goal "Cylon Scout" ( ai-waypoints-once "Scout Flees" 89 ) ) ( add-goal "Green" ( ai-chase "Cylon Scout" 50 ) ) ( send-message "Green 1" "High" "Cylon Scout Spotted" ) ( ship-vulnerable "Cylon Scout" ) ( ship-unstealthy "Cylon Scout" ) ( ship-visible "Cylon Scout" ) ) +Name: Cylon Scout Spotted +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( < ( distance "" "Cylon Scout" ) 1500 ) ( < ( hits-left "Cylon Scout" ) 50 ) ( is-event-true-delay "Cylon Scout Spotted" 20 ) ) ( clear-goals "Green" ) ( add-goal "Green" ( ai-waypoints-once "Scout Flees" 89 ) ) ( ship-guardian-threshold ( rand 60 65 ) "Blue 2" ) ( ship-guardian-threshold ( rand 70 75 ) "Blue 3" ) ) +Name: Scout Jumps +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when ( or ( is-event-false-delay "Miners Nearly Dead From Rocks" 0 ) ( is-event-incomplete "Miners Nearly Dead From Rocks" ) ) ( send-message "Green 1" "High" "Holland Sees Scout Jump" ) ) +Name: Holland Gives New Orders +Repeat Count: 1 +Interval: 1 +Chained: 6 +Team: 0 $Formula: ( when ( and ( > ( distance "Blue 1" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ( is-event-incomplete "Toys Back In The Toy Box" ) ( or ( is-event-false-delay "Miners Nearly Dead From Rocks" 0 ) ( is-event-incomplete "Miners Nearly Dead From Rocks" ) ) ) ( send-message "Green 2" "High" "Player Follows Holland" ) ) +Name: Player Should Be Guarding Miner +Repeat Count: 1 +Interval: 1 +Chained: 20 +Team: 0 $Formula: ( when ( and ( < ( distance "Blue 1" "Green 1" ) @CONST-DRADISMaxRange[4000] ) ( < ( distance "Green 1" "Scout Flees:2" ) 1000 ) ( or ( is-event-false-delay "Miners Nearly Dead From Rocks" 0 ) ( is-event-incomplete "Miners Nearly Dead From Rocks" ) ) ) ( send-message "Green 1" "High" "Holland Is Not Impressed" ) ) +Name: Holland Is Not Impressed +Repeat Count: 1 +Interval: 1 +Chained: 15 +Team: 0 $Formula: ( when ( and ( > ( distance "Blue 1" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ( < ( distance "Blue 1" "Green 1" ) @CONST-DRADISMaxRange[4000] ) ) ( ship-no-guardian "Blue 2" "Blue 3" "Green 1" "Green 2" ) ) +Name: Player Stupid Or Saving Holland +Repeat Count: 1 +Interval: 1 +Chained: 15 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ----------Cylons Arrive-------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( every-of "Green 1" "Green 2" ) ( and ( is-event-true-delay "Scout Jumps" 10 ) ( or ( = ( distance "Blue 1" "Green 1" ) @CONST-DRADISMaxRange[4000] ) ( > ( distance "Blue 1" "Green 1" ) @CONST-DRADISMaxRange[4000] ) ) ( or ( = ( distance "Blue 1" "Green 2" ) @CONST-DRADISMaxRange[4000] ) ( > ( distance "Blue 1" "Green 2" ) @CONST-DRADISMaxRange[4000] ) ) ( is-event-incomplete "Player Stupid Or Saving Holland" ) ) ( ship-stealthy "" ) ( friendly-stealth-invisible "" ) ( ship-invisible "" ) ( set-object-position "" -1000000 ( rand-multiple 0 200000 ) ( rand-multiple 0 200000 ) ) ( clear-goals "Green" ) ( add-goal "Green" ( ai-play-dead 89 ) ) ( disable-builtin-messages "" ) ( protect-ship "" ) ( ship-guardian-threshold ( rand 22 43 ) "Blue 2" ) ( ship-guardian-threshold ( rand 32 53 ) "Blue 3" ) ) +Name: Toys Back In The Toy Box +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Monarch" "Miner Inbound:1" ) 4500 ) ( send-message-list "Green 1" "High" "Gauntlet Spots Raiders" 0 "Green 2" "High" "Slingshot Doesn't Like It" 2787 "Green 1" "High" "Gauntlet Likes It Even Less" 2981 "Green 1" "High" "Gauntlet Reports Incoming" 7000 "Blue 2" "High" "Nova, however, IS happy" 8539 "Blue 3" "High" "Overload Is Similarly Happy" 4669 ) ) +Name: Green Reports Incoming +Repeat Count: 1 +Interval: 1 +Chained: 24 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: Send In Grail +Repeat Count: 1 +Interval: 1 +Chained: 20 +Team: 0 $Formula: ( when ( and ( > ( distance "Blue 1" "Grail" ) @CONST-DRADISMaxRange[4000] ) ( > ( distance "Blue 1" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ) ( modify-variable @BlueCowardCount[0] ( + @BlueCowardCount[0] 1 ) ) ) +Name: Is Blue Cowering +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Grail" ) ) ( or ( < ( distance "Blue 1" "Grail" ) ( / @CONST-DRADISMaxRange[4000] 2 ) ) ( < ( distance "Blue 1" "Monarch" ) ( / @CONST-DRADISMaxRange[4000] 2 ) ) ) ( > @BlueCowardCount[0] 0 ) ) ( modify-variable @BlueCowardCount[0] ( - @BlueCowardCount[0] 1 ) ) ) +Name: Blue 1 Engages +Repeat Count: 100000000 +Interval: 2 +Team: 0 $Formula: ( when ( = @BlueCowardCount[0] 30 ) ( do-nothing ) ) +Name: Send In Halo For Player +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-arrived-delay 1 "Halo" ) ( clear-goals "Halo" ) ( add-goal "Halo" ( ai-chase "Blue 1" 80 ) ) ) +Name: And Just For Player +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when-argument ( random-multiple-of "Grail 1" "Grail 2" "Grail 3" "Grail 4" ) ( has-arrived-delay 4 "Grail" ) ( unlock-secondary-weapon "" ) ( invalidate-argument "" ) ) +Name: Prevent Missile Spam +Repeat Count: 4 +Interval: 15 +Team: 0 $Formula: ( when ( has-arrived-delay 60 "Grail" ) ( ship-no-guardian "Blue 2" ) ) +Name: Deprotect Nova +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Green Reports Incoming" 50 ) ( percent-ships-destroyed 50 "Grail" ) ) ( send-message-list "Green 1" "High" "Holland Lines Up A Kill" 0 "Green 2" "High" "Slingshot Deals With The Other" 7596 "Green 1" "High" "Holland Gets The Kill" 3000 "Green 2" "High" "Slingshot Downs One Too" 3485 "Green 1" "High" "Holland Gets Jumped" 8000 "Green 2" "High" "Gauntlet In Trouble" 15000 "Green 1" "High" "Slingshot On The Way" 4714 "Green 2" "High" "Gauntlet Loses Scar" 9000 ) ) +Name: Holland Spots Scar +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( send-message "Green 2" "High" "Slingshot Spots Scar" ) ) +Name: Slingshot Spots Scar +Repeat Count: 1 +Interval: 1 +Chained: 54 +Team: 0 $Formula: ( when-argument ( random-of "Gauntlet's Last Words 1" "Gauntlet's Last Words 2" "Gauntlet's Last Words 3" "Gauntlet's Last Words 4" "Gauntlet's Last Words 5" "Gauntlet's Last Words 6" "Gauntlet's Last Words 7" ) ( true ) ( send-message-list "Green 1" "High" "" 200 "Green 2" "High" "Slingshot Isn't A Happy Bunny" 2229 ) ) +Name: Scar Takes Out Holland +Repeat Count: 1 +Interval: 1 +Chained: 6 +Team: 0 $Formula: ( when ( true ) ( self-destruct "Green 1" ) ) +Name: Kill Gauntlet +Repeat Count: 1 +Interval: 1 +Chained: 14 +Team: 0 $Formula: ( when ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( send-message-list "Blue 2" "Normal" "Nova Offers To Help" 0 "Green 2" "Normal" "Slingshot Says No" 4964 ) ) +Name: Nova Offers Help +Repeat Count: 1 +Interval: 1 +Chained: 1 +Team: 0 $Formula: ( when ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( send-message-list "Blue 3" "Normal" "Overload Bitches About That" 0 ) ) +Name: Overload Bitches +Repeat Count: 1 +Interval: 1 +Chained: 8 +Team: 0 $Formula: ( when ( is-event-true-delay "Scar Takes Out Holland" 30 ) ( send-message-list "Green 2" "High" "Slingshot Hits Scar" 0 "Green 2" "High" "Slingshot Buys It" 9000 ) ( disable-builtin-messages "Blue 2" "Blue 3" ) ) +Name: Green 2's Last Words +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( set-subsystem-strength "Green 2" "Hull" 10 ) ) +Name: Damage Slingshot +Repeat Count: 1 +Interval: 1 +Chained: 18 +Team: 0 $Formula: ( when ( true ) ( send-message "Blue 3" "High" "Overload Asks What Happened" ) ) +Name: Overload Asks What Happened +Repeat Count: 1 +Interval: 1 +Chained: 10 +Team: 0 $Formula: ( when ( or ( is-event-false-delay "Miners Forced To Jump Out" 0 ) ( is-event-incomplete "Miners Forced To Jump Out" ) ) ( send-message-list "#CAG" "High" "Pegasus CAG Replies" 0 "Blue 3" "Normal" "Overload Has His Own Theory" 12491 ) ) +Name: Pegasus CAG Replies +Repeat Count: 1 +Interval: 1 +Chained: 6 +Team: 0 $Formula: ( when ( true ) ( enable-builtin-messages "Blue 2" "Blue 3" ) ) +Name: Let Blue Talk Again +Repeat Count: 1 +Interval: 1 +Chained: 13 +Team: 0 $Formula: ( when ( and ( percent-ships-destroyed 75 "Grail" ) ( is-event-incomplete "Green 2's Last Words" ) ) ( do-nothing ) ) +Name: More Trouble +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Pegasus CAG Replies" 20 ) ( is-destroyed-delay 10 "Grail" ) ( or ( not ( has-arrived-delay 0 "Halo" ) ) ( is-destroyed-delay 10 "Halo" ) ) ( or ( is-event-false-delay "Miners Forced To Jump Out" 0 ) ( is-event-incomplete "Miners Forced To Jump Out" ) ) ) ( send-message-list "#CAG" "High" "Find Slingshot" 0 "Blue 3" "High" "Overload Wants To Stay Behind" 14700 ) ) +Name: Raiders Cleaned Up +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( send-message-list "Blue 2" "High" "Nova Does Too" 22362 ) ) +Name: Nova 2 Says That She's Not IT +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Raiders Cleaned Up" 28 ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) ( clear-goals "Blue" ) ( add-goal "Blue" ( ai-stay-near-ship "Monarch" 89 ) ) ( add-goal "Blue" ( ai-guard "Monarch" 5 ) ) ( reset-orders ) ( send-message-list "#CAG" "High" "Blue Team Stay Behind" 0 "Blue 3" "High" "Overload Laughs At Player" 5908 ) ) +Name: Blue Wing Stay Behind +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Raiders Cleaned Up" 24 ) ( is-destroyed-delay 0 "Blue 2" ) ( not ( is-event-true-delay "Blue Wing Stay Behind" 0 ) ) ) ( clear-goals "Blue" ) ( add-goal "Blue" ( ai-stay-near-ship "Monarch" 89 ) ) ( add-goal "Blue" ( ai-guard "Monarch" 5 ) ) ( reset-orders ) ( send-message-list "#CAG" "High" "Overload Remains Behind" 0 "Blue 3" "High" "Overload Laughs At Player" 8950 ) ) +Name: Blue 3 Remains Behind +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Raiders Cleaned Up" 40 ) ( > ( distance "Blue 1" "Scar Arrival Point:1" ) @CONST-DRADISMaxRange[4000] ) ( is-event-incomplete "Set Up Green 2 (Alt)" ) ) ( add-nav-waypoint "" "Scar Arrival Point" 1 ) ( unhide-nav "" ) ( set-object-position "Green2" ( get-object-x "Scar Arrival Point:1" ) ( get-object-y "Scar Arrival Point:1" ) ( get-object-z "Scar Arrival Point:1" ) ) ( set-object-facing "Green2" 0 2000 100000 ) ( change-soundtrack "[BtRL] SP-02 - BoaL" ) ( validate-goal "Investigate Green 2" ) ( set-subsystem-strength "Green2" "Hull" 10 ) ) +Name: Set Up Green 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Raiders Cleaned Up" 40 ) ( is-event-incomplete "Set Up Green 2" ) ( > ( distance "Blue 1" "Scar Arrival Point (Alt):1" ) @CONST-DRADISMaxRange[4000] ) ) ( add-nav-waypoint "" "Scar Arrival Point (Alt)" 1 ) ( unhide-nav "" ) ( set-object-position "Green2" ( get-object-x "Scar Arrival Point (Alt):1" ) ( get-object-y "Scar Arrival Point (Alt):1" ) ( get-object-z "Scar Arrival Point (Alt):1" ) ) ( set-object-facing "Green2" 0 -2000 100000 ) ( change-soundtrack "[BtRL] SP-02 - BoaL" ) ( validate-goal "Investigate Green 2" ) ( set-subsystem-strength "Green2" "Hull" ( hits-left "Green 2" ) ) ) +Name: Set Up Green 2 (Alt) +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( is-event-true-delay "Set Up Green 2" 0 ) ( is-event-true-delay "Set Up Green 2 (Alt)" 0 ) ) ( is-event-true-delay "Send In The Big Bad Himself" 0 ( true ) ) ) ( do-nothing ) ) +Name: Find Green 2 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Find Green 2", 580) +Objective key: XSTR("Press $Alt-N$", 581) +Team: 0 $Formula: ( when ( or ( and ( is-event-true-delay "Set Up Green 2" 0 ) ( < ( distance "Blue 1" "Scar Arrival Point:1" ) 1000 ) ) ( and ( is-event-true-delay "Set Up Green 2 (Alt)" 0 ) ( < ( distance "Blue 1" "Scar Arrival Point (Alt):1" ) 1000 ) ) ) ( ship-unstealthy "Green2" ) ( friendly-stealth-visible "Green2" ) ( ship-visible "Green2" ) ) +Name: Target Green 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( and ( is-event-true-delay "Set Up Green 2" 0 ) ( < ( distance "Blue 1" "Scar Arrival Point:1" ) 400 ) ) ( and ( is-event-true-delay "Set Up Green 2 (Alt)" 0 ) ( < ( distance "Blue 1" "Scar Arrival Point (Alt):1" ) 400 ) ) ) ( hide-nav "" ) ) +Name: Send In The Big Bad Himself +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-arrived-delay 1 "Fractal4" ) ( ship-guardian-threshold 13 "Fractal4" ) ( ship-subsys-guardian-threshold ( rand 14 29 ) "Fractal4" "engines" ) ( ship-subsys-guardian-threshold ( rand 9 27 ) "Fractal4" "weapons" ) ( protect-ship "Blue 2" "Blue 3" "Green2" "Monarch" ) ) +Name: Protect Scar And Everyone Else +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( hits-left "Fractal4" ) 35 ) ( do-nothing ) ) +Name: Scar Damaged +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-arrived-delay 0 "Red" ) ( ship-guardian-threshold ( rand 34 68 ) "Red 1" ) ( ship-guardian-threshold ( rand 23 56 ) "Red 2" ) ( ship-subsys-guardian-threshold ( rand 23 86 ) "Red 1" "engines" ) ( ship-subsys-guardian-threshold ( rand 23 86 ) "Red 2" "engines" ) ) +Name: Guardian Red Team +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( distance "Blue 1" "Red 1" ) @CONST-DRADISMaxRange[4000] ) ( or ( is-destroyed-delay 0 "Blue 2" ) ( is-destroyed-delay 0 "Blue 3" ) ) ) ( send-message "Red 1" "High" "Red 1 On Station 1" ) ) +Name: Vipers Within Range 1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( distance "Blue 1" "Red 1" ) @CONST-DRADISMaxRange[4000] ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ) ( send-message "Red 1" "High" "Red 1 On Station 2" ) ) +Name: Vipers Within Range 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( destroyed-or-departed-delay 0 "Fractal4" ) ( send-message-list "Red 1" "High" "Scar Bugs Out" 0 "#CAG" "High" "CAG Says He Wants Scar Dead" 5665 ) ) +Name: Scar Bugged Out +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( is-event-false-delay "Miners Forced To Jump Out" 0 ) ( is-event-incomplete "Miners Forced To Jump Out" ) ) ( or ( is-event-false-delay "Fight Your Own Damned Battles" 0 ) ( is-event-incomplete "Fight Your Own Damned Battles" ) ( is-destroyed-delay 8 "Optic" ) ) ) ( send-message "#CAG" "High" "CAG Says To Come Home" ) ) +Name: CAG Orders Blue 1 Home +Repeat Count: 1 +Interval: 1 +Chained: 14 +Team: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 20 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ---------Miners Bitching------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( hits-left "Monarch" ) 75 ) ( not ( has-arrived-delay 0 "Grail" ) ) ( not ( has-arrived-delay 0 "Fractal" ) ) ) ( send-message "Monarch" "High" "Miners Hit By Rocks" ) ) +Name: Miners Bitch About Rocks +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( hits-left "Monarch" ) 50 ) ( not ( has-arrived-delay 0 "Grail" ) ) ( not ( has-arrived-delay 0 "Fractal" ) ) ) ( send-message "Monarch" "High" "Miners Hit By More Rocks" ) ) +Name: Miners Bitch About More Rocks +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-false-delay "Miners Bitch About Cylons" 0 ) ( < ( hits-left "Monarch" ) 75 ) ( < ( distance "" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ) ( send-message "Monarch" "High" "Miners Hit By About Cylons" ) ) +Name: Miners Bitch About Cylons +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-false-delay "Miners Bitch About More Rocks" 0 ) ( < ( hits-left "Monarch" ) 50 ) ( < ( distance "" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ) ( send-message "Monarch" "High" "Miners Hit By More Cylons" ) ) +Name: Miners Bitch About More Cylons +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ----------Miners Leave--------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( hits-left "Monarch" ) 25 ) ( not ( has-arrived-delay 0 "Grail" ) ) ( not ( has-arrived-delay 0 "Fractal" ) ) ) ( send-message "Monarch" "High" "Miners Almost Dead From Rocks" ) ) +Name: Miners Nearly Dead From Rocks +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: REMEMBER TO UNDOCK +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: REALLY +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: SERIOUSLY +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: CAUSE IT WILL LOOK BAD +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: IF YOU FORGET +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-false-delay "Miners Bitch About More Rocks" 0 ) ( < ( hits-left "Monarch" ) 15 ) ( not ( or ( is-event-true-delay "Miners Nearly Dead From Rocks" 0 ) ( is-event-true-delay "Miners Take It From Poor Cover" 0 ) ) ) ( < ( distance "" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ) ( send-message "Monarch" "High" "Miner Run From Cylons" ) ) +Name: Miners Take It From Cylons +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Miners Bitch About More Rocks" 0 ) ( < ( hits-left "Monarch" ) 25 ) ( or ( is-event-false-delay "Miners Nearly Dead From Rocks" 0 ) ( is-event-incomplete "Miners Nearly Dead From Rocks" ) ) ) ( send-message "Monarch" "High" "Miner Run From Cylons" ) ) +Name: Miners Take It From Poor Cover +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Miners Nearly Dead From Rocks" 0 ) ( is-event-true-delay "Miners Take It From Cylons" 0 ) ( is-event-true-delay "Miners Take It From Poor Cover" 0 ) ) ( add-goal "Monarch" ( ai-undock 89 ) ) ) +Name: Miners Forced To Jump Out +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( not ( has-docked-delay "Monarch" "Asteroid 1" 1 0 ) ) ( has-undocked-delay "Monarch" "Asteroid 1" 1 4 ) ) ( add-goal "Monarch" ( ai-warp-out 89 ) ) ) +Name: Miners Jump Out +Repeat Count: 1 +Interval: 1 +Chained: 20 +Team: 0 $Formula: ( when ( and ( or ( > ( distance "" "" ) @CONST-DRADISMaxRange[4000] ) ( = ( num-ships-in-battle "Hostile" ) 0 ) ) ( or ( > ( distance "" "" ) @CONST-DRADISMaxRange[4000] ) ( = ( num-ships-in-battle "HostileCoward" ) 0 ) ) ) ( send-message "#CAG" "High" "CAG Orders Everyone Home" ) ) +Name: All Cylons Cleaned Up +Repeat Count: 1 +Interval: 1 +Chained: 6 +Team: 0 $Formula: ( when ( not ( is-iff "Traitor" "Blue 1" ) ) ( end-mission ) ) +Name: End Mission Bad +Repeat Count: 1 +Interval: 1 +Chained: 6 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Miners Jump Out" 7 ) ( is-event-incomplete "All Cylons Cleaned Up" ) ) ( send-message "#CAG" "High" "CAG Orders Clean Up" ) ) +Name: CAG Orders Clean Up +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----------Directives---------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Monarch" "Miner Inbound:1" ) 50 ) ( send-message "Monarch" "Low" "Monarch Landing" ) ( clear-goals "Monarch" ) ) +Name: Escort Monarch +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Escort Monarch To Asteroid", 582) +Team: 0 $Formula: ( when ( or ( is-event-true-delay "CAG Orders Blue 1 Home" 0 ) ( is-event-true-delay "All Cylons Dead" 0 ) ) ( do-nothing ) ) +Name: Protect Monarch +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Protect Monarch", 583) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fractal" ) ( do-nothing ) ) +Name: Destroy Fractal +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", 584) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Grail" ) ( do-nothing ) ) +Name: Destroy Grail +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Grail", 585) $Formula: ( when ( is-destroyed-delay 0 "Halo" ) ( do-nothing ) ) +Name: Destroy Halo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Halo", 586) $Formula: ( when ( is-destroyed-delay 0 "Ion" ) ( do-nothing ) ) +Name: Destroy Ion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ion", 587) $Formula: ( when ( is-destroyed-delay 0 "Optic" ) ( do-nothing ) ) +Name: Destroy Optic +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Optic", 588) +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Send In The Big Bad Himself" 2 ) ( is-destroyed-delay 0 "Fractal4" ) ) ( do-nothing ) ) +Name: Destroy Scar +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", 589) +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Saving Captain Holland---- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-previous-goal-true "SP-01" "Survive Challenge" ) ( is-previous-event-false "SP-01" "Chum Dies" ) ) ( send-message "Green 1" "High" "Disobeying Again" ) ) +Name: Disobeying Again +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-previous-goal-true "SP-01" "Survive Challenge" ) ( is-previous-event-true "SP-01" "Chum Dies" ) ) ( send-message "Green 1" "High" "Disobeying Again - Chum Died" ) ) +Name: Even Though It Killed Chum +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Player Stupid Or Saving Holland" 0 ) ( is-previous-goal-false "SP-01" "Survive Challenge" ) ) ( send-message "Green 1" "High" "Disobeying For The First Time" ) ) +Name: Obeyed Last Time +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Player Stupid Or Saving Holland" 8 ) ( do-nothing ) ) +Name: Cylons Harass Both Teams +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-arrived-delay 1 "Fractal" ) ( ship-guardian-threshold ( rand 6 17 ) "Fractal 4" ) ( ship-subsys-guardian-threshold ( rand 14 29 ) "Fractal 4" "engines" ) ( ship-subsys-guardian-threshold ( rand 9 27 ) "Fractal 4" "weapons" ) ( add-goal "Green" ( ai-chase "Fractal" 89 ) ) ) +Name: Protect Scar +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( or ( percent-ships-destroyed 50 "Blue 2" "Blue 3" ) ( and ( is-event-true-delay "Cylons Harass Both Teams" 30 ) ( > ( distance "Blue 1" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ) ) ( do-nothing ) ) +Name: Monarch Is Easy Target +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( < ( hits-left "Fractal 4" ) 30 ) ( add-goal "Fractal 4" ( ai-warp-out 89 ) ) ) +Name: Scar Bolts +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( destroyed-or-departed-delay 0 "Fractal" ) ( add-goal "Green" ( ai-guard "Monarch" 89 ) ) ) +Name: Fractal Defeated Miner Alive +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( is-event-false-delay "Fight Your Own Damned Battles" 0 ) ( is-event-incomplete "Fight Your Own Damned Battles" ) ) ( is-destroyed-delay 4 "Ion" ) ( or ( not ( has-arrived-delay 0 "Optic" ) ) ( is-destroyed-delay 4 "Optic" ) ) ) ( send-message "#CAG" "High" "Miners Saved. Cylons Dead" ) ) +Name: All Cylons Dead +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: Go Home You Cheat +Repeat Count: 1 +Interval: 1 +Chained: 20 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Anti Cheating Measures---- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Blue Wing Stay Behind" 0 ) ( or ( order "Blue 2" "Form on my wing" "Blue 1" ) ( order "Blue 2" "Engage enemy" "Blue 1" ) ) ( is-event-incomplete "Scar Bugged Out" ) ) ( send-message "Blue 2" "High" "Blue 2 Has Other Things To Do" ) ( ship-no-guardian "Blue 3" ) ) +Name: Blue 2 Has Other Things To Do +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( is-event-true-delay "Blue Wing Stay Behind" 0 ) ( is-event-true-delay "Blue 3 Remains Behind" 0 ) ) ( or ( order "Blue 3" "Form on my wing" "Blue 1" ) ( order "Blue 3" "Engage enemy" "Blue 1" ) ) ( is-event-incomplete "Scar Bugged Out" ) ) ( send-message "Blue 3" "High" "Blue 3 Has Other Things To Do" ) ( ship-no-guardian "Blue 3" ) ) +Name: Blue 3 Has Other Things To Do +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( is-event-true-delay "Blue Wing Stay Behind" 0 ) ( is-event-true-delay "Blue 3 Remains Behind" 0 ) ) ( or ( order "Blue" "Form on my wing" "Blue 1" ) ( order "Blue" "Engage enemy" "Blue 1" ) ) ( is-event-incomplete "Scar Bugged Out" ) ) ( send-message "Blue 3" "High" "Blue 3 Has Other Things To Do" ) ( ship-no-guardian "Blue 3" ) ) +Name: Blue Has Other Things To Do +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Protect Scar And Everyone Else" 5 ) ( not ( has-departed-delay 0 "Fractal4" ) ) ( or ( and ( is-event-true-delay "Blue 2 Has Other Things To Do" 0 ) ( > ( distance "Blue 2" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ) ( and ( is-event-true-delay "Blue 3 Has Other Things To Do" 0 ) ( > ( distance "Blue 3" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ) ( and ( is-event-true-delay "Blue Has Other Things To Do" 0 ) ( or ( > ( distance "Blue 2" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ( > ( distance "Blue 3" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ) ) ( and ( or ( order "Blue 2" "Destroy my target" "Fractal4" ) ( order "Blue 3" "Destroy my target" "Fractal4" ) ( order "Blue" "Destroy my target" "Fractal4" ) ) ( or ( > ( distance "Blue 2" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ( > ( distance "Blue 3" "Monarch" ) @CONST-DRADISMaxRange[4000] ) ) ) ) ) ( do-nothing ) ) +Name: Fight Your Own Damned Battles +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-iff "Traitor" "Blue 1" ) ( ship-no-guardian "Blue 2" "Blue 3" "Green 1" "Green 2" ) ( key-reset "Alt-J" ) ) +Name: Kill Everyone As Traitor +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( key-pressed "Alt-J" ) ( is-destroyed-delay 8 "Blue 2" "Blue 3" "Green 1" "Green 2" ) ) ( end-mission ) ) +Name: Send The Traitor Home +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: --------Mission Chatter-------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( = @MessagesLeft[510510] 1 ) ( modify-variable @MessagesLeft[510510] 510510 ) ) +Name: Have Played All Banter +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-previous-goal-true "SP-01" "Survive Challenge" ( false ) ) ( is-previous-event-false "SP-01" "Chum Dies" ) ( = ( mod @MessagesLeft[510510] 2 ) 0 ) ( is-event-incomplete "ChooseBanter" ) ) ( modify-variable "@ChooseBanter[YES]" "NO" ) ( modify-variable @SelectedBanter[0] 2 ) ) +Name: Chum Lived - Banter 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-previous-goal-true "SP-01" "Survive Challenge" ) ( is-previous-event-true "SP-01" "Chum Dies" ( false ) ) ( = ( mod @MessagesLeft[510510] 2 ) 0 ) ( is-event-incomplete "ChooseBanter" ) ) ( modify-variable "@ChooseBanter[YES]" "NO" ) ( modify-variable @SelectedBanter[0] 3 ) ) +Name: Chum Died - Banter 3 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-previous-goal-false "SP-01" "Survive Challenge" ( true ) ) ( = ( mod @MessagesLeft[510510] 2 ) 0 ) ) ( modify-variable @MessagesLeft[510510] ( / @MessagesLeft[510510] 6 ) ) ) +Name: Player Obeyed Orders - 5 To 17 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( random-multiple-of "5" "7" "11" "13" "17" ) ( and ( string-equals "@ChooseBanter[YES]" "YES" ) ( = ( mod @MessagesLeft[510510] "" ) 0 ) ) ( invalidate-argument "" ) ( modify-variable @SelectedBanter[0] ( string-to-int "" ) ) ) +Name: ChooseBanter +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( = @SelectedBanter[0] 5 ) ( modify-variable @MessagesLeft[510510] ( / @MessagesLeft[510510] 5 ) ) ( send-message-list "Green 1" "Normal" "Banter 3 - 1" 0 "Green 2" "Normal" "Banter 3 - 2" 3361 "Blue 3" "Normal" "Banter 3 - 3" 3727 "Green 2" "Normal" "Banter 3 - 4" 3524 "Blue 2" "Normal" "Banter 3 - 5" 2177 "Blue 3" "Normal" "Banter 3 - 6" 6560 "Blue 2" "Normal" "Banter 3 - 7" 3181 "Blue 3" "Normal" "Banter 3 - 8" 5722 "Blue 2" "Normal" "Banter 3 - 9" 4180 "Blue 3" "Normal" "Banter 3 - 10" 6484 "Blue 2" "Normal" "Banter 3 - 11" 6235 "Blue 3" "Normal" "Banter 3 - 12" 7268 "Blue 2" "Normal" "Banter 3 - 13" 5666 "Blue 3" "Normal" "Banter 3 - 14" 4301 "Blue 2" "Normal" "Banter 3 - 15" 2483 "Green 2" "Normal" "Banter 3 - 16" 2206 ) ( modify-variable @PersonaActivation[10000] 88 ) ) +Name: Banter - Standard 1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( = @SelectedBanter[0] 7 ) ( modify-variable @MessagesLeft[510510] ( / @MessagesLeft[510510] 7 ) ) ( send-message-list "Blue 3" "Normal" "Banter 4 - 1" 0 "Green 1" "Normal" "Banter 4 - 2" 4945 "Blue 3" "Normal" "Banter 4 - 3" 3466 "Green 2" "Normal" "Banter 4 - 4" 5457 "Blue 3" "Normal" "Banter 4 - 5" 5846 "Green 1" "Normal" "Banter 4 - 6" 11575 "Blue 2" "Normal" "Banter 4 - 7" 3082 "Blue 3" "Normal" "Banter 4 - 8" 3754 "Blue 2" "Normal" "Banter 4 - 9" 4284 "Blue 3" "Normal" "Banter 4 - 10" 3418 "Green 2" "Normal" "Banter 4 - 11" 6066 "Blue 2" "Normal" "Banter 4 - 12" 4899 "Blue 3" "Normal" "Banter 4 - 13" 3181 "Blue 2" "Normal" "Banter 4 - 14" 3380 "Blue 3" "Normal" "Banter 4 - 15" 5051 "Green 1" "Normal" "Banter 4 - 16" 3094 ) ( modify-variable @PersonaActivation[10000] 67 ) ) +Name: Banter - Standard 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( = @SelectedBanter[0] 11 ) ( modify-variable @MessagesLeft[510510] ( / @MessagesLeft[510510] 11 ) ) ( send-message-list "Green 1" "Normal" "Banter 5 - 1" 0 "Green 2" "Normal" "Banter 5 - 2" 5322 "Blue 3" "Normal" "Banter 5 - 3" 3988 "Blue 2" "Normal" "Banter 5 - 4" 3065 "Blue 3" "Normal" "Banter 5 - 5" 3018 "Green 2" "Normal" "Banter 5 - 6" 7105 "Blue 2" "Normal" "Banter 5 - 7" 3680 "Blue 3" "Normal" "Banter 5 - 8" 6685 "Blue 2" "Normal" "Banter 5 - 9" 10757 "Blue 3" "Normal" "Banter 5 - 10" 5019 "Green 2" "Normal" "Banter 5 - 11" 4439 "Blue 3" "Normal" "Banter 5 - 12" 2840 "Green 2" "Normal" "Banter 5 - 13" 6998 "Blue 3" "Normal" "Banter 5 - 14" 4846 "Green 2" "Normal" "Banter 5 - 15" 7488 "Green 1" "Normal" "Banter 5 - 16" 4087 ) ( modify-variable @PersonaActivation[10000] 77 ) ) +Name: Banter - Standard 3 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( = @SelectedBanter[0] 13 ) ( modify-variable @MessagesLeft[510510] ( / @MessagesLeft[510510] 13 ) ) ( send-message-list "Blue 3" "Normal" "Banter 6 - 1" 0 "Green 1" "Normal" "Banter 6 - 2" 3714 "Blue 2" "Normal" "Banter 6 - 3" 5805 "Green 2" "Normal" "Banter 6 - 4" 4969 "Blue 3" "Normal" "Banter 6 - 5" 5921 "Green 1" "Normal" "Banter 6 - 6" 4611 "Blue 2" "Normal" "Banter 6 - 7" 11569 "Blue 3" "Normal" "Banter 6 - 8" 4583 "Blue 2" "Normal" "Banter 6 - 9" 2995 "Blue 3" "Normal" "Banter 6 - 10" 2664 "Blue 2" "Normal" "Banter 6 - 11" 3184 "Blue 3" "Normal" "Banter 6 - 12" 2943 "Blue 2" "Normal" "Banter 6 - 13" 6594 "Green 2" "Normal" "Banter 6 - 14" 3698 "Blue 3" "Normal" "Banter 6 - 15" 4304 "Green 2" "Normal" "Banter 6 - 16" 5016 "Blue 3" "Normal" "Banter 6 - 17" 4023 "Green 1" "Normal" "Banter 6 - 18" 2885 ) ( modify-variable @PersonaActivation[10000] 88 ) ) +Name: Banter - Standard 4 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( = @SelectedBanter[0] 17 ) ( modify-variable @MessagesLeft[510510] ( / @MessagesLeft[510510] 17 ) ) ( send-message-list "Green 1" "Normal" "Banter 7 - 1" 0 "Green 2" "Normal" "Banter 7 - 2" 4846 "Blue 2" "Normal" "Banter 7 - 3" 4053 "Blue 3" "Normal" "Banter 7 - 4" 3000 "Blue 2" "Normal" "Banter 7 - 5" 9915 "Blue 3" "Normal" "Banter 7 - 6" 5873 "Blue 2" "Normal" "Banter 7 - 7" 4876 "Blue 3" "Normal" "Banter 7 - 8" 2728 "Blue 2" "Normal" "Banter 7 - 9" 4464 "Blue 3" "Normal" "Banter 7 - 10" 9871 "Blue 2" "Normal" "Banter 7 - 11" 2734 "Blue 3" "Normal" "Banter 7 - 12" 2635 "Green 2" "Normal" "Banter 7 - 13" 7663 "Blue 2" "Normal" "Banter 7 - 14" 7443 "Green 2" "Normal" "Banter 7 - 15" 2985 "Green 1" "Normal" "Banter 7 - 16" 5526 ) ( modify-variable @PersonaActivation[10000] 88 ) ) +Name: Banter - Standard 5 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( = @SelectedBanter[0] 2 ) ( modify-variable @MessagesLeft[510510] ( / @MessagesLeft[510510] 6 ) ) ( send-message-list "Blue 2" "Normal" "Banter 1 - 1" 0 "Blue 3" "Normal" "Banter 1 - 2" 3495 "Green 2" "Normal" "Banter 1 - 3" 3781 "Blue 3" "Normal" "Banter 1 - 4" 2945 "Blue 2" "Normal" "Banter 1 - 5" 6130 "Blue 3" "Normal" "Banter 1 - 6" 5596 "Blue 2" "Normal" "Banter 1 - 7" 5160 "Blue 3" "Normal" "Banter 1 - 8" 4986 "Blue 2" "Normal" "Banter 1 - 9" 4133 "Green 2" "Normal" "Banter 1 - 10" 2966 "Green 1" "Normal" "Banter 1 - 11" 4940 "Blue 3" "Normal" "Banter 1 - 12" 8139 "Green 2" "Normal" "Banter 1 - 13" 6734 "Green 1" "Normal" "Banter 1 - 14" 2786 "Blue 2" "Normal" "Banter 1 - 15" 1916 "Green 1" "Normal" "Banter 1 - 16" 4145 ) ( modify-variable @PersonaActivation[10000] 64 ) ) +Name: Banter - Maverick 1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( = @SelectedBanter[0] 3 ) ( modify-variable @MessagesLeft[510510] ( / @MessagesLeft[510510] 6 ) ) ( send-message-list "Blue 3" "Normal" "Banter 2 - 1" 0 "Green 1" "Normal" "Banter 2 - 2" 5000 "Green 2" "Normal" "Banter 2 - 3" 9509 "Blue 3" "Normal" "Banter 2 - 4" 7082 "Blue 2" "Normal" "Banter 2 - 5" 6317 "Blue 3" "Normal" "Banter 2 - 6" 8320 "Green 1" "Normal" "Banter 2 - 7" 4586 "Blue 3" "Normal" "Banter 2 - 8" 4965 "Green 1" "Normal" "Banter 2 - 9" 1394 "Blue 3" "Normal" "Banter 2 - 10" 4443 "Green 2" "Normal" "Banter 2 - 11" 2000 "Blue 3" "Normal" "Banter 2 - 12" 5224 "Green 2" "Normal" "Banter 2 - 13" 4783 "Blue 2" "Normal" "Banter 2 - 14" 1890 "Green 1" "Normal" "Banter 2 - 15" 2814 ) ( modify-variable @PersonaActivation[10000] 77 ) ) +Name: Banter - Maverick 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( > ( mission-time ) @PersonaActivation[10000] ) ( enable-builtin-messages "Blue 2" "Blue 3" "Green 1" "Green 2" ) ) +Name: Turn On Personae +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( false ) ( send-message "#Command" "High" "BANTERCHOICETEST" ) ) +Name: TEST EVENT 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( key-pressed "Q" ) ( false ) ) ( modify-variable @MessagesLeft[510510] 510510 ) ( key-reset-multiple "Q" ) ( send-message "#Command" "High" "BANTERCHOICETEST" ) ) +Name: TEST EVENT - RESET ALL BANTER +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----OMG. They Killed...---- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Green 1" ) ( not ( is-destroyed-delay 5 "Green 1" ) ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ( or ( is-event-false-delay "Gauntlet Dies-Nova Laments" 0 ) ( is-event-incomplete "Gauntlet Dies-Nova Laments" ) ) ( or ( is-event-false-delay "Gauntlet Dies-Overload Laments" 0 ) ( is-event-incomplete "Gauntlet Dies-Overload Laments" ) ) ) ( send-message "Green 2" "Normal" "Gauntlet Dies-Slingshot Lament" ) ) +Name: Gauntlet Dies-Slingshot Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Green 1" ) ( not ( is-destroyed-delay 5 "Green 1" ) ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ( or ( is-event-false-delay "Gauntlet Dies-Slingshot Laments" 0 ) ( is-event-incomplete "Gauntlet Dies-Slingshot Laments" ) ) ( or ( is-event-false-delay "Gauntlet Dies-Overload Laments" 0 ) ( is-event-incomplete "Gauntlet Dies-Overload Laments" ) ) ) ( send-message "Blue 2" "Normal" "Gauntlet Dies-Nova Laments" ) ) +Name: Gauntlet Dies-Nova Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Green 1" ) ( not ( is-destroyed-delay 5 "Green 1" ) ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ( or ( is-event-false-delay "Gauntlet Dies-Nova Laments" 0 ) ( is-event-incomplete "Gauntlet Dies-Nova Laments" ) ) ( or ( is-event-false-delay "Gauntlet Dies-Overload Laments" 0 ) ( is-event-incomplete "Gauntlet Dies-Overload Laments" ) ) ( false ) ) ( send-message "Blue 3" "Normal" "Gauntlet Dies-Overload Laments" ) ) +Name: Gauntlet Dies-Overload Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Green 2" ) ( not ( is-destroyed-delay 5 "Green 2" ) ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ( or ( is-event-false-delay "Slingshot Dies-Nova Laments" 0 ) ( is-event-incomplete "Slingshot Dies-Nova Laments" ) ) ( or ( is-event-false-delay "Slingshot Dies-Overload Laments" 0 ) ( is-event-incomplete "Slingshot Dies-Overload Laments" ) ) ) ( send-message "Green 1" "Normal" "Slingshot Dies-Gauntlet Lament" ) ) +Name: Slingshot Dies-Gauntlet Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Green 2" ) ( not ( is-destroyed-delay 5 "Green 2" ) ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ( or ( is-event-false-delay "Slingshot Dies-Gauntlet Laments" 0 ) ( is-event-incomplete "Slingshot Dies-Gauntlet Laments" ) ) ( or ( is-event-false-delay "Slingshot Dies-Overload Laments" 0 ) ( is-event-incomplete "Slingshot Dies-Overload Laments" ) ) ) ( send-message "Blue 2" "Normal" "Slingshot Dies-Nova Laments" ) ) +Name: Slingshot Dies-Nova Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Green 2" ) ( not ( is-destroyed-delay 5 "Green 2" ) ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ( or ( is-event-false-delay "Slingshot Dies-Nova Laments" 0 ) ( is-event-incomplete "Slingshot Dies-Nova Laments" ) ) ( or ( is-event-false-delay "Slingshot Dies-Gauntlet Laments" 0 ) ( is-event-incomplete "Slingshot Dies-Gauntlet Laments" ) ) ) ( send-message "Blue 3" "High" "Slingshot Dies-Overload Lament" ) ) +Name: Slingshot Dies-Overload Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Blue 2" ) ( not ( is-destroyed-delay 5 "Blue 2" ) ) ( not ( is-destroyed-delay 0 "Blue 3" ) ) ( or ( is-event-false-delay "Nova Dies-Gauntlet Laments" 0 ) ( is-event-incomplete "Nova Dies-Gauntlet Laments" ) ) ( or ( is-event-false-delay "Nova Dies-Slingshot Laments" 0 ) ( is-event-incomplete "Nova Dies-Slingshot Laments" ) ) ) ( send-message "Blue 3" "High" "Nova Dies-Overload Laments" ) ) +Name: Nova Dies-Overload Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Blue 2" ) ( not ( is-destroyed-delay 5 "Blue 2" ) ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( or ( is-event-false-delay "Nova Dies-Overload Laments" 0 ) ( is-event-incomplete "Nova Dies-Overload Laments" ) ) ( or ( is-event-false-delay "Nova Dies-Gauntlet Laments" 0 ) ( is-event-incomplete "Nova Dies-Gauntlet Laments" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ) ( send-message "Green 1" "High" "Nova Dies-Gauntlet Laments" ) ) +Name: Nova Dies-Gauntlet Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Blue 2" ) ( not ( is-destroyed-delay 5 "Blue 2" ) ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ( or ( is-event-false-delay "Nova Dies-Overload Laments" 0 ) ( is-event-incomplete "Nova Dies-Overload Laments" ) ) ( or ( is-event-false-delay "Nova Dies-Slingshot Laments" 0 ) ( is-event-incomplete "Nova Dies-Slingshot Laments" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ( false ) ) ( send-message "Green 2" "High" "Nova Dies-Slingshot Laments" ) ) +Name: Nova Dies-Slingshot Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Blue 3" ) ( not ( is-destroyed-delay 5 "Blue 3" ) ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( or ( is-event-false-delay "Overload Dies-Gauntlet Laments" 0 ) ( is-event-incomplete "Overload Dies-Gauntlet Laments" ) ) ( or ( is-event-false-delay "Overload Dies-Slingshot Laments" 0 ) ( is-event-incomplete "Overload Dies-Slingshot Laments" ) ) ) ( send-message "Blue 2" "High" "Overload Dies-Nova Laments" ) ) +Name: Overload Dies-Nova Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Blue 3" ) ( not ( is-destroyed-delay 5 "Blue 3" ) ) ( not ( is-destroyed-delay 0 "Green 1" ) ) ( or ( is-event-false-delay "Overload Dies-Nova Laments" 0 ) ( is-event-incomplete "Overload Dies-Nova Laments" ) ) ( or ( is-event-false-delay "Overload Dies-Slingshot Laments" 0 ) ( is-event-incomplete "Overload Dies-Slingshot Laments" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ) ( send-message "Green 1" "High" "Overload Dies-Gauntlet Laments" ) ) +Name: Overload Dies-Gauntlet Laments +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Blue 3" ) ( not ( is-destroyed-delay 5 "Blue 3" ) ) ( not ( is-destroyed-delay 0 "Green 2" ) ) ( or ( is-event-false-delay "Overload Dies-Gauntlet Laments" 0 ) ( is-event-incomplete "Overload Dies-Gauntlet Laments" ) ) ( or ( is-event-false-delay "Overload Dies-Nova Laments" 0 ) ( is-event-incomplete "Overload Dies-Nova Laments" ) ) ( or ( is-event-false-delay "Toys Back In The Toy Box" 0 ) ( is-event-incomplete "Toys Back In The Toy Box" ) ) ) ( send-message "Green 2" "High" "Overload Dies-Slingshot Lament" ) ) +Name: Overload Dies-Slingshot Laments +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 4 total $Type: Primary +Name: Get Miners To Spud $MessageNew: XSTR("Escort Monarch To The Asteroid", 590) $end_multi_text $Formula: ( is-event-true-delay "Escort Monarch" 0 ) +No music $Type: Primary +Name: Oversee 1st Stage $MessageNew: XSTR("Guard Miners Till Relieved", 591) $end_multi_text $Formula: ( or ( is-event-true-delay "CAG Orders Blue 1 Home" 0 ) ( is-event-true-delay "All Cylons Dead" 0 ) ) $Type: Primary +Name: Investigate Green 2 $MessageNew: XSTR("Investigate Last Known Location Of Green 2", 592) $end_multi_text $Formula: ( destroyed-or-departed-delay 8 "Fractal4" ) +Invalid +No music $Type: Bonus +Name: Best Ending $MessageNew: XSTR("Protect Wingmen And Monarch", 593) $end_multi_text $Formula: ( and ( is-event-true-delay "Go Home You Cheat" 0 ) ( not ( percent-ships-destroyed 1 "Blue 2" "Blue 3" "Green 1" "Green 2" ) ) ( not ( destroyed-or-departed-delay 0 "Monarch" ) ) ) #Waypoints ;! 5 lists total $Name: Scout Flees $List: ( ;! 2 points in list ( -5000.000000, 3500.000000, 0.000000 ) ( -13000.000000, 3500.000000, 0.000000 ) ) $Name: Miner Inbound $List: ( ;! 1 points in list ( 732.000000, 3700.000000, 1385.000000 ) ) $Name: Holland Goes After Scout $List: ( ;! 3 points in list ( -2000.000488, 3800.000000, 2000.000000 ) ( -3000.000000, 4300.000000, 1600.000000 ) ( -4000.000000, 3500.000000, 0.000000 ) ) $Name: Scar Arrival Point $List: ( ;! 1 points in list ( -6000.000000, 4000.000000, -5000.000000 ) ) $Name: Scar Arrival Point (Alt) $List: ( ;! 1 points in list ( 2000.000000, -4000.000000, 0.000000 ) ) #Messages ;! 189 total $Name: Glint Spotted $Team: -1 $MessageNew: XSTR("Wha--? What the frak is that?! Something moved... out there in the rocks. I swear I saw something move! Moving in now to check it out.", 594) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-001.ogg $Name: Cylon Scout Spotted $Team: -1 $MessageNew: XSTR("Oh frak! Cylon Raider! There...in the rocks! Come on, Slingshot. If anyone else gets the shot, take it out...but don't leave the Monarch unprotected.", 595) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-002.ogg $Name: Holland Sees Scout Jump $Team: -1 $MessageNew: XSTR("Frak me to HELL--he's bugging out! Blue Team, stick with the Miners! We'll have incoming hostiles soon enough. Slingshot, need a little distance here. We've got to catch them before they get close.", 596) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-003.ogg $Name: Player Follows Holland $Team: -1 $MessageNew: XSTR("Uh, pilot, have you forgotten your objectives so quickly? Captain wants you guarding the miners.", 597) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-004.ogg $Name: Holland Is Not Impressed $Team: -1 $MessageNew: XSTR("Lords of frakking Kobol! Blue 1, did you not hear Slingshot?! GET BACK TO THE MINERS--NOW.", 598) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-005.ogg $Name: Gauntlet Spots Raiders $Team: -1 $MessageNew: XSTR("Slingshot, over there--ten o'clock high! ", 599) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-006.ogg $Name: Slingshot Doesn't Like It $Team: -1 $MessageNew: XSTR("I see them, Gauntlet! This is not good, not at all good, sir!", 600) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-007.ogg $Name: Gauntlet Likes It Even Less $Team: -1 $MessageNew: XSTR("I know, I know! They're splitting up... I think we've been spotted.", 601) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-008.ogg $Name: Gauntlet Reports Incoming $Team: -1 $MessageNew: XSTR("No damn joy--frak! Blue Team, brace yourself for action. You've got four inbound Raiders. Three more are coming at us. ", 602) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-009.ogg $Name: Nova, however, IS happy $Team: -1 $MessageNew: XSTR("YESsssssss. About frakking time! Time to add some more stamps to my hull.", 603) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-010.ogg $Name: Overload Is Similarly Happy $Team: -1 $MessageNew: XSTR("All right, lets get to it! ", 604) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-011.ogg $Name: Holland Lines Up A Kill $Team: -1 $MessageNew: XSTR("I've got this metal motherfrakker in my sights! Come on, come on, come on!", 605) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-012.ogg $Name: Slingshot Deals With The Other $Team: -1 $MessageNew: XSTR("I'm on the other two!", 606) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-013.ogg $Name: Holland Gets The Kill $Team: -1 $MessageNew: XSTR("That's one dead chrome coated frak!", 607) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-014.ogg $Name: Slingshot Downs One Too $Team: -1 $MessageNew: XSTR("Nice work, sir! Yeah, and one down for me too!", 608) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-015.ogg $Name: Holland Gets Jumped $Team: -1 $MessageNew: XSTR("What's your position, Slingshot? I'm coming over to steal your kill on the last Raid--oh frak! Where the hell did that come from?! Lords, a fourth Raider!", 609) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-016.ogg $Name: Gauntlet In Trouble $Team: -1 $MessageNew: XSTR("This buggers all over me! Where are you, Slingshot?!", 610) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-017.ogg $Name: Slingshot On The Way $Team: -1 $MessageNew: XSTR("Raider splashed, I'm on the way, Gauntlet! Where are you? Can't see a gods damned thing in all these asteroids!", 611) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-018.ogg $Name: Gauntlet Loses Scar $Team: -1 $MessageNew: XSTR("What the--oh hell... he's gone! I... can't see him anywhere!", 612) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-019.ogg $Name: Slingshot Spots Scar $Team: -1 $MessageNew: XSTR("I'm on my way, Gauntlet. Got you on visual, and no sign of the Raider thou--DAMNIT! He's on your SIX!", 613) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-020.ogg $Name: Gauntlet's Last Words 1 $Team: -1 $MessageNew: XSTR("Oh you clever Frak!", 614) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-021.ogg $Name: Gauntlet's Last Words 2 $Team: -1 $MessageNew: XSTR("Aw hell!", 615) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-022.ogg $Name: Gauntlet's Last Words 3 $Team: -1 $MessageNew: XSTR("Frak me!", 616) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-023.ogg $Name: Gauntlet's Last Words 4 $Team: -1 $MessageNew: XSTR("Frak you!", 617) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-024.ogg $Name: Gauntlet's Last Words 5 $Team: -1 $MessageNew: XSTR("I knew it...", 618) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-025.ogg $Name: Gauntlet's Last Words 6 $Team: -1 $MessageNew: XSTR("This is really bad....", 619) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-026.ogg $Name: Gauntlet's Last Words 7 $Team: -1 $MessageNew: XSTR("W-wha--?", 620) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-027.ogg $Name: Slingshot Isn't A Happy Bunny $Team: -1 $MessageNew: XSTR("Oh frak no, no, Gauntlet! HOLLAND!!! BASTARD! YOU GODS. DAMNED. BASTARD! YOU'RE FRAKKING DEAD!", 621) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-028.ogg $Name: Nova Offers To Help $Team: -1 $MessageNew: XSTR("Holy frak, the Captain just bought it! Let me at this toaster! If anyone can frak him up, it's me! ", 622) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-029.ogg $Name: Slingshot Says No $Team: -1 $MessageNew: XSTR("NO, stay where you are! I can handle it! He might have got her with a cheap trick, but now the son of a bitch is MINE! ", 623) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-030.ogg $Name: Overload Bitches About That $Team: -1 $MessageNew: XSTR("DAMN, what the frak is it with people and kill-hogging?!", 624) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-031.ogg $Name: Slingshot Hits Scar $Team: -1 $MessageNew: XSTR("Hah! First blood, how does that feel you frakking bastard! HAH, he's running for it!", 625) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-032.ogg $Name: Slingshot Buys It $Team: -1 $MessageNew: XSTR("Let's see if I can get him to--HAH! Stupid frak slammed into the asteroid! Oh hell, dust and rubble are clouding visuals... --GOT YOU, FRAKKER! There's still too much gods damned dust out here...OH....", 626) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-033.ogg $Name: Overload Asks What Happened $Team: -1 $MessageNew: XSTR("Uh... Slingshot, talk to me man! Where the frak are you?!", 627) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-034.ogg $Name: Pegasus CAG Replies $Team: -1 $MessageNew: XSTR("Sit tight, Blue Team... It looks like he's still transmitting though--though it's nothing but static. We're prepping a Rescue Raptor for you, and Red Team is heading out to your coordinates to help guard the Monarch.", 628) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-035.ogg $Name: Overload Has His Own Theory $Team: -1 $MessageNew: XSTR("I think the poor frakker collided with an asteroid.", 629) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-036.ogg $Name: Find Slingshot $Team: -1 $MessageNew: XSTR("Blue One, now that you've cleared the skies, I want you to see if you can find Green 2. His ship is still within range and transmitting, so its probably just comm damage and a cracked canopy. I don't want any more Raiders pouncing on him if it's more serious than that.", 630) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-037.ogg $Name: Overload Wants To Stay Behind $Team: -1 $MessageNew: XSTR("Oh, come ON! Do I look like a frakking babysitter?! I'm staying with the Monarch!", 631) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-038.ogg $Name: Nova Does Too $Team: -1 $MessageNew: XSTR("Uh, I'm staying here where the action is.", 632) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-039.ogg $Name: Blue Team Stay Behind $Team: -1 $MessageNew: XSTR("Blue 1, looks like you're going after Slingshot then. Nova, Overload, remain with the Monarch.", 633) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-040.ogg $Name: Overload Remains Behind $Team: -1 $MessageNew: XSTR("Blue 1, looks like you're going after Slingshot then. Overload, guard the Monarch! Lets just hope no more Raiders turn up before Red Team gets there.", 634) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-041.ogg $Name: Overload Laughs At Player $Team: -1 $MessageNew: XSTR("Oh, someone gets to play the frakking nanny! Shoo, bitch, run along! Go take care of the idiot who can't dodge asteroids, Ive got some more hull stamps to collect!", 635) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-042.ogg $Name: Red 1 On Station 1 $Team: -1 $MessageNew: XSTR("Blue lead, Red Team is here to lend a hand!", 636) $end_multi_text +Persona: Trigger +Wave Name: SP-02-M-043.ogg $Name: Red 1 On Station 2 $Team: -1 $MessageNew: XSTR("Blue lead, Red Team is here to lend a hand!", 637) $end_multi_text +Persona: Trigger +Wave Name: SP-02-M-044.ogg $Name: Scar Bugs Out $Team: -1 $MessageNew: XSTR("Whoo! Hah, what do you know... little frak's bugging out! I guess you spanked him pretty hard, eh?", 638) $end_multi_text +Persona: Trigger +Wave Name: SP-02-M-045.ogg $Name: CAG Says He Wants Scar Dead $Team: -1 $MessageNew: XSTR("Gods damn, I wanted that frakker for Gauntlet and Slingshot!", 639) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-046.ogg $Name: CAG Says To Come Home $Team: -1 $MessageNew: XSTR("All right! The toasters in the vicinity are eliminated, and the miner's still in one piece. Sit tight, we've got reinforcements heading your way. They'll take over guard duty just in case those Cylon fraks are stupid enough to attack again. Once they show up, come on home.", 640) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-047.ogg $Name: Miners Hit By Rocks $Team: -1 $MessageNew: XSTR("Pilots, are you still alive and well? I'm not. In fact... I'm being PUMMELED BY ROCKS.", 641) $end_multi_text +Persona: Large Ship +Wave Name: SP-02-M-048.ogg $Name: Miners Hit By More Rocks $Team: -1 $MessageNew: XSTR("Shoot the rocks, people! If all of this red on the board is a hint, it's a hint for me to frakking leave!", 642) $end_multi_text +Persona: Large Ship +Wave Name: SP-02-M-049.ogg $Name: Miners Almost Dead From Rocks $Team: -1 $MessageNew: XSTR("Good gods, I'm dying out here! ...Are you deaf? Did you hear me?! Frak, spooling up the jump drive!", 643) $end_multi_text +Persona: Large Ship +Wave Name: SP-02-M-050.ogg $Name: Miners Hit By About Cylons $Team: -1 $MessageNew: XSTR("I'm taking some unpleasant, frakking hits... Pilots, you'll do well to keep me safe!", 644) $end_multi_text +Persona: Large Ship +Wave Name: SP-02-M-051.ogg $Name: Miners Hit By More Cylons $Team: -1 $MessageNew: XSTR("Not good, pilots... red and orange lights are everywhere--ARGH, stop the assaults or I'm a dead man!", 645) $end_multi_text +Persona: Large Ship +Wave Name: SP-02-M-052.ogg $Name: Miner Run From Cylons $Team: -1 $MessageNew: XSTR("The hull is coming apart, pilots... pilots?! Well, it looks like I'm done. Spooling up the jump drive, now!", 646) $end_multi_text +Persona: Large Ship +Wave Name: SP-02-M-053.ogg $Name: CAG Chews Out Everyone $Team: -1 $MessageNew: XSTR("Great work! You've completely frakked everything up. Get your asses back to the Beast!", 647) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-054.ogg $Name: CAG Orders Clean Up $Team: -1 $MessageNew: XSTR("Clean up any Cylons in range, and then get your asses back to the Beast.", 648) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-055.ogg $Name: CAG Orders Everyone Home $Team: -1 $MessageNew: XSTR("Huh, there are no Cylons in the area now... well, get back to the Pegasus for debriefing.", 649) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-056.ogg $Name: Monarch Landing $Team: -1 $MessageNew: XSTR("We have arrived at our destination. Preparing to land on the asteroid. Please, watch our backs.", 650) $end_multi_text +Persona: Large Ship +Wave Name: SP-02-M-057.ogg $Name: Disobeying Again $Team: -1 $MessageNew: XSTR("Look gods damnit... this may have worked for you before, and yes, for frak sake--YES, you DID... save Chum--and me, but disobeying orders now isn't saving anyone's frakking ass!", 651) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-058.ogg $Name: Disobeying Again - Chum Died $Team: -1 $MessageNew: XSTR("Gods! I don't know what sort of fraktastic stunt you're pulling--YET AGAIN, but this time your 'intuition', or 'whim', or half-baked--nay... frakking IDIOTIC idea is going to land your sorry ass in the gods damned brig! If another death comes of this, I frakking warned you before...your ass is mine gods damnit!", 652) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-059.ogg $Name: Disobeying For The First Time $Team: -1 $MessageNew: XSTR("I don't have a clue what you're thinking, pilot, but when we're done here, this frakking stunt is going to land your sorry ass in the brig!", 653) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-060.ogg $Name: Miners Saved. Cylons Dead $Team: -1 $MessageNew: XSTR("All right, the toasters in the vicinity are eliminated, and the miner's still in one piece. Sit tight, we've got reinforcements heading your way. They'll take over guard duty just in case those Cylon fraks are stupid enough to attack again. Once they show up, come on home.", 654) $end_multi_text +Persona: Colonial Command +Wave Name: SP-02-M-061.ogg $Name: Blue 2 Has Other Things To Do $Team: -1 $MessageNew: XSTR("Look, more frakking Raiders are gonna show up, so if I'm not here, who the frak is going to claim them right--right?! ARGH, this better be worth it, or I'll frakking flay you alive!", 655) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-062.ogg $Name: Blue 3 Has Other Things To Do $Team: -1 $MessageNew: XSTR("Oh ho, this is exactly the sort of assbackwards crap that gets you in trouble, frakface! You're going to cost me a bunch of kills if the Raiders come back--and you're leaving some frakking civs in danger! I'm sure as hell not going to take the blame this time, bitch!", 656) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-063.ogg $Name: BANTERCHOICETEST $Team: -1 $MessageNew: XSTR("MessagesLeft = $MessagesLeft, SelectedBanter = $SelectedBanter", 657) $end_multi_text +Wave Name: SP-02-M-064.ogg $Name: Banter 1 - 1 $Team: -1 $MessageNew: XSTR("Shooting rocks just makes my day.", 658) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-066.ogg $Name: Banter 1 - 2 $Team: -1 $MessageNew: XSTR("And whatta day, what a frakking day!", 659) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-067.ogg $Name: Banter 1 - 3 $Team: -1 $MessageNew: XSTR("It's more than that people, it's keeping the Monarch safe!", 660) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-068.ogg $Name: Banter 1 - 4 $Team: -1 $MessageNew: XSTR("Safe, schmafe, my little buddy and me are gonna get smashed after this joyride--woohoo!", 661) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-069.ogg $Name: Banter 1 - 5 $Team: -1 $MessageNew: XSTR("Oh right, Chum's still breathing after that outing. Little bugger won't get off my ass about those sim scores.", 662) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-070.ogg $Name: Banter 1 - 6 $Team: -1 $MessageNew: XSTR("Lay off, Chum! If anyone's going to be on your ass... it's me.", 663) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-071.ogg $Name: Banter 1 - 7 $Team: -1 $MessageNew: XSTR("You try and try and try, but still don't come close. Frakking dick.", 664) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-072.ogg $Name: Banter 1 - 8 $Team: -1 $MessageNew: XSTR("Aww, Sparky, you really do like me more than you wanna admit!", 665) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-073.ogg $Name: Banter 1 - 9 $Team: -1 $MessageNew: XSTR("Ugh, Overblown has such a predictable, one-track mind.", 666) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-074.ogg $Name: Banter 1 - 10 $Team: -1 $MessageNew: XSTR("It's uh... great that Chum's alive and well, but we're on a mission here.", 667) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-075.ogg $Name: Banter 1 - 11 $Team: -1 $MessageNew: XSTR("And if anyone of you pull what that frakking ALF pulled on the patrol, I will skin you alive--and enjoy it.", 668) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-076.ogg $Name: Banter 1 - 12 $Team: -1 $MessageNew: XSTR("Watch who you call an annoying little frak, SIR! He's just excitable and all, so cut him some gods damned slack!", 669) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-077.ogg $Name: Banter 1 - 13 $Team: -1 $MessageNew: XSTR("'Excitable', eh? Understatement of the year.", 670) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-078.ogg $Name: Banter 1 - 14 $Team: -1 $MessageNew: XSTR("He's explosive--", 671) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-079.ogg $Name: Banter 1 - 15 $Team: -1 $MessageNew: XSTR("And a severe pain in my ass! That little frakking punk!", 672) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-080.ogg $Name: Banter 1 - 16 $Team: -1 $MessageNew: XSTR("Okay, all of you, shut up! We've got a ship to protect and area to secure.", 673) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-081.ogg $Name: Banter 2 - 1 $Team: -1 $MessageNew: XSTR("Frakking hell, Captain, this is wrong! Blue lead shouldn't be here--not after what happened!", 674) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-082.ogg $Name: Banter 2 - 2 $Team: -1 $MessageNew: XSTR("Pipe down! Remember, people, nothing touches the Monarch. Its safe passage is TOP priority. STAY, and don't frakking forget that!", 675) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-083.ogg $Name: Banter 2 - 3 $Team: -1 $MessageNew: XSTR("Gauntlet, relax, relax. The hard part's over... This is a simple mission, eh? They can take care of things.", 676) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-084.ogg $Name: Banter 2 - 4 $Team: -1 $MessageNew: XSTR("Blue team leader my ASS! You frakking killed Chum--YOU and your gods damned moronic decisions!", 677) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-085.ogg $Name: Banter 2 - 5 $Team: -1 $MessageNew: XSTR("Hey! It's not a moronic decision to go where the kills are, but heh, disobeying orders, not so smart--unless there are lots and lots of kills.", 678) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-086.ogg $Name: Banter 2 - 6 $Team: -1 $MessageNew: XSTR("You don't frakking get it, do you?! You're not dead now only because I--", 679) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-087.ogg $Name: Banter 2 - 7 $Team: -1 $MessageNew: XSTR("Shut the frak up, Overload! Chum should never have been out there in the first place.", 680) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-088.ogg $Name: Banter 2 - 8 $Team: -1 $MessageNew: XSTR("Sir, that's not how I--", 681) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-089.ogg $Name: Banter 2 - 9 $Team: -1 $MessageNew: XSTR("If you wanna blame anyone, blame the CAG. Now focus on your job!", 682) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-090.ogg $Name: Banter 2 - 10 $Team: -1 $MessageNew: XSTR("I frakking heard it with my own ears!", 683) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-091.ogg $Name: Banter 2 - 11 $Team: -1 $MessageNew: XSTR("She said to drop it, Overload. You only heard part of the transmissions, and you were NOT there. So, drop it!", 684) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-092.ogg $Name: Banter 2 - 12 $Team: -1 $MessageNew: XSTR("You Galactica fraks sure know how to get in my way... pricks.", 685) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-093.ogg $Name: Banter 2 - 13 $Team: -1 $MessageNew: XSTR("Hah, it's quite the reverse.", 686) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-094.ogg $Name: Banter 2 - 14 $Team: -1 $MessageNew: XSTR("Eh, Cain isn't around any more, but she wouldn't agree--", 687) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-095.ogg $Name: Banter 2 - 15 $Team: -1 $MessageNew: XSTR("Cain's dead, Chum's gone, now shut up and do your jobs!", 688) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-096.ogg $Name: Banter 3 - 1 $Team: -1 $MessageNew: XSTR("Alright, keep on task and don't screw around.", 689) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-097.ogg $Name: Banter 3 - 2 $Team: -1 $MessageNew: XSTR("Yeah, if anything happens to the Monarch, it'll be on our heads.", 690) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-098.ogg $Name: Banter 3 - 3 $Team: -1 $MessageNew: XSTR("Uh, what if something happens to it that wasn't our fault?", 691) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-099.ogg $Name: Banter 3 - 4 $Team: -1 $MessageNew: XSTR("All of us fail, regardless...", 692) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-100.ogg $Name: Banter 3 - 5 $Team: -1 $MessageNew: XSTR("Not me! Haha, oh, hell no, I ALWAYS succeed! Failure only means that someone else frakked up!", 693) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-101.ogg $Name: Banter 3 - 6 $Team: -1 $MessageNew: XSTR("Huh, really... you take risks often, Nova?", 694) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-102.ogg $Name: Banter 3 - 7 $Team: -1 $MessageNew: XSTR("Like putting your ass in the sling--haha! That's called intelligent risk assessment, and intuition.", 695) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-103.ogg $Name: Banter 3 - 8 $Team: -1 $MessageNew: XSTR("What about when you hog all the damned kills, psycho girl? What the frak is that?!", 696) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-104.ogg $Name: Banter 3 - 9 $Team: -1 $MessageNew: XSTR("Hehe, if you kill anything when I'm around, it's only because you got lucky and picked off the strays.", 697) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-105.ogg $Name: Banter 3 - 10 $Team: -1 $MessageNew: XSTR("Eh, okay, what about in Triad? --OR Dead Mans Chest, huh?! ", 698) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-106.ogg $Name: Banter 3 - 11 $Team: -1 $MessageNew: XSTR("What? I always have a killer hand, and Overblown, honey, you're just so eager to give me your cubits, haha!", 699) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-107.ogg $Name: Banter 3 - 12 $Team: -1 $MessageNew: XSTR("Whatever. After this mission, there's a game in the mess hall. We'll see how well your 'assessment' works out.", 700) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-108.ogg $Name: Banter 3 - 13 $Team: -1 $MessageNew: XSTR("Ooh, another win-win! Don't have a problem if wanna make me rich!", 701) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-109.ogg $Name: Banter 3 - 14 $Team: -1 $MessageNew: XSTR("Or maybe I'll own your ass!", 702) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-110.ogg $Name: Banter 3 - 15 $Team: -1 $MessageNew: XSTR("Not in this life! Bitch, I will frakking prevail!", 703) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-111.ogg $Name: Banter 3 - 16 $Team: -1 $MessageNew: XSTR("That's great, Blue team, but don't forget the miners in the meantime. We all fail if they fail.", 704) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-112.ogg $Name: Banter 4 - 1 $Team: -1 $MessageNew: XSTR("It just had to be this mission, right? Captain, why me? Why the frak am I here?", 705) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-113.ogg $Name: Banter 4 - 2 $Team: -1 $MessageNew: XSTR("Uh... you need the practice.", 706) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-114.ogg $Name: Banter 4 - 3 $Team: -1 $MessageNew: XSTR("Really. I just thought maybe you were really the frakking twisted bit--PERSON everyone thinks you are!", 707) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-115.ogg $Name: Banter 4 - 4 $Team: -1 $MessageNew: XSTR("Watch your frakking mouth, Overload. You're a glutton for punishment with that attitude.", 708) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-116.ogg $Name: Banter 4 - 5 $Team: -1 $MessageNew: XSTR("Glutton?! If it wasn't for... this frakker playing Blue--Blue frakking LEAD--argh! Just wait until we get into the ring, then I'll frak you up good--maybe put you in a gods damned coma!", 709) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-117.ogg $Name: Banter 4 - 6 $Team: -1 $MessageNew: XSTR("Hey now... calm down!", 710) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-118.ogg $Name: Banter 4 - 7 $Team: -1 $MessageNew: XSTR("BOXING! Three to one that Overload goes down in the first round!", 711) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-119.ogg $Name: Banter 4 - 8 $Team: -1 $MessageNew: XSTR("You're out of your mind--the first round?! I'll put the frakker down in three seconds.", 712) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-120.ogg $Name: Banter 4 - 9 $Team: -1 $MessageNew: XSTR("Sixty cubits says that Over-everything hits the ground in half a minute!", 713) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-121.ogg $Name: Banter 4 - 10 $Team: -1 $MessageNew: XSTR("WHAT? For REAL? NO--WAIT... HEY!", 714) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-122.ogg $Name: Banter 4 - 11 $Team: -1 $MessageNew: XSTR("We're on a mission, guys! Now isn't the time to discuss bets OR beating the crap out of each other.", 715) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-123.ogg $Name: Banter 4 - 12 $Team: -1 $MessageNew: XSTR("Overblown, I can always count on you for something.", 716) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-124.ogg $Name: Banter 4 - 13 $Team: -1 $MessageNew: XSTR("Nova, psycho girly, come ON... I thought you--", 717) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-125.ogg $Name: Banter 4 - 14 $Team: -1 $MessageNew: XSTR("Heh, you thought wrong! So when we get back, everyone go petition for an early ring fight!", 718) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-126.ogg $Name: Banter 4 - 15 $Team: -1 $MessageNew: XSTR("Ill prove you ALL wrong! Just frakking wait!", 719) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-127.ogg $Name: Banter 4 - 16 $Team: -1 $MessageNew: XSTR("Alright, enough people. For frak sake, focus on the job for the moment!", 720) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-128.ogg $Name: Banter 5 - 1 $Team: -1 $MessageNew: XSTR("Alright people, stay and fire away at every menacing hunk of rock you see.", 721) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-129.ogg $Name: Banter 5 - 2 $Team: -1 $MessageNew: XSTR("Aye sir, on your six. Let's hope it's smooth sailing from here.", 722) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-130.ogg $Name: Banter 5 - 3 $Team: -1 $MessageNew: XSTR("Too easy... but it's better than nothing. Right, Nova?", 723) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-131.ogg $Name: Banter 5 - 4 $Team: -1 $MessageNew: XSTR("Whoo hooo! Rocks or nothing, baby!", 724) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-132.ogg $Name: Banter 5 - 5 $Team: -1 $MessageNew: XSTR("'Whoo hooo'... Crazy, just the way I like 'em. Mmm, better than frakking with those pansyass Galactica bitches.", 725) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-133.ogg $Name: Banter 5 - 6 $Team: -1 $MessageNew: XSTR("Uh, shut the frak up, Overload! I can still hear you.", 726) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-134.ogg $Name: Banter 5 - 7 $Team: -1 $MessageNew: XSTR("What?! Whatever, move your asses. Rocks are okay for the moment 'cause every outing is a chance to SCORE KILLS!", 727) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-135.ogg $Name: Banter 5 - 8 $Team: -1 $MessageNew: XSTR("Ooh, 'score'?! Nova, Nova, you tasty, frakkable thing... Hah, if you can't handle it, we can always share our kills.", 728) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-136.ogg $Name: Banter 5 - 9 $Team: -1 $MessageNew: XSTR("Fly into my fire, bitch. I dare you to do it, and then, maybe we'll share a kill.", 729) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-137.ogg $Name: Banter 5 - 10 $Team: -1 $MessageNew: XSTR("The CAG wouldn't like that...", 730) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-138.ogg $Name: Banter 5 - 11 $Team: -1 $MessageNew: XSTR("Oh, some of us wouldn't complain!", 731) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-139.ogg $Name: Banter 5 - 12 $Team: -1 $MessageNew: XSTR("Dear Slingshot. Go to Hell. Sincerely, Overload.", 732) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-140.ogg $Name: Banter 5 - 13 $Team: -1 $MessageNew: XSTR("If you frak around with the Galactica crew, it's only gonna cost you in the end.", 733) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-141.ogg $Name: Banter 5 - 14 $Team: -1 $MessageNew: XSTR("I know the rules, and your people are too easy--soft. You're a frakking softy, knuckledragger, and thatll get you killed real quick!", 734) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-142.ogg $Name: Banter 5 - 15 $Team: -1 $MessageNew: XSTR("Heh, run in with Tigh on a bad month and see what happens...", 735) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-143.ogg $Name: Banter 5 - 16 $Team: -1 $MessageNew: XSTR("Alright, enough of this squabbling. Focus on the frakking task at hand!", 736) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-144.ogg $Name: Banter 6 - 1 $Team: -1 $MessageNew: XSTR("This is bad, Captain. Making the ass here Blue lead, I don't get it.", 737) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-145.ogg $Name: Banter 6 - 2 $Team: -1 $MessageNew: XSTR("You don't need to get it, Overload. Just follow your orders and protect the Monarch.", 738) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-146.ogg $Name: Banter 6 - 3 $Team: -1 $MessageNew: XSTR("You mean shoot at the rocks, sir... lots and lots of rocks.", 739) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-147.ogg $Name: Banter 6 - 4 $Team: -1 $MessageNew: XSTR("Your orders are to escort the Monarch, keep it from harm. Shooting rocks serves that purpose for now.", 740) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-148.ogg $Name: Banter 6 - 5 $Team: -1 $MessageNew: XSTR("But this frakker leading Blue team is unqualified! Cain wouldn't let this tard be in command of sh--", 741) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-149.ogg $Name: Banter 6 - 6 $Team: -1 $MessageNew: XSTR("Cain is dead. And unless you fancy a holiday in the deluxe frakking brig, I suggest you shut the frak up about your lead, and do your job quietly.", 742) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-150.ogg $Name: Banter 6 - 7 $Team: -1 $MessageNew: XSTR("But if Cain were here, she wouldn't let things degrade to this point.", 743) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-151.ogg $Name: Banter 6 - 8 $Team: -1 $MessageNew: XSTR("Frakking Galactica crew. They messed up our fun!", 744) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-152.ogg $Name: Banter 6 - 9 $Team: -1 $MessageNew: XSTR("No, they messed up our frakking structure!", 745) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-153.ogg $Name: Banter 6 - 10 $Team: -1 $MessageNew: XSTR("But with the chained skinjob, come on, Nova!", 746) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-154.ogg $Name: Banter 6 - 11 $Team: -1 $MessageNew: XSTR("Eh, there are other ways to get that kind of fun.", 747) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-155.ogg $Name: Banter 6 - 12 $Team: -1 $MessageNew: XSTR("Oh, that Cylon ass was the highlight--free of charge, too! Mmm, plenty of bang for no buck.", 748) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-156.ogg $Name: Banter 6 - 13 $Team: -1 $MessageNew: XSTR("Eww, thats frakking tasteless, I can't believe you like machines!", 749) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-157.ogg $Name: Banter 6 - 14 $Team: -1 $MessageNew: XSTR("That's enough! We don't need a blow by blow of what happened, Overload.", 750) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-158.ogg $Name: Banter 6 - 15 $Team: -1 $MessageNew: XSTR("Slingshot, you would have liked her! You're so in luuuve with frakking machine parts anyway.", 751) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-159.ogg $Name: Banter 6 - 16 $Team: -1 $MessageNew: XSTR("I said, drop the topic.", 752) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-160.ogg $Name: Banter 6 - 17 $Team: -1 $MessageNew: XSTR("Oh, maybe the Captain would love a skinjob with guy p--", 753) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-161.ogg $Name: Banter 6 - 18 $Team: -1 $MessageNew: XSTR("SHUT THE FRAK UP! The next word that comes out of anyone's mouth about frakking skinjobs, and I'll have you all locked in the brig!.", 754) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-162.ogg $Name: Banter 7 - 1 $Team: -1 $MessageNew: XSTR("Okay, folks. Start shooting at every rock face that looks at you the wrong way.", 755) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-163.ogg $Name: Banter 7 - 2 $Team: -1 $MessageNew: XSTR("Copy that, Captain. Let's hope this run is less exciting than your last...", 756) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-164.ogg $Name: Banter 7 - 3 $Team: -1 $MessageNew: XSTR("Rocks, gods damned rocks... I wanna shoot up some frakking tin!", 757) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-165.ogg $Name: Banter 7 - 4 $Team: -1 $MessageNew: XSTR("Eh, you're not the only one, girly! Maybe we'll get lucky later. Plenty of things to frak around here... you, uh, wanna frak around?", 758) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-166.ogg $Name: Banter 7 - 5 $Team: -1 $MessageNew: XSTR("Wha--oh damn! Not likely you frakking dick. Now shut the hell up, I'm busy!", 759) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-167.ogg $Name: Banter 7 - 6 $Team: -1 $MessageNew: XSTR("Busy, but what... come ON, you must be a total hellcat in the bag!", 760) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-168.ogg $Name: Banter 7 - 7 $Team: -1 $MessageNew: XSTR("Uh, that's some short term memory you have, Overblown.", 761) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-169.ogg $Name: Banter 7 - 8 $Team: -1 $MessageNew: XSTR("Heh heh, speaking of memory, don't you ever think about me?", 762) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-170.ogg $Name: Banter 7 - 9 $Team: -1 $MessageNew: XSTR("Oh, I DO, I think think about... your skin... I think about--how it looks tacked to my hull! You know, stretched out next to my stamps?", 763) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-171.ogg $Name: Banter 7 - 10 $Team: -1 $MessageNew: XSTR("You're--I still can't believe you--that was--", 764) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-172.ogg $Name: Banter 7 - 11 $Team: -1 $MessageNew: XSTR("Don't you think it'd make me stand out of the crowd?", 765) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-173.ogg $Name: Banter 7 - 12 $Team: -1 $MessageNew: XSTR("You--ARGH! Gods damned you for bringing that up! There are still scars on my--frak you, Nova!", 766) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-174.ogg $Name: Banter 7 - 13 $Team: -1 $MessageNew: XSTR("I don't know how you people would deal with it on the Beast, but Tyrol would ask you to tan that filthy hide before draping it all over one of his beloved Vipers!", 767) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-175.ogg $Name: Banter 7 - 14 $Team: -1 $MessageNew: XSTR("Yeah! He'd be a frakking 'skinjob'!", 768) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-176.ogg $Name: Banter 7 - 15 $Team: -1 $MessageNew: XSTR("I'd say that I'd only approach it with a blowtorch, but you know, that's not nice and I'm just not a racist fellow!", 769) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-177.ogg $Name: Banter 7 - 16 $Team: -1 $MessageNew: XSTR("Okay, focus on the task, people. As Nova likes to say, 'Everything needs killing sooner or later!'", 770) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-178.ogg $Name: Gauntlet Dies-Slingshot Lament $Team: -1 $MessageNew: XSTR("Gauntlet! Holland?! N-nooOOOOO!!!", 771) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-179.ogg $Name: Gauntlet Dies-Nova Laments $Team: -1 $MessageNew: XSTR("Captain? She's gone? No frakking way!", 772) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-180.ogg $Name: Gauntlet Dies-Overload Laments $Team: -1 $MessageNew: XSTR("Good riddance, you grouchy bitch!", 773) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-181.ogg $Name: Slingshot Dies-Gauntlet Lament $Team: -1 $MessageNew: XSTR("Unbelievable... oh gods--Im gonna rip you to frakking SHREDS!", 774) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-182.ogg $Name: Slingshot Dies-Nova Laments $Team: -1 $MessageNew: XSTR("Slingshot! FRAK! Oh frak, there goes the voice of reason!", 775) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-183.ogg $Name: Slingshot Dies-Overload Lament $Team: -1 $MessageNew: XSTR("Psh, he was from the Bucket, he was gonna die anyway!", 776) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-184.ogg $Name: Nova Dies-Overload Laments $Team: -1 $MessageNew: XSTR("Nova--frak! And she was such a nice piece of ass too!", 777) $end_multi_text +Persona: Overload +Wave Name: SP-02-M-185.ogg $Name: Nova Dies-Gauntlet Laments $Team: -1 $MessageNew: XSTR("Nova... where are you? ...Nova, come in! Oh frak. I don't think she made it.", 778) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-186.ogg $Name: Nova Dies-Slingshot Laments $Team: -1 $MessageNew: XSTR("Damnit! Another good pilot... gone.", 779) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-187.ogg $Name: Overload Dies-Nova Laments $Team: -1 $MessageNew: XSTR("Overload? Frak... Hang on, this means more kills for me, and one less flying dick!", 780) $end_multi_text +Persona: Nova +Wave Name: SP-02-M-188.ogg $Name: Overload Dies-Gauntlet Laments $Team: -1 $MessageNew: XSTR("Thats one less pain in my ass! Aww... damn, now who's going to take the bullets meant for me?", 781) $end_multi_text +Persona: GauntletSP +Wave Name: SP-02-M-189.ogg $Name: Overload Dies-Slingshot Lament $Team: -1 $MessageNew: XSTR("For all of his faults, he still was a... decent soldier.", 782) $end_multi_text +Persona: Slingshot +Wave Name: SP-02-M-190.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 11 total $Num stars: 500 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: ScarSunWhitewhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.500000 $Starbitmap: red02 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red01 +Angles: 0.349066 0.000000 0.000000 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: red04 +Angles: 0.349066 0.000000 4.712385 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red05 +Angles: 5.934115 0.000000 5.061451 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: red03 +Angles: 1.047197 0.000000 4.712385 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red02 +Angles: 0.506145 0.000000 4.014254 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red04 +Angles: 0.506145 0.000000 4.188787 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: red03 +Angles: 0.174533 0.000000 3.141590 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: red01 +Angles: 0.000000 0.000000 3.490656 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: red02 +Angles: 0.349066 0.000000 3.839721 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: red04 +Angles: 5.759582 0.000000 4.363320 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 200 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 5.000000 $Minimum: -6000.000000, -3500.000000, -7000.000000 $Maximum: 7000.000000, 5000.000000, 5500.000000 +Inner Bound: $Minimum: -5000.000000, -3000.000000, -4000.000000 $Maximum: 2000.000000, 3800.000000, 5000.000000 #Music $Event Music: BTRL - Crossing The Red Line $Briefing Music: Brief8 #End XSTR("BATTLESTAR GALACTICA - BEYOND THE RED LINE", -2) XSTR("BASED ON BATTLESTAR GALACTICA BY RONALD D. MOORE", -2) XSTR("PROJECT LEADER", -2) Napoleon "Omniscaper" Nicdao aka the "Head Duck" XSTR("3D ARTISTS:", -2) Napoleon "Omniscaper" Nicdao Meleardil Andy "Fusionstorm" Robinson Tuomas "Lt. Cannonfodder" Kankola Jim "Viper 16" Gribbon Jr. XSTR("MODEL CONVERSION:", -2) Thomas "Turey" Hall XSTR("2D ARTISTS:", -2) Napoleon "Omniscaper" Nicdao Benjamin "DaBrain" Suhr Zack "Turambar" Derouiche George "Freelancer" Diaz Tuomas "Lt. Cannonfodder" Kankola SA22C Michael 'Ajax' Bradbury J. Eldridge 'Scotchy' Davis XSTR("LEAD WRITER:", -2) Tina "Oddaelan" Huang XSTR("EFFECTS ART:", -2) Benjamin "DaBrain" Suhr Tuomas "Lt. Cannonfodder" Kankola XSTR("ADDITIONAL INTERFACE ART:", -2) Gordon "Spidey-" Tao Matthew "[sir monster]" Wood Adam "Klavs" Burch Greg "Mason" McKay XSTR("CONCEPTUAL ARTISTS:", -2) John "StarSlayer" Benson Ben "Inkthinker" McSweeney XSTR("BTRL PROGRAMMERS:", -2) Steven "WMCoolmon" Hassan "Karajorma" Kazmi Thomas "Turey" Hall XSTR("MISSION DESIGN:", -2) Hassan "Karajorma" Kazmi Joel "Axem" Reimer Mauri "Darkblade" Majanoja Vesa "Wanderer" Puoskari Jason "SGT_R22eR" Gagne Thomas "Turey" Hall XSTR("TABLES & BALANCING / FLIGHT MODELS:", -2) Jordan "Unknown Target" Pelovitz XSTR("MUSIC DIRECTION / ARRANGEMENT:", -1) Tina "Oddaelan" Huang XSTR("COMPOSITION:", -2) Olivier "__MaX__" Zuccaro XSTR("MIXING / NORMALIZING / SOUND EDITING :", -1) Tina "Oddaelan" Huang Olivier "__MaX__" Zuccaro Napoleon "Omniscaper" Nicdao Matt "Rapier" Grunau (for additional SFX) XSTR("VOICE CASTING / COACH / EDITOR / ENGINEER / DIRECTION:", -2) Tina "Oddaelan" Huang XSTR("VOICE ACTORS:", -2) Josh Badger.............Trigger (Red 1) Paul Campbell.............Slingshot (Green 2) Andrew Cremins.............Chum (Blue 2) / Raptor-Lrg Ship Chris "RedAssAg05" Hager.............Pegasus CAG Tina "Oddaelan" Huang.............Capt. "Gauntlet" Holland / Cylon Hybrid Basestar Core Kristi Kates.............Nova (Blue 2) Jason Koohi.............Overload (Blue 3) Mauri "Darkblade" Majanoja.............Colonial Command / The Monarch Daniel Rodrigues.............Gavel (Red 2) / Capt. "Embargo" Galvan XSTR("WRITING:", -2) Tina "Oddaelan" Huang Chris "RedAssAg05" Hager XSTR("SCP LIASON:", -2) Jonathan "redmenace" Willsher XSTR("BETA TESTING:", -2) The four or five devs who hung around IRC enough to be roped into doing it. XSTR("WEB DESIGN AND DEVELOPEMENT", -2) Tuomas "Lt. Cannonfodder" Kankola Matt "MatthewPapa" Papageorge - Web hosting, multiplayer hosting XSTR("PACKAGING/DISTRIBUTION:", -2) Thomas "Turey" Hall XSTR("PUBLIC RELATIONS:", -2) Chris "Redassag05" Hager Tuomas "Lt. Cannonfodder" Kankola Napoleon "Omniscaper" Nicdao XSTR("ORIGINAL FREESPACE 2 TEAM:", -2) Adam Pletcher Mike Kulas John Slagel Mark Allender Alan Lawrance Jasen Whiteside Frank Capezzuto III Peter Han Mike Comet Sandeep Shekar Dave Baranec Dave Andsager Jason Hoffoss Dan Wentz Mitri Van Brad Johnson Jim Boone Duncan McPherson XSTR("SPECIAL THANKS:", -2) Ronald D. Moore for making such an incredible show. Richard Gibbs and Bear Mccreary for their phenomenal music compositions. (Note: All original soundtracks are available at http://lalalandrecords.com/!) The Source Code Project Team for making the best space-sim ever even better. All our fans in our forums and beyond. Your support has been great and has helped immensely. Volition for making such an incredible game, giving us the code, and generally being great guys. http://www.game-warden.com/bsg #end; ; Help overlay definitions ; ; file format: ; $ ; +line ; +text ; +right_bracket ; +left_bracket ; $end ; ; NOTE: max string length is currently 60, anything larger will crash ; this can be changed in ContextHelp.h. ; ; NOTE 2: space text vertically 13 pixels in 640x480 $ship +text 25 280 40 448 XSTR("Choose your ship type.", 783) +text 175 304 276 496 XSTR("Choose a new ship type by dragging", 784) +text 175 317 276 509 XSTR("its icon over one of the available", 785) +text 175 330 276 522 XSTR("wing slots.", 786) +pline 4 170 320 120 320 100 340 60 340 272 512 192 512 160 544 96 544 +left_bracket 169 312 270 504 +pline 6 259 335 280 335 300 355 300 377 280 397 183 397 361 527 448 527 480 559 480 603 448 635 293 635 +right_bracket 257 325 358 517 +text 337 370 565 592 XSTR("Revert to the original", 787) +text 337 383 565 605 XSTR("ship distribution.", 788) +pline 2 502 374 570 374 730 596 912 596 +right_bracket 499 365 727 587 +text 400 150 636 265 XSTR("When finished outfitting", 789) +text 400 163 636 278 XSTR("all available wings,", 790) +text 400 176 636 291 XSTR("you can go to the", 791) +text 400 189 636 304 XSTR("weapons loadout screen", 792) +text 400 202 636 317 XSTR("or enter the mission.", 793) +pline 6 162 43 330 43 350 63 350 173 370 193 395 193 259 69 528 69 560 101 560 277 592 309 632 309 +left_bracket 394 184 630 299 +pline 4 554 206 588 206 608 226 608 424 790 321 941 321 973 353 973 678 +right_bracket 552 197 788 312 $end $weapon +text 20 77 32 123 XSTR("Outfit your ship with weapons.", 794) +text 56 105 88 168 XSTR("Choose a ship.", 795) +pline 6 52 107 30 107 10 127 10 370 30 390 90 390 83 171 48 171 16 203 16 592 48 624 144 624 +left_bracket 50 100 82 163 +text 200 295 320 491 XSTR("Drag and drop", 796) +text 200 308 320 504 XSTR("primary or", 797) +text 200 321 320 517 XSTR("secondary weapons to their", 798) +text 200 334 320 530 XSTR("respective ship banks.", 799) +pline 6 85 200 110 200 130 220 130 293 150 313 196 313 136 320 176 320 208 352 208 479 240 511 314 511 +left_bracket 194 304 314 501 +pline 3 196 325 105 325 85 345 314 520 168 520 136 552 +left_bracket 194 317 314 513 +pline 8 350 155 350 240 370 260 430 260 450 280 450 316 430 336 361 336 578 328 578 384 578 416 578 416 578 448 578 501 546 533 482 533 +pline 6 180 140 290 140 310 160 310 190 330 210 352 210 238 224 454 224 486 256 486 374 518 406 578 406 +right_bracket 359 329 479 525 +text 360 375 576 609 XSTR("When finished, commit", 800) +text 360 388 576 622 XSTR("to the mission.", 801) +pline 3 470 392 555 392 575 412 687 627 888 627 920 659 +right_bracket 468 383 684 617 $end $briefing +text 15 80 24 128 XSTR("Review your mission objectives.", 802) +text 166 283 262 456 XSTR("Click here to change", 803) +text 166 296 262 469 XSTR("briefing stages.", 804) +pline 4 20 148 20 168 140 288 161 288 32 237 32 269 224 461 258 461 +pline 2 44 148 44 191 70 237 70 306 +pline 2 69 148 69 217 110 237 110 347 +pline 2 95 148 95 242 152 237 152 389 +pline 2 119 148 119 266 190 237 190 426 +left_bracket 160 278 256 451 +text 400 213 640 354 XSTR("When done with briefing,", 805) +text 400 226 640 367 XSTR("go to ship selection,", 806) +text 400 239 640 380 XSTR("weapon loadout, or", 807) +text 400 252 640 393 XSTR("start the mission.", 808) +pline 6 150 28 320 28 340 48 340 217 360 237 396 237 240 45 512 45 544 77 544 347 576 379 634 379 +pline 3 165 43 320 43 340 63 240 69 512 69 544 101 +left_bracket 394 228 634 369 +pline 4 532 256 580 256 600 276 600 410 771 397 928 397 960 429 960 656 +right_bracket 529 247 769 388 $end $main +text 242 57 44 629 XSTR("Manage pilots", 809) +text 242 70 44 642 XSTR("in the Barracks.", 810) +pline 4 210 86 153 86 153 90 210 86 165 647 315 647 340 622 340 573 +right_bracket 236 78 163 637 +text 337 17 16 27 XSTR("Choose a campaign", 811) +text 337 30 16 40 XSTR("in the Campaign Room.", 812) +pline 4 500 34 534 34 554 54 554 142 180 44 301 44 333 76 333 200 +right_bracket 497 25 177 35 +text 60 144 451 7 XSTR("Prepare for the", 813) +text 60 157 451 20 XSTR("next mission in", 814) +text 60 170 451 33 XSTR("the Ready Room.", 815) +pline 4 183 174 307 174 327 194 327 224 573 38 771 38 803 70 803 108 +right_bracket 180 165 571 28 +text 285 418 400 700 XSTR("Exit Beyond the Red Line demo.", 816) +pline 4 415 422 535 422 545 450 545 575 629 705 840 705 865 680 865 670 +right_bracket 412 413 627 695 +text 460 255 351 108 XSTR("Fly a simulated mission, view", 817) +text 460 268 351 121 XSTR("a cutscene, see the credits,", 818) +text 460 281 351 134 XSTR("or check specs in the Tech Room.", 819) +pline 4 455 297 409 297 389 317 389 350 603 139 710 139 735 164 735 200 +right_bracket 454 289 600 129 +text 34 238 433 597 XSTR("Configure your", 820) +text 34 251 433 610 XSTR("settings in the", 821) +text 34 264 433 623 XSTR("Options Screen.", 822) +pline 4 149 268 210 268 230 288 230 365 549 626 701 626 726 601 726 576 +right_bracket 147 259 546 618 +text 145 465 340 744 XSTR("Press escape, F1, or click to remove help overlay", 823) $end $barracks +text 13 9 20 11 XSTR("Create, modify, or select a pilot.", 824) +text 207 45 327 83 XSTR("Select a pilot", 825) +text 207 58 327 96 XSTR("to clone, remove, convert,", 826) +text 207 71 327 109 XSTR("or view stats.", 827) +pline 4 120 123 120 83 140 63 203 63 192 197 192 133 224 101 323 101 +pline 4 203 48 172 48 160 36 130 36 323 86 267 86 248 67 192 67 +pline 6 314 75 385 75 405 95 405 194 385 214 350 214 434 113 616 113 648 145 648 310 616 342 560 342 +right_bracket 311 66 431 104 +left_bracket 201 53 321 91 +left_bracket 201 40 321 78 +text 412 227 659 371 XSTR("Select the desired", 828) +text 412 240 659 384 XSTR("pilot image.", 829) +pline 4 599 165 599 222 579 242 498 242 744 389 926 389 958 357 958 264 +right_bracket 495 235 742 380 $end $control +text 15 10 24 16 XSTR("Change the current control configuration.", 830) +text 130 150 288 240 XSTR("Choose the function to be reconfigured", 831) +text 130 163 288 253 XSTR("or search for a function that is already", 832) +text 130 176 288 266 XSTR("configured.", 833) +pline 4 126 152 100 152 80 172 80 200 282 243 160 243 128 275 128 320 +left_bracket 124 145 282 235 +pline 4 480 58 480 145 460 165 436 165 768 93 768 224 736 256 594 256 +right_bracket 433 158 591 248 +text 266 225 551 361 XSTR("Enter bind mode, then press", 834) +text 266 238 551 374 XSTR("the new key or joystick button to", 835) +text 266 251 551 387 XSTR("bind it to the selected function.", 836) +pline 4 537 58 537 207 517 227 474 227 859 93 859 331 827 363 758 363 +right_bracket 471 220 755 356 +text 106 318 164 509 XSTR("Apply desired modifiers.", 837) +pline 6 100 320 65 320 45 340 45 395 25 415 25 435 160 512 104 512 72 544 72 632 40 664 40 696 +pline 3 45 395 65 415 65 435 72 632 104 664 104 696 +left_bracket 99 313 158 504 +text 300 435 480 696 XSTR("Repeat as necessary.", 838) $end $debrief +text 234 28 374 46 XSTR("Receive your mission debriefing.", 839) +pline 4 110 12 160 12 180 32 230 32 146 19 241 19 273 51 368 51 +left_bracket 228 23 368 41 +pline 6 462 32 490 32 510 52 510 150 490 170 390 170 602 51 784 51 816 83 816 240 784 272 624 272 +right_bracket 459 23 599 41 +text 234 47 374 75 XSTR("View your mission stats.", 840) +pline 4 230 49 180 49 160 29 110 29 368 78 273 78 241 46 146 46 +left_bracket 228 42 368 70 +text 299 350 478 562 XSTR("See advice on improving your performance.", 841) +pline 6 295 353 245 353 225 373 225 447 205 467 175 467 472 565 392 565 360 597 360 715 328 747 240 747 +left_bracket 293 345 472 557 $end $multicreate +text 15 15 24 24 XSTR("Create a multiplayer game.", 842) +text 195 108 308 173 XSTR("Filter the mission type.", 843) +pline 3 190 110 133 110 113 130 304 176 213 176 181 208 +left_bracket 189 103 302 168 +text 161 230 356 368 XSTR("Accept or kick players", 844) +text 161 243 356 381 XSTR("and assign them to teams (team mode).", 845) +pline 4 333 234 536 234 556 254 556 340 527 373 858 373 890 405 890 544 +right_bracket 330 225 525 363 +pline 4 445 247 483 247 503 267 503 340 640 386 773 386 805 418 805 544 +right_bracket 442 238 637 376 +text 325 368 516 589 XSTR("Set further options or", 846) +text 325 381 516 602 XSTR("start the game.", 847) +pline 6 320 370 300 370 280 390 280 430 300 450 490 450 512 592 480 592 448 624 448 688 480 720 784 720 +left_bracket 319 363 510 584 +pline 3 440 385 556 385 576 405 631 606 890 606 922 638 +right_bracket 438 376 629 597 $end $multistart +text 26 10 41 21 XSTR("Start a multiplayer game.", 848) +text 236 85 374 138 XSTR("Name your game.", 849) +pline 3 230 88 130 88 110 68 368 141 208 141 176 109 +left_bracket 230 80 368 133 +text 236 137 374 221 XSTR("Select the game type.", 850) +pline 3 230 140 130 140 110 160 368 224 208 224 176 256 +left_bracket 230 132 368 216 +text 353 326 635 523 XSTR("Start the game.", 851) +pline 4 470 330 577 330 597 350 597 413 752 528 923 528 955 560 955 661 +right_bracket 467 321 749 518 $end $multijoin +text 35 15 56 24 XSTR("Choose a game to join.", 852) +text 134 197 214 318 XSTR("Update the list to view newly formed games.", 853) +pline 4 130 200 52 200 32 220 32 338 208 320 83 320 51 352 51 541 +left_bracket 128 192 459 408 +text 292 245 465 400 XSTR("Start your own game", 854) +text 292 258 465 413 XSTR("or join as an observer.", 855) +pline 4 450 250 536 250 556 270 556 338 622 404 858 404 890 436 890 541 +right_bracket 447 240 619 394 +pline 6 287 260 260 260 240 280 240 335 260 355 486 355 459 416 416 416 384 448 384 536 416 568 778 568 +left_bracket 286 253 208 313 $end $main2 +text 160 12 252 35 XSTR("Create, modify, or", 856) +text 160 25 252 48 XSTR("change pilots in", 857) +text 160 38 252 61 XSTR("the Barracks.", 858) +pline 4 156 40 128 40 108 60 108 120 248 64 205 64 173 96 173 192 +left_bracket 154 36 246 56 +text 332 6 608 29 XSTR("Fly a simulated mission,", 859) +text 332 19 608 42 XSTR("view a cutscene, see the", 860) +text 332 32 608 55 XSTR("credits, or check specs", 861) +text 332 45 608 68 XSTR("in the Tech Room.", 862) +pline 4 462 49 577 49 597 69 597 104 742 73 923 73 955 105 955 166 +right_bracket 462 40 739 63 +text 178 144 358 247 XSTR("Prepare for the", 863) +text 178 157 358 260 XSTR("next mission in", 864) +text 178 170 358 273 XSTR("the Ready Room.", 865) +pline 2 300 174 380 174 480 278 608 278 +right_bracket 298 165 478 268 +text 335 233 614 374 XSTR("Exit FreeSpace 2.", 866) +pline 4 465 237 572 237 592 257 592 318 744 379 915 379 947 411 947 509 +right_bracket 462 228 741 369 +text 202 287 321 475 XSTR("Configure your", 867) +text 202 300 321 488 XSTR("settings in the", 868) +text 202 313 321 501 XSTR("Options Screen.", 869) +pline 3 198 315 122 315 102 335 317 504 195 504 163 536 +left_bracket 196 308 315 496 +text 285 343 554 558 XSTR("Choose a campaign", 870) +text 285 356 554 571 XSTR("in the Campaign Room.", 871) +pline 4 448 360 551 360 571 380 571 431 717 576 882 576 914 608 914 690 +right_bracket 446 351 715 566 +text 145 465 340 744 XSTR("Press escape, F1, or click to remove help overlay", 872) $end $hotkey +text 30 10 48 17 XSTR("Assign hotkeys to important ships and wings.", 873) +text 380 254 681 406 XSTR("Press a hotkey (F5-F12).", 874) +right_bracket 558 249 859 401 +pline 4 610 42 610 236 590 256 560 256 976 67 976 376 944 408 863 408 +text 330 178 583 286 XSTR("Select a ship or wing", 875) +text 330 191 583 299 XSTR("to add to or remove", 876) +text 330 204 583 312 XSTR("from hotkey bindings.", 877) +left_bracket 324 173 577 281 +pline 4 280 110 280 162 300 182 326 182 448 176 448 259 480 291 578 291 +right_bracket 485 199 738 307 +pline 4 554 70 554 186 534 206 487 206 886 112 886 282 854 314 740 314 $end $campaign +text 250 50 400 80 XSTR("Choose a campaign from the list.", 878) +left_bracket 244 45 394 75 +pline 2 245 52 137 52 395 82 219 82 +text 184 208 293 333 XSTR("Read the selected Campaign's description.", 879) +pline 4 180 210 130 210 110 230 110 270 288 336 208 336 176 368 176 432 +left_bracket 178 203 287 328 +text 276 371 552 595 XSTR("Play the selected Campaign.", 880) +pline 4 482 375 584 375 604 395 604 410 759 600 934 600 966 632 966 656 +right_bracket 480 366 756 590 $end $simulator +text 269 67 430 107 XSTR("Select a mission.", 881) +pline 4 265 69 192 69 172 89 172 160 425 109 307 109 275 141 275 256 +left_bracket 264 62 424 102 +text 320 295 506 481 XSTR("Filter standalone missions or", 882) +text 320 308 506 493 XSTR("missions that are in a campaign.", 883) +pline 6 315 310 245 310 225 330 225 432 205 452 170 452 502 496 392 496 360 528 360 691 328 723 272 723 +left_bracket 314 303 500 488 $end $tech +text 11 250 196 411 XSTR("Study technical data on all known GTVA,", 884) +text 11 263 196 423 XSTR("and Shivan ships and weaponry, as well", 885) +text 11 276 196 436 XSTR("as historical and species information.", 886) +pline 6 308 267 330 267 350 287 350 410 370 430 400 430 493 427 528 427 560 459 560 656 592 688 640 688 +right_bracket 305 258 490 418 +text 250 140 568 226 XSTR("View the next or previous data entry.", 887) +pline 4 530 144 577 144 597 164 597 335 848 230 923 230 955 262 955 536 +right_bracket 527 135 845 221 $end $command +text 15 15 24 24 XSTR("Receive briefing information from GTVA Command.", 888) +text 291 350 551 560 XSTR("Proceed to the mission briefing.", 889) +pline 4 524 355 583 355 603 375 603 411 783 565 933 565 965 597 965 658 +right_bracket 521 345 781 555 $end ;; text file to contain medal information. Does not include "rank" medals (see rank.tbl for those). ;; medal names and which bitmap(s) are used to display them. #Medals $Name: Epsilon Pegasi Liberation $Bitmap: blank.pcx $Num mods: 4 $Name: Imperial Order of Vasuda $Bitmap: blank.pcx $Num mods: 4 $Name: Distinguished Flying Cross $Bitmap: blank.pcx $Num mods: 4 $Name: SOC Service Medallion $Bitmap: blank.pcx $Num mods: 4 $Name: Intelligence Cross $Bitmap: blank.pcx $Num mods: 4 $Name: Order of Galatea $Bitmap: blank.pcx $Num mods: 4 $Name: Meritorious Unit Commendation $Bitmap: blank.pcx $Num mods: 4 $Name: Medal of Valor $Bitmap: blank.pcx $Num mods: 4 $Name: GTVA Legion of Honor $Bitmap: blank.pcx $Num mods: 4 $Name: Allied Defense Citation $Bitmap: blank.pcx $Num mods: 4 $Name: Nebula Campaign Victory Star $Bitmap: blank.pcx $Num mods: 4 $Name: NTF Campaign Victory Star $Bitmap: blank.pcx $Num mods: 4 $Name: Rank $Bitmap: blank.pcx $Num mods: 10 $Name: Wings $Bitmap: blank.pcx $Num mods: 2 $Name: Ace $Bitmap: blank.pcx $Num mods: 1 +Num Kills: 60 $Wavefile Base: badge_a.ogg $Promotion Text: XSTR("For your excellent record of confirmed kills, you have achieved the status of Ace.", 890) $end_multi_text $Name: Double Ace $Bitmap: blank.pcx $Num mods: 1 +Num Kills: 150 $Wavefile Base: badge_b.ogg $Promotion Text: XSTR("For your outstanding record of confirmed kills, you have achieved the status of Double Ace.", 891) $end_multi_text $Name: Triple Ace $Bitmap: blank.pcx $Num mods: 1 +Num Kills: 350 $Wavefile Base: badge_c.ogg $Promotion Text: XSTR("For your extraordinary record of confirmed kills, you have achieved the status of Triple Ace.", 892) $end_multi_text $Name: SOC Unit Crest $Bitmap: blank.pcx $Num mods: 1 #End ;; ;; This file is messages.tbl. It specifies all generic messages that can be sent to the player ;; during the mission (at least for single player). Format is as follows: ;; ;; #Personas ;; $Persona: ;; persona name ;; ;; repeat the above '$Persona:' field for as many personas as needed ;; ;; $Name: ;; name is an identifier used in Freespace to play the message ;; $Message: ;; message is what actualy gets displayed to the player ;; +Persona: ;; name of persona for this message. Must match one of the above personas ;; +Wave Name: ;; optional name of a wave file to play with this message ;; +Avi Name: ;; optional name of a flick to play with this message ;; ;; ;; #Personas $Persona: Chum $Type: wingman $Persona: Trigger $Type: wingman $Persona: Gauntlet $Type: wingman $Persona: GauntletSP $Type: wingman $Persona: Overload $Type: wingman $Persona: Gavel $Type: wingman $Persona: Nova $Type: wingman $Persona: Not-CAG $Type: wingman $Persona: Slingshot $Type: wingman $Persona: Raider $Type: wingman +Cylon $Persona: Raptor $Type: support $Persona: Large Ship $Type: large $Persona: Colonial Command $Type: Command #Messages ;; ALL CLEAR .................................................................................. $Name: All Clear $Message: XSTR("I smoked them all, and cleared the skies, booyah!", 893) +Persona: Chum +Wave Name: chum_allclear.ogg $Name: All Clear $Message: XSTR("Area looks clear.", 894) +Persona: Trigger +Wave Name: trig_allclear.ogg $Name: All Clear $Message: XSTR("DRADIS board is clean. Area secure.", 895) +Persona: Gauntlet +Wave Name: gaunt_allclear.ogg $Name: All Clear $Message: XSTR("DRADIS board is clean. Area secure.", 896) +Persona: GauntletSP +Wave Name: gauntsp_allclear.ogg $Name: All Clear $Message: XSTR("Claiming another kill for me. Area clear.", 897) +Persona: Overload +Wave Name: over_allclear.ogg $Name: All Clear $Message: XSTR("Clean house, we're good to go.", 898) +Persona: Gavel +Wave Name: gavel_allclear.ogg $Name: All Clear $Message: XSTR("Opposing forces... ANNIHILATED.", 899) +Persona: Nova +Wave Name: nova_allclear.ogg $Name: All Clear $Message: XSTR("That's the last of them. We're clear.", 900) +Persona: Not-CAG +Wave Name: ncag_allclear.ogg $Name: All Clear $Message: XSTR("Area clear, sir.", 901) +Persona: Slingshot +Wave Name: sling_allclear.ogg $Name: All Clear $Message: XSTR("[ALL CLEAR]", 902) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; ARRIVAL (Enemy) ................................................................... $Name: Arrive Enemy $Message: XSTR("We've got some mean muthafrakkers comin' our way!", 903) +Persona: Chum +Wave Name: chum_arriveenemy.ogg $Name: Arrive Enemy $Message: XSTR("Damnit... we've got inbound hostiles!", 904) +Persona: Trigger +Wave Name: trig_arriveenemy.ogg $Name: Arrive Enemy $Message: XSTR("We've got multiple DRADIS contacts, bogies on attack vector.", 905) +Persona: Gauntlet +Wave Name: gaunt_arriveenemy.ogg $Name: Arrive Enemy $Message: XSTR("We've got multiple DRADIS contacts, bogies on attack vector.", 906) +Persona: GauntletSP +Wave Name: gauntsp_arriveenemy.ogg $Name: Arrive Enemy $Message: XSTR("This just became a target-rich environment!", 907) +Persona: Overload +Wave Name: over_arriveenemy.ogg $Name: Arrive Enemy $Message: XSTR("Bogeys... lots and lots of bogeys.", 908) +Persona: Gavel +Wave Name: gavel_arriveenemy.ogg $Name: Arrive Enemy $Message: XSTR("Ooh, hostile contacts on DRADIS! Gonna up my kill count!", 909) +Persona: Nova +Wave Name: nova_arriveenemy.ogg $Name: Arrive Enemy $Message: XSTR("Uh oh, here comes trouble!", 910) +Persona: Not-CAG +Wave Name: ncag_arriveenemy.ogg $Name: Arrive Enemy $Message: XSTR("Get ready, we have inbound toasterfrakkers", 911) +Persona: Slingshot +Wave Name: sling_arriveenemy.ogg $Name:Arrive Enemy $Message: XSTR("We've got new DRADIS contacts! Prepare to engage hostiles!", 912) +Persona: Colonial Command +Wave Name: cmd_arriveenemy.ogg $Name: Arrive Enemy $Message: XSTR("[ENEMY SIGHTED]", 913) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; ATTACK MY TARGET ........................................................................... $Name: Attack Target $Message: XSTR("Move your ass, this one's mine!", 914) +Persona: Chum +Wave Name: chum_attktarget.ogg $Name: Attack Target $Message: XSTR("Wilco, engaging the enemy.", 915) +Persona: Trigger +Wave Name: trig_attktarget.ogg $Name: Attack Target $Message: XSTR("What, giving it up so soon? ...Alright!", 916) +Persona: Gauntlet +Wave Name: gaunt_attktarget.ogg $Name: Attack Target $Message: XSTR("Alright, I'll take care of it.", 917) +Persona: GauntletSP +Wave Name: gauntsp_attktarget.ogg $Name: Attack Target $Message: XSTR("This ones all mine!", 918) +Persona: Overload +Wave Name: over_attktarget.ogg $Name: Attack Target $Message: XSTR("Engage and eliminate? Will do, sir.", 919) +Persona: Gavel +Wave Name: gavel_attktarget.ogg $Name: Attack Target $Message: XSTR("Thanks for the kill, sir!", 920) +Persona: Nova +Wave Name: nova_attktarget.ogg $Name: Attack Target $Message: XSTR("Roger, inbound hot.", 921) +Persona: Not-CAG +Wave Name: ncag_attktarget.ogg $Name: Attack Target $Message: XSTR("Copy that, sir. Going for the kill.", 922) +Persona: Slingshot +Wave Name: sling_attktarget.ogg $Name: Attack Target $Message: XSTR("[ATTACKING ENEMY]", 923) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; BACKUP ARRIVAL (previously named "REINFORCEMENTS") ......................................... $Name: Backup $Message: XSTR("Oh, come ON! Who ever really needs backup?", 924) +Persona: Chum +Wave Name: chum_backup.ogg $Name: Backup $Message: XSTR("Backup has arrived, sir. Waiting for your orders.", 925) +Persona: Trigger +Wave Name: trig_backup.ogg $Name: Backup $Message: XSTR("Uh, you requested backup. Mind relaying your orders?", 926) +Persona: Gauntlet +Wave Name: gaunt_backup.ogg $Name: Backup $Message: XSTR("You requested backup. Need orders.", 927) +Persona: GauntletSP +Wave Name: gauntsp_backup.ogg $Name: Backup $Message: XSTR("You prayed, and I came. You really that pathetic?", 928) +Persona: Overload +Wave Name: over_backup.ogg $Name: Backup $Message: XSTR("No worries, friend, I've got your back.", 929) +Persona: Gavel +Wave Name: gavel_backup.ogg $Name: Backup $Message: XSTR("You called for backup, so gimme something to pulverize.", 930) +Persona: Nova +Wave Name: nova_backup.ogg $Name: Backup $Message: XSTR("You rang, sir?", 931) +Persona: Not-CAG +Wave Name: ncag_backup.ogg $Name: Backup $Message: XSTR("Backup here, standing by for orders.", 932) +Persona: Slingshot +Wave Name: sling_backup.ogg $Name: Backup $Message: XSTR("[BACKUP ON SITE]", 933) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; BETA WING ARRIVAL .......................................................................... $Name: Beta Arrived $Message: XSTR("Red Team has an itch for something to frak!", 934) +Persona: Chum +Wave Name: chum_beta_arr.ogg $Name: Beta Arrived $Message: XSTR("Red Team on site. Waiting for your orders.", 935) +Persona: Trigger +Wave Name: trig_beta_arr.ogg $Name: Beta Arrived $Message: XSTR("Red Team here. Give me your status for frak sakes.", 936) +Persona: Gauntlet +Wave Name: gaunt_beta_arr.ogg $Name: Beta Arrived $Message: XSTR("Red Team here. Give me your status.", 937) +Persona: GauntletSP +Wave Name: gauntsp_beta_arr.ogg $Name: Beta Arrived $Message: XSTR("Red Team is ready to rock.", 938) +Persona: Overload +Wave Name: over_beta_arr.ogg $Name: Beta Arrived $Message: XSTR("Red Team on station.", 939) +Persona: Gavel +Wave Name: gavel_beta_arr.ogg $Name: Beta Arrived $Message: XSTR("This is Red Team. Who's my first victim?", 940) +Persona: Nova +Wave Name: nova_beta_arr.ogg $Name: Beta Arrived $Message: XSTR("Red Team is here.", 941) +Persona: Not-CAG +Wave Name: ncag_beta_arr.ogg $Name: Beta Arrived $Message: XSTR("Red Team here, let us know what you need.", 942) +Persona: Slingshot +Wave Name: sling_beta_arr.ogg $Name: Beta Arrived $Message: XSTR("[RED TEAM ARRIVED]", 943) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; CHECK YOUR SIX ............................................................................. $Name: Check 6 $Message: XSTR("Haha, look at the way it just RIDES your ass!", 944) +Persona: Chum +Wave Name: chum_check6.ogg $Name: Check 6 $Message: XSTR("Check your six!", 945) +Persona: Trigger +Wave Name: trig_check6.ogg $Name: Check 6 $Message: XSTR("What are you, blind?! You've got a frakking bogey on your tail!", 946) +Persona: Gauntlet +Wave Name: gaunt_check6.ogg $Name: Check 6 $Message: XSTR("You've got a frakking bogey on your tail!", 947) +Persona: GauntletSP +Wave Name: gauntsp_check6.ogg $Name: Check 6 $Message: XSTR("If he gets any closer to your six, you'd have to bend over!", 948) +Persona: Overload +Wave Name: over_check6.ogg $Name: Check 6 $Message: XSTR("Move fast, you've got a nasty frakker on your six!", 949) +Persona: Gavel +Wave Name: gavel_check6.ogg $Name: Check 6 $Message: XSTR("Frakker at your six o'clock!", 950) +Persona: Nova +Wave Name: nova_check6.ogg $Name: Check 6 $Message: XSTR("Watch it sir, he's right on your tail!", 951) +Persona: Not-CAG +Wave Name: ncag_check6.ogg $Name: Check 6 $Message: XSTR("Check six! Check six!", 952) +Persona: Slingshot +Wave Name: sling_check6.ogg $Name: Check 6 $Message: XSTR("[ENEMY BEHIND YOU]", 953) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; DEATH (previously wingman scream)................................................... $Name: Death $Message: XSTR("Oh gods no, Over-Man you never SAID--", 954) +Persona: Chum +Wave Name: chum_death.ogg $Name: Death $Message: XSTR("...", 955) +Persona: Trigger +Wave Name: trig_death.ogg $Name: Death $Message: XSTR("Not now, gods damnit--I haven't--", 956) +Persona: Gauntlet +Wave Name: gaunt_death.ogg $Name: Death $Message: XSTR("Not now, gods damnit--Slingshot needs to kn--", 957) +Persona: GauntletSP +Wave Name: gauntsp_death.ogg $Name: Death $Message: XSTR("If I'm going I'm taking you bastards with me!!!", 958) +Persona: Overload +Wave Name: over_death.ogg $Name: Death $Message: XSTR("Crypter, Crypter, Cryp--", 959) +Persona: Gavel +Wave Name: gavel_death.ogg $Name: Death $Message: XSTR("FRAK. YOU. GODS!", 960) +Persona: Nova +Wave Name: nova_death.ogg $Name: Death $Message: XSTR("I'm in real trouble here...a little help?!", 961) +Persona: Not-CAG +Wave Name: ncag_death.ogg $Name: Death $Message: XSTR("...", 962) +Persona: Slingshot +Wave Name: sling_death.ogg $Name: Death $Message: XSTR("[SYSTEMS FAILURE]", 963) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; DELTA WING ARRIVAL ......................................................................... $Name: Delta Arrived $Message: XSTR("Orange Team ready to kill 'em dead.", 964) +Persona: Chum +Wave Name: chum_delta_arr.ogg $Name: Delta Arrived $Message: XSTR("This is Orange Team. What's your status?", 965) +Persona: Trigger +Wave Name: trig_delta_arr.ogg $Name: Delta Arrived $Message: XSTR("Orange Team here. Waiting for your synapses to fire...", 966) +Persona: Gauntlet +Wave Name: gaunt_delta_arr.ogg $Name: Delta Arrived $Message: XSTR("Orange Team, waiting for instructions.", 967) +Persona: GauntletSP +Wave Name: gauntsp_delta_arr.ogg $Name: Delta Arrived $Message: XSTR("Orange Team locked and cocked. Give us something to shoot.", 968) +Persona: Overload +Wave Name: over_delta_arr.ogg $Name: Delta Arrived $Message: XSTR("Orange Team is here... and waiting with bated breath.", 969) +Persona: Gavel +Wave Name: gavel_delta_arr.ogg $Name: Delta Arrived $Message: XSTR("Orange Team here. Need something to do, sir.", 970) +Persona: Nova +Wave Name: nova_delta_arr.ogg $Name: Delta Arrived $Message: XSTR("Orange Team is at your service, sir.", 971) +Persona: Not-CAG +Wave Name: ncag_delta_arr.ogg $Name: Delta Arrived $Message: XSTR("Orange Team here, point us to a target, sir.", 972) +Persona: Slingshot +Wave Name: sling_delta_arr.ogg $Name: Delta Arrived $Message: XSTR("[ORANGE TEAM ARRIVED]", 973) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; DEPART (previously named "WARPOUT") ........................................................ $Name: Depart $Message: XSTR("As if YOU could handle anything on your own...", 974) +Persona: Chum +Wave Name: chum_depart.ogg $Name: Depart $Message: XSTR("Copy, sir, leaving now.", 975) +Persona: Trigger +Wave Name: trig_depart.ogg $Name: Depart $Message: XSTR("Best of luck, you're so gonna need it.", 976) +Persona: Gauntlet +Wave Name: gaunt_depart.ogg $Name: Depart $Message: XSTR("Best of luck, you'll need it.", 977) +Persona: GauntletSP +Wave Name: gauntsp_depart.ogg $Name: Depart $Message: XSTR("You'll owe me for the kills I'm gonna lose.", 978) +Persona: Overload +Wave Name: over_depart.ogg $Name: Depart $Message: XSTR("Giving me a breather? All right, heading home.", 979) +Persona: Gavel +Wave Name: gavel_depart.ogg $Name: Depart $Message: XSTR("Aww, it's no fun when you leave me out.", 980) +Persona: Nova +Wave Name: nova_depart.ogg $Name: Depart $Message: XSTR("Copy, heading back, sir.", 981) +Persona: Not-CAG +Wave Name: ncag_depart.ogg $Name: Depart $Message: XSTR("Roger, heading home.", 982) +Persona: Slingshot +Wave Name: sling_depart.ogg $Name: Depart $Message: XSTR("Acknowledged, Raptor support is jumping out now.", 983) +Persona: Raptor +Wave Name: raptor_depart.ogg $Name: Depart $Message: XSTR("Departing field of engagement.", 984) +Persona: Large Ship +Wave Name: lrgship_depart.ogg $Name: Depart $Message: XSTR("[DEPARTING]", 985) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; DISABLE TARGET ............................................................................. $Name: Disable Target $Message: XSTR("What? Why? Psh, that's a piece of cake!", 986) +Persona: Chum +Wave Name: chum_disabletarget.ogg $Name: Disable Target $Message: XSTR("Copy, I'll try to disable it.", 987) +Persona: Trigger +Wave Name: trig_disabletarget.ogg $Name: Disable Target $Message: XSTR("What, can't do it on your own? Gods, you're lucky I'm covering your ass.", 988) +Persona: Gauntlet +Wave Name: gaunt_disabletarget.ogg $Name: Disable Target $Message: XSTR("I'll cover your ass... but you owe me!", 989) +Persona: GauntletSP +Wave Name: gauntsp_disabletarget.ogg $Name: Disable Target $Message: XSTR("You sure you can handle it yourself?", 990) +Persona: Overload +Wave Name: over_disabletarget.ogg $Name: Disable Target $Message: XSTR("Copy that, going for their engines.", 991) +Persona: Gavel +Wave Name: gavel_disabletarget.ogg $Name: Disable Target $Message: XSTR("Is... that it? I don't get to explode their ass?", 992) +Persona: Nova +Wave Name: nova_disabletarget.ogg $Name: Disable Target $Message: XSTR("Roger, we'll set up an easy kill for you sir.", 993) +Persona: Not-CAG +Wave Name: ncag_disabletarget.ogg $Name: Disable Target $Message: XSTR("Roger, sir. They'll be dead in space.", 994) +Persona: Slingshot +Wave Name: sling_disabletarget.ogg $Name: Disable Target $Message: XSTR("[DISABLING TARGET]", 995) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; DISARM TARGET .............................................................................. $Name: Disarm Target $Message: XSTR("Uh... be less effort to just blow it up.", 996) +Persona: Chum +Wave Name: chum_disarmtarget.ogg $Name: Disarm Target $Message: XSTR("Will do, sir. Hang tight.", 997) +Persona: Trigger +Wave Name: trig_disabletarget.ogg $Name: Disarm Target $Message: XSTR("Fine, okay... but only because I like you so much!", 998) +Persona: Gauntlet +Wave Name: gaunt_disarmtarget.ogg $Name: Disarm Target $Message: XSTR("I'll do it, but this is something you've got to improve.", 999) +Persona: GauntletSP +Wave Name: gauntsp_disarmtarget.ogg $Name: Disarm Target $Message: XSTR("What's the matter? You can't do it yourself?", 1000) +Persona: Overload +Wave Name: over_disarmtarget.ogg $Name: Disarm Target $Message: XSTR("If you needed help, just say so. Disarming target now.", 1001) +Persona: Gavel +Wave Name: gavel_disarmtarget.ogg $Name: Disarm Target $Message: XSTR("Copy, but I could do SO much MORE than that, sir.", 1002) +Persona: Nova +Wave Name: nova_disarmtarget.ogg $Name: Disarm Target $Message: XSTR("No problem sir. Disarming the enemy.", 1003) +Persona: Not-CAG +Wave Name: ncag_disabletarget.ogg $Name: Disarm Target $Message: XSTR("Aye, sir, targeting their weapons.", 1004) +Persona: Slingshot +Wave Name: sling_disabletarget.ogg $Name: Disarm Target $Message: XSTR("[DISARMING TARGET]", 1005) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; ENGAGE ENEMY ............................................................................... $Name: Engage $Message: XSTR("Yeah... I will--STOMP your toastfrakking ass!", 1006) +Persona: Chum +Wave Name: chum_engage.ogg $Name: Engage $Message: XSTR("Frak... here goes nothing.", 1007) +Persona: Trigger +Wave Name: trig_engage.ogg $Name: Engage $Message: XSTR("My day just gets better and better...", 1008) +Persona: Gauntlet +Wave Name: gaunt_engage.ogg $Name: Engage $Message: XSTR("Finally. Let's just get this done, gods damnit.", 1009) +Persona: GauntletSP +Wave Name: gauntsp_engage.ogg $Name: Engage $Message: XSTR("Weapons free! Come get some!", 1010) +Persona: Overload +Wave Name: over_engage.ogg $Name: Engage $Message: XSTR("Eat lead... and die.", 1011) +Persona: Gavel +Wave Name: gavel_engage.ogg $Name: Engage $Message: XSTR("Here we go! You're all mine, frakkers!", 1012) +Persona: Nova +Wave Name: nova_engage.ogg $Name: Engage $Message: XSTR("It's about time! Engaging now!", 1013) +Persona: Not-CAG +Wave Name: ncag_engage.ogg $Name: Engage $Message: XSTR("Roger that, sir.", 1014) +Persona: Slingshot +Wave Name: sling_engage.ogg $Name: Engage $Message: XSTR("[ENGAGING TARGET]", 1015) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; EPSILON ARRIVAL ............................................................................ $Name: Epsilon Arrived $Message: XSTR("Purple Team's here to school the opposition.", 1016) +Persona: Chum +Wave Name: chum_epsilon_arr.ogg $Name: Epsilon Arrived $Message: XSTR("Purple Team now on station.", 1017) +Persona: Trigger +Wave Name: trig_engage.ogg $Name: Epsilon Arrived $Message: XSTR("Purple Team is here. Alright, lay it on me--not literally.", 1018) +Persona: Gauntlet +Wave Name: gaunt_epsilon_arr.ogg $Name: Epsilon Arrived $Message: XSTR("Purple Team here. Let's get moving, shall we?", 1019) +Persona: GauntletSP +Wave Name: gauntsp_epsilon_arr.ogg $Name: Epsilon Arrived $Message: XSTR("Purple Team here. Now you'll see some real flying.", 1020) +Persona: Overload +Wave Name: over_epsilon_arr.ogg $Name: Epsilon Arrived $Message: XSTR("This is Purple Team, how are you hanging?", 1021) +Persona: Gavel +Wave Name: gavel_epsilon_arr.ogg $Name: Epsilon Arrived $Message: XSTR("Purple Team here, what's on the menu, sir?", 1022) +Persona: Nova +Wave Name: nova_epsilon_arr.ogg $Name: Epsilon Arrived $Message: XSTR("Purple Team ready for orders, sir.", 1023) +Persona: Not-CAG +Wave Name: ncag_epsilon_arr.ogg $Name: Epsilon Arrived $Message: XSTR("Purple Team here, what do you need?", 1024) +Persona: Slingshot +Wave Name: sling_epsilon_arr.ogg $Name: Epsilon Arrived $Message: XSTR("[PURPLE TEAM ARRIVED]", 1025) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; GAMMA ARRIVAL .............................................................................. $Name: Gamma Arrived $Message: XSTR("Blue Team ready to frag and forget!", 1026) +Persona: Chum +Wave Name: chum_gamma_arr.ogg $Name: Gamma Arrived $Message: XSTR("Blue Team's here, give me the low-down, eh?", 1027) +Persona: Gauntlet +Wave Name: gaunt_gamma_arr.ogg $Name: Gamma Arrived $Message: XSTR("Blue Team is here, give me the low-down.", 1028) +Persona: GauntletSP +Wave Name: gauntsp_gamma_arr.ogg $Name: Gamma Arrived $Message: XSTR("Blue team here, ready to frag and forget.", 1029) +Persona: Overload +Wave Name: over_gamma_arr.ogg $Name: Gamma Arrived $Message: XSTR("Blue Team here to save your ass!", 1030) +Persona: Gavel +Wave Name: gavel_gamma_arr.ogg $Name: Gamma Arrived $Message: XSTR("Blue Team ready to draw blood.", 1031) +Persona: Nova +Wave Name: nova_gamma_arr.ogg $Name: Gamma Arrived $Message: XSTR("This is Blue Team. Ready for action.", 1032) +Persona: Not-CAG +Wave Name: ncag_gamma_arr.ogg $Name: Gamma Arrived $Message: XSTR("Blue Team on site. Need orders, sir.", 1033) +Persona: Slingshot +Wave Name: sling_gamma_arr.ogg $Name: Gamma Arrived $Message: XSTR("[BLUE TEAM ARRIVED]", 1034) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; HELP (REDUDANT TO ASSIST??) ................................................................ $Name: Help $Message: XSTR("No, no, frak NO--HELP!", 1035) +Persona: Chum +Wave Name: chum_help.ogg $Name: Help $Message: XSTR("I'm getting torn to pieces!", 1036) +Persona: Trigger +Wave Name: trig_help.ogg $Name: Help $Message: XSTR("Frak me! No one can prepare for this...", 1037) +Persona: Gauntlet +Wave Name: gaunt_help.ogg $Name: Help $Message: XSTR("Frak me! No one can prepare for this...", 1038) +Persona: GauntletSP +Wave Name: gauntsp_help.ogg $Name: Help $Message: XSTR("No joy! No joy! Get this bandit off me!", 1039) +Persona: Overload +Wave Name: over_help.ogg $Name: Help $Message: XSTR("Argh, can't shake this frakker -- need assistance NOW!", 1040) +Persona: Gavel +Wave Name: gavel_help.ogg $Name: Help $Message: XSTR("For crying out--help me gods damn it!", 1041) +Persona: Nova +Wave Name: nova_help.ogg $Name: Help $Message: XSTR("I've got big problems!", 1042) +Persona: Not-CAG +Wave Name: ncag_help.ogg $Name: Help $Message: XSTR("I'm getting shot to hell over here, someone get this frakker off me!", 1043) +Persona: Slingshot +Wave Name: sling_help.ogg $Name: Help $Message: XSTR("[ASSISTANCE REQUIRED]", 1044) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; IGNORE TARGET .............................................................................. $Name: Ignore Target $Message: XSTR("Um, that was MINE, you piece of frak s--.", 1045) +Persona: Chum +Wave Name: chum_ignoretarget.ogg $Name: Ignore Target $Message: XSTR("Understood, sir.", 1046) +Persona: Trigger +Wave Name: trig_ignoretarget.ogg $Name: Ignore Target $Message: XSTR("Fine, your problem. Just don't frak it up.", 1047) +Persona: Gauntlet +Wave Name: gaunt_ignoretarget.ogg $Name: Ignore Target $Message: XSTR("Fine, it's all yours.", 1048) +Persona: GauntletSP +Wave Name: gaunt_ignoretarget.ogg $Name: Ignore Target $Message: XSTR("Still trying to steal my kills again are you? ...Frakker.", 1049) +Persona: Overload +Wave Name: over_ignoretarget.ogg $Name: Ignore Target $Message: XSTR("Ignore what, sir? Heh, right, disengaging.", 1050) +Persona: Gavel +Wave Name: gavel_ignoretarget.ogg $Name: Ignore Target $Message: XSTR("What? Now?! Are you frakking kidding me?! ARGH!", 1051) +Persona: Nova +Wave Name: nova_ignoretarget.ogg $Name: Ignore Target $Message: XSTR("Wilso, seeking other targets.", 1052) +Persona: Not-CAG +Wave Name: ncag_ignoretarget.ogg $Name: Ignore Target $Message: XSTR("No problem. Consider it ignored, sir.", 1053) +Persona: Slingshot +Wave Name: sling_ignoretarget.ogg $Name: Ignore Target $Message: XSTR("[TARGET IGNORED]", 1054) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; NEGATIVE REPLIES ........................................................................... $Name: No $Message: XSTR("I don't think so.", 1055) +Persona: Chum +Wave Name: chum_no.ogg $Name: No $Message: XSTR("Not possible, sir.", 1056) +Persona: Trigger +Wave Name: trig_no.ogg $Name: No $Message: XSTR("Unable to comply... so... uh, no.", 1057) +Persona: Gauntlet +Wave Name: gaunt_no.ogg $Name: No $Message: XSTR("No can do.", 1058) +Persona: GauntletSP +Wave Name: gauntsp_no.ogg $Name: No $Message: XSTR("Frak you.", 1059) +Persona: Overload +Wave Name: over_no.ogg $Name: No $Message: XSTR("Sorry, what was that? I couldn't hear you.", 1060) +Persona: Gavel +Wave Name: gavel_no.ogg $Name: No $Message: XSTR("I reeeally can't do that.", 1061) +Persona: Nova +Wave Name: nova_no.ogg $Name: No $Message: XSTR("Negative, I cannot comply.", 1062) +Persona: Not-CAG +Wave Name: ncag_no.ogg $Name: No $Message: XSTR("I'm sorry, you want me to do what?", 1063) +Persona: Slingshot +Wave Name: sling_no.ogg $Name: No $Message: XSTR("[ERROR, UNABLE TO COMPLY]", 1064) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; NO TARGET .................................................................................. $Name: No Target $Message: XSTR("Hey, tard, I don't see a gods damned thing!", 1065) +Persona: Chum +Wave Name: chum_no_target.ogg $Name: No Target $Message: XSTR("Negative, sir. Nothing in view.", 1066) +Persona: Trigger +Wave Name: trig_no_target.ogg $Name: No Target $Message: XSTR("Check your frakking vision, there's no target around.", 1067) +Persona: Gauntlet +Wave Name: gaunt_no_target.ogg $Name: No Target $Message: XSTR("What the hell? There's no target around.", 1068) +Persona: GauntletSP +Wave Name: gauntsp_no_target.ogg $Name: No Target $Message: XSTR("Listen frakhead, why don't you give me a real target?", 1069) +Persona: Overload +Wave Name: over_no_target.ogg $Name: No Target $Message: XSTR("Oh, I see... someone's using kamala again, eh?", 1070) +Persona: Gavel +Wave Name: gavel_no_target.ogg $Name: No Target $Message: XSTR("What ...WHERE?! GODS DAMNIT! Stop screwing with me!", 1071) +Persona: Nova +Wave Name: nova_no_target.ogg $Name: No Target $Message: XSTR("Nothing on DRADIS at that location sir.", 1072) +Persona: Not-CAG +Wave Name: ncag_no_target.ogg $Name: No Target $Message: XSTR("Where are you looking?", 1073) +Persona: Slingshot +Wave Name: sling_no_target.ogg $Name: No Target $Message: XSTR("[TARGET NOT AVAILABLE]", 1074) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; Oops 1 (Player "accidentally" fires upon friendly .......................................... $Name: Oops 1 $Message: XSTR("Quit shooting at me you toaster-loving frakhead!", 1075) +Persona: Chum +Wave Name: chum_oops1.ogg $Name: Oops 1 $Message: XSTR("Frakking stop that--NOW!", 1076) +Persona: Trigger +Wave Name: trig_oops1.ogg $Name: Oops 1 $Message: XSTR("Check fire! Check your frakking fire!", 1077) +Persona: Gauntlet +Wave Name: gaunt_oops1.ogg $Name: Oops 1 $Message: XSTR("Check fire! Check fire!", 1078) +Persona: GauntletSP +Wave Name: gauntsp_oops1.ogg $Name: Oops 1 $Message: XSTR("Hey fraktard, you won't get an extra kill by offing me.", 1079) +Persona: Overload +Wave Name: over_oops1.ogg $Name: Oops 1 $Message: XSTR("What the--HEY, check your fire!", 1080) +Persona: Gavel +Wave Name: gavel_oops1.ogg $Name: Oops 1 $Message: XSTR("FRAK! Do THAT again, and I swear you'll have a pretty accident.", 1081) +Persona: Nova +Wave Name: nova_oops1.ogg $Name: Oops 1 $Message: XSTR("Cease fire! I'm a friendly!", 1082) +Persona: Not-CAG +Wave Name: ncag_oops1.ogg $Name: Oops 1 $Message: XSTR("Hold your gods damn fire!", 1083) +Persona: Slingshot +Wave Name: sling_oops1.ogg $Name: Oops 1 $Message: XSTR("Friendly fire! Break off!", 1084) +Persona: Colonial Command +Wave Name: cmd_oops1.ogg $Name: Oops 1 $Message: XSTR("[UNWARRANTED ACTION, DESIST NOW]", 1085) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; PLAYER KILLED (previously "player died")........................................... $Name: Player Dead $Message: XSTR("Frakking hell, ugh, no, squadmate just bought it!", 1086) +Persona: Chum +Wave Name: chum_player_dead.ogg $Name: Player Dead $Message: XSTR("FRAK! Another good pilot... GONE!", 1087) +Persona: Trigger +Wave Name: trig_player_dead.ogg $Name: Player Dead $Message: XSTR("We need Raptor out here ASA--oh FRAK... forget it. Pilot's gone.", 1088) +Persona: Gauntlet +Wave Name: gaunt_player_dead.ogg $Name: Player Dead $Message: XSTR("We need Raptor out here ASA--oh FRAK... forget it. Pilot's gone.", 1089) +Persona: GauntletSP +Wave Name: gauntsp_player_dead.ogg $Name: Player Dead $Message: XSTR("Squadmate's gone... FINALLY, now I can rack up the kills!", 1090) +Persona: Overload +Wave Name: over_player_dead.ogg $Name: Player Dead $Message: XSTR("NOOO! Frakking SONUVABITCH! Gods be damned, this can't be happening!", 1091) +Persona: Gavel +Wave Name: gavel_player_dead.ogg $Name: Player Dead $Message: XSTR(""Sir, report status! Oh frakking hell, I've got my hands full...sir--SIR?!", 1092) +Persona: Nova +Wave Name: nova_player_dead.ogg $Name: Player Dead $Message: XSTR("Lords protect him.", 1093) +Persona: Not-CAG +Wave Name: ncag_player_dead.ogg $Name: Player Dead $Message: XSTR("Oh, Gods! Pilot down, sir! Pilot DOWN!.", 1094) +Persona: Slingshot +Wave Name: sling_player_dead.ogg $Name: Player Dead $Message: XSTR("[CYLON 1456326835 TERMINATED]", 1095) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; PRAISE ..................................................................................... $Name: Praise $Message: XSTR("Eh, I could do better than that.", 1096) +Persona: Chum +Wave Name: chum_praise.ogg $Name: Praise $Message: XSTR("Nice one, sir!", 1097) +Persona: Trigger +Wave Name: trig_praise.ogg $Name: Praise $Message: XSTR("If only all the nuggets I've tortured in Basic could do so well.", 1098) +Persona: Gauntlet +Wave Name: gaunt_praise.ogg $Name: Praise $Message: XSTR("Impressive, most impressive, I taught you well.", 1099) +Persona: GauntletSP +Wave Name: gauntsp_praise.ogg $Name: Praise $Message: XSTR("Wow, that one just flew into your fire.", 1100) +Persona: Overload +Wave Name: over_praise.ogg $Name: Praise $Message: XSTR("Sharp shooting, lead. Another twenty and I'll buy you a round.", 1101) +Persona: Gavel +Wave Name: gavel_praise.ogg $Name: Praise $Message: XSTR("Ooh, nice. That should have been mine though...", 1102) +Persona: Nova +Wave Name: nova_praise.ogg $Name: Praise $Message: XSTR("Great shooting, lead!", 1103) +Persona: Not-CAG +Wave Name: ncag_praise.ogg $Name: Praise $Message: XSTR("Great kill, sir!", 1104) +Persona: Slingshot +Wave Name: sling_praise.ogg $Name: Praise $Message: XSTR("[REGISTERING TARGET ELIMINATED]", 1105) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; REARM ...................................................................................... $Name: Rearm $Message: XSTR("Aw hell, no ammo means no more kills!", 1106) +Persona: Chum +Wave Name: chum_rearm.ogg $Name: Rearm $Message: XSTR("What great timing, I'm out of ammo.", 1107) +Persona: Trigger +Wave Name: trig_rearm.ogg $Name: Rearm $Message: XSTR("Frakking hell, I'm out of ammo... this is a first.", 1108) +Persona: Gauntlet +Wave Name: gaunt_rearm.ogg $Name: Rearm $Message: XSTR("Frakking hell, I'm out of ammo... this is a first.", 1109) +Persona: GauntletSP +Wave Name: gauntsp_rearm.ogg $Name: Rearm $Message: XSTR("Frakking guns are dry, you happy?", 1110) +Persona: Overload +Wave Name: over_rearm.ogg $Name: Rearm $Message: XSTR("I'm pulling the trigger, but all I hear is click click... click...", 1111) +Persona: Gavel +Wave Name: gavel_rearm.ogg $Name: Rearm $Message: XSTR("Hell, no more frakking ammo--they're stealing my kills!", 1112) +Persona: Nova +Wave Name: nova_rearm.ogg $Name: Rearm $Message: XSTR("Damn, looks like I'm out of bullets.", 1113) +Persona: Not-CAG +Wave Name: ncag_rearm.ogg $Name: Rearm $Message: XSTR("Oh, for frak sakes... ammunition's gone!", 1114) +Persona: Slingshot +Wave Name: sling_rearm.ogg $Name: Rearm $Message: XSTR("[AMMUNITION DEPLETED]", 1115) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; REPAIR ..................................................................................... $Name: Repair $Message: XSTR("This is really bad... frakking heap of scrap!", 1116) +Persona: Chum +Wave Name: chum_repair.ogg $Name: Repair $Message: XSTR("Systems failing!", 1117) +Persona: Trigger +Wave Name: trig_repair.ogg $Name: Repair $Message: XSTR("FRAK! Red everywhere--now a gods damned hull breach!", 1118) +Persona: Gauntlet +Wave Name: gaunt_repair.ogg $Name: Repair $Message: XSTR("FRAK! Red everywhere--now a gods damned hull breach!", 1119) +Persona: GauntletSP +Wave Name: gauntsp_repair.ogg $Name: Repair $Message: XSTR("This frakking piece of junk is crapping out!", 1120) +Persona: Overload +Wave Name: over_repair.ogg $Name: Repair $Message: XSTR("Everything is shot to hell! I'm red across the board!", 1121) +Persona: Gavel +Wave Name: gavel_repair.ogg $Name: Repair $Message: XSTR("My ship's frakking smacked up!", 1122) +Persona: Nova +Wave Name: nova_repair.ogg $Name: Repair $Message: XSTR("My ship is getting frakked up!", 1123) +Persona: Not-CAG +Wave Name: ncag_repair.ogg $Name: Repair $Message: XSTR("This is frakking unbelievable! Multiple systems failure!", 1124) +Persona: Slingshot +Wave Name: sling_repair.ogg $Name: Repair $Message: XSTR("[SYSTEMS MALFUNCTION]", 1125) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; STRAY ............................................................................ $Name: Stray $Message: XSTR("Haha, lookit you! All stupid going off on your own.", 1126) +Persona: Chum +Wave Name: chum_stray.ogg $Name: Stray $Message: XSTR("Uh, sightseeing isn't an option. This mission is THIS way.", 1127) +Persona: Trigger +Wave Name: trig_stray.ogg $Name: Stray $Message: XSTR("Ohh, you put everyone at risk with your brand of genius.", 1128) +Persona: Gauntlet +Wave Name: gaunt_stray.ogg $Name: Stray $Message: XSTR("Quit playing silly buggers! Come on, damnit... focus.", 1129) +Persona: GauntletSP +Wave Name: gauntsp_stray.ogg $Name: Stray $Message: XSTR("Finally accepted that you a piss poor pilot, eh?", 1130) +Persona: Overload +Wave Name: over_stray.ogg $Name: Stray $Message: XSTR("Um, where do you think you're going? Come on, we have a mission to complete.", 1131) +Persona: Gavel +Wave Name: gavel_stray.ogg $Name: Stray $Message: XSTR("Hey! Come back here, you're going the wrong way!", 1132) +Persona: Nova +Wave Name: nova_stray.ogg $Name: Stray $Message: XSTR("Sir, abandoning your unit is treason!", 1133) +Persona: Not-CAG +Wave Name: ncag_stray.ogg $Name: Stray $Message: XSTR("Hmm, running away? Wrong way, sir, unless you're aiming to commit treason.", 1134) +Persona: Slingshot +Wave Name: sling_stray.ogg $Name: Stray $Message: XSTR("[ERROR, OFF COURSE]", 1135) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; TRAITOR ........................................................................... $Name: Traitor $Message: XSTR("HEY! Wait...NO--STOP!", 1136) +Persona: Chum +Wave Name: chum_traitor.ogg $Name: Traitor $Message: XSTR("I just knew this was going to happen...", 1137) +Persona: Trigger +Wave Name: trig_traitor.ogg $Name: Traitor $Message: XSTR("You backstabbing, gods damned, frakking BITCH!", 1138) +Persona: Gauntlet +Wave Name: gaunt_traitor.ogg $Name: Traitor $Message: XSTR("You backstabbing, gods damned, frakking BITCH!", 1139) +Persona: GauntletSP +Wave Name: gauntsp_traitor.ogg $Name: Traitor $Message: XSTR("Time to pay up, bitch!", 1140) +Persona: Overload +Wave Name: over_traitor.ogg $Name: Traitor $Message: XSTR("What the frak are you DOING?!", 1141) +Persona: Gavel +Wave Name: gavel_traitor.ogg $Name: Traitor $Message: XSTR("Die you gods damn frakking traitor!", 1142) +Persona: Nova +Wave Name: nova_traitor.ogg $Name: Traitor $Message: XSTR("What the frak? Are you a damn skinjob?", 1143) +Persona: Not-CAG +Wave Name: ncag_traitor.ogg $Name: Traitor $Message: XSTR("What?! NO! ...Y-You're going to be sorry you frakking, two-faced son of a bitch!", 1144) +Persona: Slingshot +Wave Name: sling_traitor.ogg $Name: Traitor $Message: XSTR("All units, we have a traitor among us. Engage and destroy.", 1145) +Persona: Colonial Command +Wave Name: cmd_traitor.ogg $Name: Traitor $Message: XSTR("[TERMINATING MALFUNCTIONING UNIT]", 1146) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; YES ............................................................................... $Name: Yes $Message: XSTR("Roger.", 1147) +Persona: Chum +Wave Name: chum_yes.ogg $Name: Yes $Message: XSTR("Affirmative.", 1148) +Persona: Trigger +Wave Name: trig_yes.ogg $Name: Yes $Message: XSTR("Yep.", 1149) +Persona: Gauntlet +Wave Name: gaunt_yes.ogg $Name: Yes $Message: XSTR("I copy.", 1150) +Persona: GauntletSP +Wave Name: gauntsp_yes.ogg $Name: Yes $Message: XSTR("Whatever.", 1151) +Persona: Overload +Wave Name: over_yes.ogg $Name: Yes $Message: XSTR("No problem!", 1152) +Persona: Gavel +Wave Name: gavel_yes.ogg $Name: Yes $Message: XSTR("Copy that.", 1153) +Persona: Nova +Wave Name: nova_yes.ogg $Name: Yes $Message: XSTR("You got it.", 1154) +Persona: Not-CAG +Wave Name: ncag_yes.ogg $Name: Yes $Message: XSTR("Aye, sir.", 1155) +Persona: Slingshot +Wave Name: sling_yes.ogg $Name: Yes $Message: XSTR("[COMPLYING]", 1156) +Persona: Raider +Wave Name: Cylon_SFX.ogg ;; Raptor SECTION .............................................................. $Name: On Way $Message: XSTR("Copy that, Raptor on the way.", 1157) +Persona: Raptor +Wave Name: raptor_onway.ogg $Name: Rearm On Way $Message: XSTR("Stand by, pilot. We're on our way.", 1158) +Persona: Raptor +Wave Name: raptor_rearm_onway.ogg $Name: Rearm warping in $Message: XSTR("Standby, we have a Raptor heading your way now.", 1159) +Persona: Colonial Command +Wave Name: cmd_rearm_warpin.ogg $Name: Repair Done $Message: XSTR("Rearming complete, sir. You're good to go.", 1160) +Persona: Raptor +Wave Name: raptor_repair_done.ogg $Name: Repair Aborted $Message: XSTR("Aborting sequence for resupply.", 1161) +Persona: Raptor +Wave Name: raptor_resupply_aborted.ogg $Name: Support Killed $Message: XSTR("Raptor Down! I repeat, Raptor down!", 1162) +Persona: Colonial Command +Wave Name: cmd_support_killed.ogg ; MISC Colonial Command $Name: All Alone $Message: XSTR("No reinforcements. You're on your own, pilot.", 1163) +Persona: Colonial Command +Wave Name: cmd_allalone.ogg $Name: Instructor Hit $Message: XSTR("Hold your fire! You are shooting the instructor!", 1164) +Persona: Colonial Command +Wave Name: cmd_instruct_hit.ogg $Name: Instructor Attack $Message: XSTR("Cease fire on the instructor!", 1165) +Persona: Colonial Command +Wave Name: cmd_instruct_attk.ogg $Name: Stray Warning $Message: XSTR("Desertion is punishable by death. Run and you will be destroyed!", 1166) +Persona: Colonial Command +Wave Name: cmd_straywarn.ogg $Name: Stray Warning Final $Message: XSTR("Pilot, this is your final warning. Complete your mission objectives!", 1167) +Persona: Colonial Command +Wave Name: cmd_straywarn_final.ogg $Name: Awacs at 75 $Message: XSTR("Recon Raptor has sustained moderate damage! Please assist!", 1168) +Persona: Large Ship +Wave Name: lrgship_awacs75.ogg $Name: Awacs at 25 $Message: XSTR("Raptor hull integrity has fallen below critical! Request immediate Viper support!", 1169) +Persona: Large Ship +Wave Name: lrgship_awacs25.ogg #End ; Ranks.tbl ; Will contain data for : ; 1.) player rank names ; 2.) player rank scores ; ; Do not change the ordering of the sections in this table. Also do not add items to the list ; ; ; ; Casting Notes: ; Terran Captain 1(M) - ES = 1_* ; Terran Captain 2(F) - SH = 3_* [RANK NAMES] $Name: Ensign $Points: 0 $Bitmap: blank.pcx $Promotion Voice Base: rank_0.ogg $Promotion Text: XSTR("You have received your commission in the Colonial Defense Fleet. Congratulations, Ensign.", 1170) $end_multi_text $Name: Lieutenant Junior Grade $Points: 4000 $Bitmap: blank.pcx $Promotion Voice Base: rank_a.ogg $Promotion Text: XSTR("After reviewing your service record and the recommendations of your superior officers, it looks like you have the potential to lead. Congratulations, you are now in command of your own Pegasus squadron.", 1171) $end_multi_text $Name: Lieutenant $Points: 10000 $Bitmap: blank.pcx $Promotion Voice Base: rank_b.ogg $Promotion Text: XSTR("For your excellent record of service and leadership, you have attained the rank of Lieutenant.", 1172) $end_multi_text $Name: Lieutenant Commander $Points: 22000 $Bitmap: blank.pcx $Promotion Voice Base: rank_c.ogg $Promotion Text: XSTR("Very impressive conduct under fire, Lieutenant. It looks like there is a promotion for you on the horizon.", 1173) $end_multi_text $Name: Commander $Points: 50000 $Bitmap: blank.pcx $Promotion Voice Base: rank_d.ogg $Promotion Text: XSTR("It looks like there is a promotion for you on the horizon... the only problem is we need you in the cockpit.", 1174) $end_multi_text $Name: Captain $Points: 150000 $Bitmap: blank.pcx $Promotion Voice Base: rank_e.ogg $Promotion Text: XSTR("Because your achievements distinguish you as an officer of high caliber, you have been promoted to the rank of Captain.", 1175) $end_multi_text ;; the Brass $Name: Commodore $Points: 400000 $Bitmap: blank.pcx $Promotion Voice Base: rank_f.ogg $Promotion Text: XSTR("You are one hell of a candidate for command staff! The only problem is we need you in the cockpit.", 1176) $end_multi_text $Name: Rear Admiral $Points: 2000000 $Bitmap: blank.pcx $Promotion Voice Base: rank_g.ogg $Promotion Text: XSTR("You would make one hell of an officer on command staff! The only problem is we need you in the cockpit.", 1177) $end_multi_text $Name: Vice Admiral $Points: 5000000 $Bitmap: blank.pcx $Promotion Voice Base: rank_h.ogg $Promotion Text: XSTR("Well gods damn if you aren't one of the front-runners for command staff! The only problem is we need you in the cockpit.", 1178) $end_multi_text $Name: Admiral $Points: 9000000 $Bitmap: blank.pcx $Promotion Voice Base: rank_i.ogg $Promotion Text: XSTR("Well gods damn if you ain't on shootin star for command staff! The only problem is we need you in the cockpit.", 1179) $end_multi_text #End ; file to indicate all ship types and their physical characteristics (such as physics info, etc) ; format is a simple form of the mission files ; ; Some general comments about some of the fields ; ; Velocities are specified in (freespace) units/second. You can currently only ; specify velocities in the linear directions. Rotational velocities are still ; currently speified with thrust (until I get this fixed). Rotation time is the ; amount of time (in seconds) to complete 1 revolution in the given direction ; (x is pitch, y is heading, and z is bank). ; ; Damp affects how quickly you will accel/decel to your target velocity. Higher damp ; means slow acceleration and deceleration. The lower this number, the faster ; the ship responds. For example, specifying a value of 0.0 means there is no ; damping, in other words, people would say, "this has no physics, like Wing ; Commander." The more damping, the harder to control, but the more smoothly ; it moves. ; ; Accelerations: ; All the acceleration numbers are damp factors for how fast the thing ; changes speed. 0 would mean instantaneous velocity changes, and the ; bigger the number, the slower the acceleration. Sort of backwards, but... ; forward_accel - The damp factor for when the ship is trying to go faster ; forward_decel - The damp factor for when the ship is trying to slow down ; slide_accel - The damp factor for left/right/up/down/reverse acceleration. ; slide_decel - The damp factor for left/right/up/down/reverse deceleration. ; ; Energy Transfer System: ; $Power Output => energy is produced per second by the ship's reactor ; $Max Oclk Speed => the max forward speed of the ship when 100% energy ; is directed at the engines ; $Max Weapon Eng => how much weapon energy can be stored (related to $Energy Cosumed ; field in weapons.tbl) ; ; Afterburners: ; $Afterburner => YES if afterburner present, NO otherwise ; ; The following parameters must be present if $Afterburner is YES, otherwise comment ; out or delete them: ; ; +Aburn Max Vel: => x,y,z velocity when afterburner engaged ; +Aburn For accel: => forward accel when afterburner engaged ; +Aburn Fuel: => fuel capacity of afterburners ; +Aburn Burn Rate: => rate in fuel/second that afterburners consume fuel ; +Aburn Rec Rate: => rate in fuel/second that afterburners recover fuel ; ; $Subsystem: name, percent_damage, turret_turn_360_time ; $Default PBanks: ( "weapon1" "weapon2" ) ; $Default SBanks: ( "missile1" "missile2" ) ; $SBank Capacity: ( 50, 100 ) ; ; A note regarding ship sounds: ; The index for ship sounds corresponds to the index in sounds.tbl. ; If you don't want to assign a sound, put -1 as the index. #Default Player Ship $Name: Colonial Viper Mark II #End #Engine Wash Info ;; NOTE: The default MUST be the first entry in the list of engine wash info $Name: Default $Angle: 10.0 $Radius Mult: 0.6 $Length: 400 $Intensity: 1.0 $Name: Default100 $Angle: 12.0 $Radius Mult: 0.6 $Length: 100 $Intensity: 1.0 $Name: Default150 $Angle: 10.0 $Radius Mult: 0.6 $Length: 150 $Intensity: 1.0 $Name: Default200 $Angle: 10.0 $Radius Mult: 0.6 $Length: 200 $Intensity: 1.0 $Name: Default300 $Angle: 8.0 $Radius Mult: 0.6 $Length: 300 $Intensity: 1.0 $Name: Default500 $Angle: 7.0 $Radius Mult: 0.6 $Length: 500 $Intensity: 1.0 $Name: Default700 $Angle: 7.0 $Radius Mult: 0.6 $Length: 700 $Intensity: 1.0 $Name: Default800 $Angle: 6.0 $Radius Mult: 0.6 $Length: 800 $Intensity: 1.0 $Name: Default900 $Angle: 6.0 $Radius Mult: 0.6 $Length: 900 $Intensity: 1.0 $Name: Default1000 $Angle: 5.0 $Radius Mult: 0.6 $Length: 1000 $Intensity: 1.0 $Name: Default1100 $Angle: 5.0 $Radius Mult: 0.6 $Length: 1100 $Intensity: 1.0 $Name: Default1500 $Angle: 5.0 $Radius Mult: 0.6 $Length: 1500 $Intensity: 1.0 #End #Ship Classes ;=====>> COLONIAL <<======= $Name: Colonial Viper Mark II $Short name: vmk2 $Species: Colonial +Type: XSTR("Space Superiority", 1180) +Maneuverability: XSTR("Excellent", 1181) +Armor: XSTR("Light", 1182) +Manufacturer: XSTR("Kobol Military Industries", 1183) +Description: XSTR( "", -1) $end_multi_text +Tech Description: The Viper Mark II was the final word in space superiority at the time of the original Cylon rebellion. High maneuverability and an exceptional thrust to weight ratio helped to propel the Mark II into pop-culture fame: many of the Colonies' highest scoring aces flew the Mark II in the original Human\Cylon war, including the Commander of the Battlestar Galactica, Commander William "Husker" Adama. Because of the recent Cylon sneak attack on the Twelve Colonies, the Mark II has been pressed back into the service to defend the Galactica, and has proven itself to be as much of a match for the Cylons as it was forty years ago. $end_multi_text +Length: 8.5 m +Gun Mounts: 2 +Missile Banks: 1 $POF file: Viper.pof $Detail distance: (0, 80, 300, 900) ; $ND: 42 42 244 $Show damage: YES $Density: 1 $Damp: 0.5 $Rotdamp: 0.4 $Max Velocity: 70.0, 70.0, 140.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 2.3, 2.3, 2.3 $Rear Velocity: 70.0 $Forward accel: 1.8 $Forward decel: 1.5 $Slide accel: 0.01 $Slide decel: 0.01 $Glide: YES $Warpin type: BTRL $Warpin speed: 60 $Warpin time: 0.2 $Warpin radius: 35 $Warpin animation: ftl_SW.eff $Warpout type: BTRL $Warpout speed: 75 $Warpout time: 0.2 $Warpout radius: 35 $Warpout animation: ftl_SW.eff $Player warpout speed: .25 $Expl inner rad: 10.0 $Expl outer rad: 25.0 $Expl damage: 10.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "MEC-A6" "DET-21" "MRC-B3" ) $Allowed Dogfight PBanks: ( "MEC-A6" "DET-21" "MRC-B3" ) $Default PBanks: ( "MEC-A6") $PBank Capacity: ( 2 ) $Allowed SBanks: ( "HD-70" "TM-22E" "" ) $Allowed Dogfight SBanks: ( "HD-70" "TM-22E" "" ) $Default SBanks: ( "HD-70" ) $SBank Capacity: ( 20 ) $Show Secondary Models: ( YES ) $Shields: 0 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 140.0 $Max Weapon Eng: 0 $Hitpoints: 250 $Flags: ( "player_ship" "default_player_ship" "gun convergence" "fighter" "in tech database" "no weapon damage scaling" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 60.0, 60.0, 190.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 10 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -22 $Closeup_zoom: 0.5 $Shield_icon: hud-viper $Ship_icon: iconfighter01 $Ship_anim: ssfighter01 $Ship_overhead: loadfighter01 $Score: 12 $Trail: +Offset: 4.2 -1.47 -7.8 +Start Width: 0.8 +End Width: 10.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 1.5 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: -4.2 -1.47 -7.8 +Start Width: 0.8 +End Width: 10.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 1.5 +Spew Time: 60 +Bitmap: Contrail01 $Thruster: +Used for: ( "pitch down" "roll right" "slide left" "slide down" ) +Position: (0.4 .43 7.6) +Normal: (0.4 .4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "pitch down" "roll right" "slide left" "slide down" ) +Position: (0.41 .44 7.43) +Normal: (0.4 .4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "pitch down" "roll left" "slide right" "slide down" ) +Position: (-0.4 .43 7.6) +Normal: (-0.4 .4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "pitch down" "roll left" "slide right" "slide down" ) +Position: (-0.41 .44 7.43) +Normal: (-0.4 .4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ("pitch down" "slide down" ) +Position: (-.14 .58 7.6) +Normal: (0 0.4 0.2) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ("pitch down" "slide down" ) +Position: (-0.01 .58 7.6) +Normal: (0 0.4 0.2) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ("pitch down" "slide down" ) +Position: (.1 .58 7.6) +Normal: (0 0.4 0.2) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "pitch up" "roll right" "slide left" "slide up" ) +Position: (.61 -.23 7.24) +Normal: (0.4 -.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "pitch up" "roll right" "slide left" "slide up" ) +Position: (.6 -.26 7.067) +Normal: (0.4 -.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "pitch up" "roll left" "slide right" "slide up" ) +Position: (-.65 -.23 7.24) +Normal: (-0.4 -.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ("pitch up" "roll left" "slide right" "slide up" ) +Position: (-0.65 -.23 7.24) +Normal: (-0.4 -.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ("pitch up" "slide up" ) +Position: (-.14 -.48 7.05) +Normal: (0 -.4 0.2) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ("pitch up" "slide up" ) +Position: (-.01 -.48 7.05) +Normal: (0 -.4 0.2) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ("pitch up" "slide up" ) +Position: (.1 -.48 7.05) +Normal: (0 -.4 0.2) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "roll left" "slide left" ) +Position: (.72 1.82 -6.53) +Normal: (0.4 0.05 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "roll left" "slide left" ) +Position: (.72 1.82 -6.658) +Normal: (0.4 0.05 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "roll right" "slide right" ) +Position: (-.77 1.82 -6.53) +Normal: (-0.4 0.05 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "roll right" "slide right" ) +Position: (-.77 1.82 -6.658) +Normal: (-0.4 0.05 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "bank right" "pitch up" "slide down" ) +Position: (1.3 1.39 -5) +Normal: (0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "bank right" "pitch up" "slide down" ) +Position: (1.3 1.39 -5.4) +Normal: (0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "bank left" "pitch up" "slide down" ) +Position: (-1.3 1.39 -5) +Normal: (0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "bank left" "pitch up" "slide down" ) +Position: (-1.3 1.39 -5.4) +Normal: (0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "bank left" "pitch down" "slide up" ) +Position: (.84 -1.0 -5.87) +Normal: (0.05 -0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "bank left" "pitch down" "slide up" ) +Position: (.84 -1.0 -5.77) +Normal: (0.05 -0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "bank right" "pitch down" "slide up" ) +Position: (-.84 -1.0 -5.87) +Normal: (-0.05 -0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "bank right" "pitch down" "slide up" ) +Position: (-.84 -1.0 -5.77) +Normal: (-0.05 -0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "roll left" "pitch down" "slide left" "slide up" ) +Position: (1.79 -.75 -5.87) +Normal: (0.4 -0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "roll left" "pitch down" "slide left" "slide up" ) +Position: (1.79 -.75 -5.6) +Normal: (0.4 -0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "roll right" "pitch down" "slide right" "slide up" ) +Position: (-1.79 -.75 -5.87) +Normal: (-0.4 -0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Thruster: +Used for: ( "roll right" "pitch down" "slide right" "slide up" ) +Position: (-1.79 -.75 -5.6) +Normal: (-0.4 -0.4 0.0) +Texture: thrustjets +Radius: 0.08 +Length: 0.8 $Subsystem: communication, 20, 0 $Subsystem: navigation, 20, 0 $Subsystem: weapons, 30, 0 $Subsystem: sensors, 20, 0 $Subsystem: engines, 45, 0 $Name: Colonial Viper Mark VII $Short name: vmk7 $Species: Colonial +Type: XSTR("Space Superiority", 1184) +Maneuverability: XSTR("Medium", 1185) +Armor: XSTR("Heavy", 1186) +Manufacturer: XSTR("Kobol Military Industries", 1187) +Description: XSTR( "", -1) $end_multi_text +Tech Description: The Viper Mark VII is an incredible design, and reprisents the pinacle of Colonial fighter technology. Sophisticated fly-by-wire and computer-managed controls enable this beast to maneuver at the very edge of the envelope, teetering between controlled flight and a crushed pilot. Unfortunately, the Cylon viral attack on Colonial computers has prompted the Galactica crew to remove most if not all of these conviences, and as a result the Mark VII is an almost uncontrollable design. However, in the hands of a top pilot, it is more than a match for anything it comes up against. $end_multi_text +Length: 11 m +Gun Mounts: 3 +Missile Banks: 1 $POF file: Vipmk7.POF $Detail distance: (0, 80, 300, 900) ; $ND: 42 42 244 $Show damage: YES $Density: 1 $Damp: 0.7 $Rotdamp: 0.4 $Max Velocity: 70.0, 70.0, 200.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 2.9, 2.9, 2.9 $Rear Velocity: 70.0 $Forward accel: 1.5 $Forward decel: 1.6 $Slide accel: 0.01 $Slide decel: 0.01 $Glide: YES $Warpin type: BTRL $Warpin speed: 75 $Warpin time: 0.2 $Warpin radius: 35 $Warpin animation: ftl_SW.eff $Warpout type: BTRL $Warpout speed: 80 $Warpout time: 0.2 $Warpout radius: 35 $Warpout animation: ftl_SW.eff $Player warpout speed: .25 $Expl inner rad: 15.0 $Expl outer rad: 30.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "MEC-A6" "DET-21" "MRC-B3" ) $Allowed Dogfight PBanks: ( "MEC-A6" "DET-21" "MRC-B3" ) $Default PBanks: ( "MEC-A6" ) $PBank Capacity: ( 3 ) $Allowed SBanks: ( "HD-70" "TM-22E" "" ) $Allowed Dogfight SBanks: ( "HD-70" "TM-22E" "" ) $Default SBanks: ( "HD-70" ) $SBank Capacity: ( 20 ) $Show Secondary Models: ( YES ) $Shields: 0 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 200.0 $Max Weapon Eng: 0 $Hitpoints: 290 $Flags: ( "player_ship" "gun convergence" "fighter" "in tech database" "no weapon damage scaling" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 50.0, 50.0, 240.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 10 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -22 $Closeup_zoom: 0.5 $Shield_icon: hud-mk7 $Ship_icon: iconfighter01 $Ship_anim: ssfighter01 $Ship_overhead: loadfighter01 $Score: 12 $Trail: +Offset: 6.89 -1.93 -6.3 +Start Width: 0.8 +End Width: 25.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 2.5 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: -6.89 -1.93 -6.3 +Start Width: 0.8 +End Width: 25.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 2.5 +Spew Time: 60 +Bitmap: Contrail01 $Thruster: +Used for: ( "pitch down" "slide down" ) +Position: (.13 .35 9.12) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "pitch down" "slide down" ) +Position: (.15 .375 8.86) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "pitch down" "slide down" ) +Position: (-.13 .35 9.12) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "pitch down" "slide down" ) +Position: (-.15 .375 8.86) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "roll right" "slide left" ) +Position: (.37 .18 9.14) +Normal: ( 0.4 0.05 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "roll right" "slide left" ) +Position: (.38 .2 8.84) +Normal: ( 0.4 0.05 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "roll left" "slide right" ) +Position: (-.37 .18 9.14) +Normal: ( -0.4 0.05 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "roll left" "slide right" ) +Position: (-.38 .2 8.84) +Normal: ( -0.4 0.05 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "bank right" "slide down" "pitch up" ) +Position: (2.16 0.0 -7.5) +Normal: ( 0.0 0.8 -0.4) +Texture: thrustjets +Radius: 0.1 +Length: 1.0 $Thruster: +Used for: ( "bank right" "slide down" "pitch up" ) +Position: (2.4 -.08 -7.3) +Normal: ( 0.1 0.8 -0.4) +Texture: thrustjets +Radius: 0.1 +Length: 1.0 $Thruster: +Used for: ( "bank right" "slide down" "pitch up" ) +Position: (2.176 .17 -7.17) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "bank right" "slide down" "pitch up" ) +Position: (2.39 .089 -7.02) +Normal: ( 0.1 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "bank left" "slide down" "pitch up" ) +Position: (-2.16 0.0 -7.5) +Normal: ( 0.0 0.8 -0.4) +Texture: thrustjets +Radius: 0.1 +Length: 1.0 $Thruster: +Used for: ( "bank left" "slide down" "pitch up" ) +Position: (-2.176 .17 -7.17) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "bank left" "slide down" "pitch up" ) +Position: (-2.39 .089 -7.02) +Normal: ( -0.1 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "bank left" "slide down" "pitch up" ) +Position: (-2.4 -.06 -7.3) +Normal: ( -0.1 0.8 -0.4) +Texture: thrustjets +Radius: 0.1 +Length: 1.0 $Thruster: +Used for: ( "slide down" "pitch up" ) +Position: (.09 2.586 -11.5) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "slide down" "pitch up" ) +Position: (-.09 2.586 -11.5) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "roll left" "slide left" ) +Position: (.29 2.49 -11.52) +Normal: ( 0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "roll right" "slide right" ) +Position: (-.29 2.49 -11.52) +Normal: ( -0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "pitch down" "slide up" "bank left" ) +Position: (2.1 -.22 -7.5) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "pitch down" "slide up" "bank left" ) +Position: (2.33 -.29 -7.35) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "pitch down" "slide up" "bank right" ) +Position: (-2.1 -.22 -7.5) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "pitch down" "slide up" "bank right" ) +Position: (-2.33 -.29 -7.35) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.1 +Length: 1.5 $Thruster: +Used for: ( "slide up" "pitch up" ) +Position: (0 -.55 6.9 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch up" ) +Position: (0 -.53 7.5 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch down" ) +Position: (.66 -1.199 -3.7 ) +Normal: ( 0.4 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch down" ) +Position: (.66 -1.188 -4.36 ) +Normal: ( 0.4 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch down" ) +Position: (-.66 -1.199 -3.7 ) +Normal: ( -0.4 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch down" ) +Position: (-.66 -1.188 -4.36 ) +Normal: ( -0.4 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Subsystem: communication, 10, 0 $Subsystem: navigation, 10, 0 $Subsystem: weapons, 20, 0 $Subsystem: sensors, 10, 0 $Subsystem: engines, 35, 0 $Name: Colonial Cylotron Mk IX $Short name: dronemk9 $Species: Colonial +Type: XSTR("Training Drone", 1188) +Maneuverability: XSTR("Medium", 1189) +Armor: XSTR("Light", 1190) +Manufacturer: XSTR("Caprica Industrial Construction", 1191) +Description: XSTR( "", -1) $end_multi_text +Tech Description: The Cylotron Mk IX is the most widely used military training drone in service today. Equipped with a vast multitude of sensors to judge pilot accuracy, ammo conservation, and flying capabilities, the Cylotron allows instructors to accurately guage each individual pilot's capabilities. However, there are rumors of a new prototype drone set to enter service soon, making the Mk IX's days numbered. $end_multi_text +Length: 6 m +Gun Mounts: 4 +Missile Banks: 2 $POF file: drone.pof $Detail distance: (0, 100, 400, 900) ; $ND: 42 42 244 $Show damage: YES $Density: 1 $Damp: 0.5 $Rotdamp: 0.4 $Max Velocity: 30.0, 30.0, 70.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 7.5, 7.5, 7.5 $Rear Velocity: 30.0 $Forward accel: 4.0 $Forward decel: 4.0 $Slide accel: 0.05 $Slide decel: 0.05 $Glide: YES $Warpin type: BTRL $Warpin speed: 50 $Warpin time: 0.2 $Warpin radius: 35 $Warpin animation: ftl_SW.eff $Warpout type: BTRL $Warpout speed: 50 $Warpout time: 0.2 $Warpout radius: 35 $Warpout animation: ftl_SW.eff $Expl inner rad: 10.0 $Expl outer rad: 25.0 $Expl damage: 5.0 $Expl blast: 800.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "DET-21" "MEC-A6" "MRC-B3" ) $Allowed Dogfight PBanks: ( "DET-21" "MEC-A6" "MRC-B3" ) $Default PBanks: ( "DET-21" ) $PBank Capacity: ( 4 ) $Allowed SBanks: ( "HD-70" "TM-22E" "" ) $Allowed Dogfight SBanks: ( "HD-70" "TM-22E" "" ) $Default SBanks: ( "TM-22E" "TM-22E" ) $SBank Capacity: ( 23 23 ) $Show Secondary Models: ( YES YES ) $Shields: 0 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 70.0 $Max Weapon Eng: 0 $Hitpoints: 700 $Flags: ( "gun convergence" "fighter" "in tech database" "no weapon damage scaling" ) $AI Class: Coward $Afterburner: NO $Countermeasures: 20 $Scan time: 1100 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -20 $Closeup_zoom: 0.5 $Shield_icon: hud-drone $Ship_icon: iconfighter01 $Ship_anim: ssfighter01 $Ship_overhead: loadfighter01 $Score: 8 $Trail: +Offset: 11.0 -.94 -.18 +Start Width: 0.8 +End Width: 10.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 1.5 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: -11.0 -.94 -.18 +Start Width: 0.8 +End Width: 10.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 1.5 +Spew Time: 60 +Bitmap: Contrail01 ;;--------TOP ;;Right Forward $Thruster: +Used for: ( "slide down" "pitch down" "bank right" ) +Position: (3.1 -0.072 3.23 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;Right Rear $Thruster: +Used for: ( "slide down" "bank right" ) +Position: (2.73 0.362 -0.7 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "bank right" "pitch up" ) +Position: (4.13 -0.16 -2.32 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;Right Wing Front $Thruster: +Used for: ( "slide down" "slide left" "bank right" "pitch down" ) +Position: (7.07 -.49 1.580 ) +Normal: ( 0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;Right Wing Rear $Thruster: +Used for: ( "slide down" "slide left" "bank right" "pitch up" ) +Position: (8.65 -.89 -1.22 ) +Normal: ( 0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "slide left" "bank right" "pitch up" ) +Position: (9.6 -1.243 -.9 ) +Normal: ( 0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;Right Wing Tip $Thruster: +Used for: ( "slide down" "bank right" ) +Position: (10.86 -1.78 -.18 ) +Normal: ( 0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "bank right" ) +Position: (10.86 -1.78 .15 ) +Normal: ( 0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;------BOTTOM ;;Right Bottom $Thruster: +Used for: ( "slide up" "bank left" "pitch down" ) +Position: (3.15 -.67 -2.75 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;Right Wing Bottom Front $Thruster: +Used for: ( "slide up" "bank left" "pitch up" ) +Position: (7.26 -0.975 2.4 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;Right Wing Bottom Middle $Thruster: +Used for: ( "slide up" "bank left" ) +Position: (7.48 -0.94 0.36 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "bank left" ) +Position: (7.52 -0.93 -.11 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;Right Wing Bottom Rear $Thruster: +Used for: ( "slide up" "bank left" "pitch down" ) +Position: (7.22 -0.817 -1.57 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;Right Wing Bottom Tip $Thruster: +Used for: ( "slide up" "bank left" ) +Position: (10.755 -1.86 0.38 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "bank left" ) +Position: (10.56 -1.78 0.35 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;---------Left Wing ;;--------TOP ;;Right Bottom $Thruster: +Used for: ( "slide up" "bank right" "pitch down" ) +Position: (-3.15 -.67 -2.75 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;left Forward $Thruster: +Used for: ( "slide down" "pitch down" "bank left" ) +Position: (-3.1 -0.072 3.23 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;left Rear $Thruster: +Used for: ( "slide down" "bank left" ) +Position: (-2.73 0.362 -0.7 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "bank left" "pitch up" ) +Position: (-4.13 -0.16 -2.32 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;left Wing Front $Thruster: +Used for: ( "slide down" "slide right" "bank left" "pitch down" ) +Position: (-7.07 -.49 1.580 ) +Normal: ( -0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;left Wing Rear $Thruster: +Used for: ( "slide down" "slide right" "bank left" "pitch up" ) +Position: (-8.65 -.89 -1.22 ) +Normal: ( -0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "slide right" "bank left" "pitch up" ) +Position: (-9.6 -1.243 -.9 ) +Normal: ( -0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;left Wing Tip $Thruster: +Used for: ( "slide down" "bank left" ) +Position: (-10.86 -1.78 -.18 ) +Normal: ( -0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "bank left" ) +Position: (-10.86 -1.78 .15 ) +Normal: ( -0.2 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;------BOTTOM ;;left Wing Bottom Front $Thruster: +Used for: ( "slide up" "bank right" "pitch up" ) +Position: (-7.26 -0.975 2.4 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;left Wing Bottom Middle $Thruster: +Used for: ( "slide up" "bank right" ) +Position: (-7.48 -0.94 0.36 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "bank right" ) +Position: (-7.52 -0.93 -.11 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;left Wing Bottom Rear $Thruster: +Used for: ( "slide up" "bank right" "pitch down" ) +Position: (-7.22 -0.817 -1.57 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;left Wing Bottom Tip $Thruster: +Used for: ( "slide up" "bank right" ) +Position: (-10.755 -1.86 0.38 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "bank right" ) +Position: (-10.56 -1.78 0.35 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 ;;Bottom Center $Thruster: +Used for: ( "slide up" "pitch down" ) +Position: (.23 -.64 -3.37 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch down" ) +Position: (-.23 -.64 -3.37 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Subsystem: rotator, 10, 0.0 $Subsystem: communication, 20, 0 $Subsystem: navigation, 20, 0 $Subsystem: weapons, 30, 0 $Subsystem: sensors, 20, 0 $Subsystem: engines, 45, 0 $Name: Mining Vessel Variant $Short name: minship_a $Species: Colonial +Tech Description: These gigantic mining vessels were used throughout the TWelve Colonies, mining precious minerals from asteroids and other space bodies. A standard mining site includes one mining vessel and several support craft - the former lands on a large asteroid using its oversized landing gear and deploys several drills to dig into the asteroids core. The extracted material is then stored and processed within the giant disc-shaped silos on the top of the vessel. The most notable of these mined materials is Tyllium, which fuels all space-borne craft, Colonial and Cylon alike. Now with limited resources, these mining vessels have taken on a new importance as the only way that the Fleet can quench its voracious appetite for natural necessities. This specific variant of the Mining Vessel is a specially equipped mining vessel, designed to extract ore from much more volatile mining sites, where it's extra landing pads and reinforced hull are necessary to survive. $end_multi_text $POF file: majahual.pof $Detail distance: (0) $Show damage: NO $Density: 1 $Damp: 5.3 $Rotdamp: 3.5 $Max Velocity: 20.0, 20.0, 20.0 $Rotation time: 35.0, 35.0, 35.0 $Rear Velocity: 30.0 $Forward accel: 25.0 $Forward decel: 28.0 $Slide accel: 28.0 $Slide decel: 28.0 $Glide: NO $Warpin type: BTRL $Warpin speed: 0.25 $Warpin time: 0.3 $Warpin radius: 3000 $Warpin animation: ftl_SW.eff $Warpout type: BTRL $Warpout speed: 0.25 $Warpout time: 0.3 $Warpout radius: 3000 $Warpout animation: ftl_SW.eff $Expl inner rad: 150.0 $Expl outer rad: 700.0 $Expl damage: 50.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 20.0 $Max Weapon Eng: 0.0 $Hitpoints: 15000 $Flags: ( "capital" "in tech database" "flash" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 5500 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -1600 $Closeup_zoom: 0.5 $Score: 120 $Subsystem: communication, 2, 0 $Subsystem: navigation, 2, 0 ;$Subsystem: weapons, 1, 0 $Subsystem: sensors, 5, 0 $Subsystem: engines, 10, 0 $Name: Scar Asteroid $Short name: Scarroid $Species: Colonial +Tech Description: XSTR("Giant Asteroid.", 1192) $end_multi_text $POF file: astscar.pof $Detail distance: (0, 4000, 25000, 40000) $Show damage: NO $Density: 1 $Damp: 80.0 $Rotdamp: 80.5 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 999999999999999 $Flags: ( "supercap" "big damage" ) $AI Class: None $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 68 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -15000 $Closeup_zoom: 0.5 $Score: 10000 $Name: Scar Asteroid B $Short name: Scarroid_B $Species: Colonial +Tech Description: XSTR("Giant Asteroid.", 1193) $end_multi_text $POF file: astscarb.pof $Detail distance: (0, 4000, 25000, 40000) $Show damage: NO $Density: 1 $Damp: 80.0 $Rotdamp: 80.5 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 999999999999999 $Flags: ( "supercap" "big damage" ) $AI Class: None $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 68 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -15000 $Closeup_zoom: 0.5 $Score: 10000 $Name: Scar Asteroid C $Short name: Scarroid_C $Species: Colonial +Tech Description: XSTR("Giant Asteroid.", 1194) $end_multi_text $POF file: astscarc.pof $Detail distance: (0, 4000, 25000, 40000) $Show damage: NO $Density: 1 $Damp: 80.0 $Rotdamp: 80.5 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 999999999999999 $Flags: ( "supercap" "big damage" ) $AI Class: None $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 68 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -15000 $Closeup_zoom: 0.5 $Score: 10000 $Name: AstLayer $Short name: Asteroid L $Species: Colonial $POF file: astlayer.pof $Detail distance: (0, 400, 1200) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 100 $Flags: ("no_collide" "navbuoy") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -5014 $Closeup_zoom: 0.5 $Subsystem: layerA, 10,0.0 $Subsystem: layerB, 10,0.0 $Subsystem: layerC, 10,0.0 $Name: King of the Hill $Short name: KOTH $Species: Colonial +Tech Description: XSTR("King of the Hill ring.", 1195) $end_multi_text $POF file: koth.pof $Detail distance: (0, 4000, 25000, 40000) $Show damage: NO $Density: 1 $Damp: 80.0 $Rotdamp: 80.5 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 5.0 $Expl outer rad: 10.0 $Expl damage: 1.0 $Expl blast: 10.0 $Expl Propagates: YES ; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 100 $Flags: ( "no_collide" "knossos" ) $AI Class: None $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 68 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -25 $Closeup_zoom: 0.5 $Score: 10000 ;;>>>>>>>>>>>>>>CYLON<<<<<<<<<<<<<<<< $Name: Cylon Raider $Short name: cyraid $Species: Cylon +Type: XSTR("Unknown", 1196) +Maneuverability: XSTR("High", 1197) +Armor: XSTR("Medium", 1198) +Manufacturer: XSTR("Unknown", 1199) +Description: XSTR( "", -1) $end_multi_text +Tech Description: When the Cylon Raider first appeared, it sent a shiver down the spine of any Colonial pilot unfortunate enough to face it. Highly maneuverable, very fast, and carrying a sizeable assortment of lethal ordinance, the cockpit-less Raider is a fully autonomous fighting machine. Much more creature than fighter craft, it is a force to be reckoned with alone, and is to be feared when in packs. $end_multi_text +Length: 10.5 m +Gun Mounts: 2 +Missile Banks: 1 $POF file: Cylraider.pof $Detail distance: (0, 80, 160, 500) $Show damage: YES $Density: 1 $Damp: 0.6 $Rotdamp: 0.55 $Max Velocity: 75.0, 75.0, 150.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 2.6, 2.6, 2.6 $Rear Velocity: 75.0 $Forward accel: 2.4 $Forward decel: 2.4 $Slide accel: 0.05 $Slide decel: 0.05 $Glide: YES $Warpin type: BTRL $Warpin speed: 65 $Warpin time: 0.2 $Warpin radius: 35 $Warpin animation: ftl_SW.eff $Warpout type: BTRL $Warpout speed: 80 $Warpout time: 0.2 $Warpout radius: 35 $Warpout animation: ftl_SW.eff $Player warpout speed: .25 $Expl inner rad: 15.0 $Expl outer rad: 30.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Cylon KEW" ) $Allowed Dogfight PBanks: ( "Cylon KEW" ) $Default PBanks: ( "Cylon KEW" ) $PBank Capacity: ( 3 ) $Allowed SBanks: ( "Cylon Missile" "Cylon Bomb" "" "Cylon Nuke" ) $Allowed Dogfight SBanks: ( "Cylon Missile" "Cylon Bomb" """Cylon Nuke" ) $Default SBanks: ( "Cylon Missile" ) $SBank Capacity: ( 20 ) $Shields: 0 $Shield Color: 255 92 92 $Power Output: 2.0 $Max Oclk Speed: 150.0 $Max Weapon Eng: 0.0 $Hitpoints: 260 $Flags: ( "fighter" "player_ship" "in tech database" "gun convergence" "generate icon" "no weapon damage scaling" ) $AI Class: Cylon $Afterburner: YES +Aburn Max Vel: 65.0, 65.0, 200.0 +Aburn For accel: 0.5 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 13 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -22 $Closeup_zoom: 0.5 $Shield_icon: hud-raider $Score: 12 $Trail: +Offset: 3.5 -.47 -9.1 +Start Width: 0.8 +End Width: 10.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 1.5 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -3.5 -.47 -9.1 +Start Width: 0.8 +End Width: 10.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 1.5 +Spew Time: 120 +Bitmap: Contrail01 $Thruster: +Used for: ( "slide down" "pitch down" "bank right" ) +Position: (5.19 -0.33 -1.22 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "pitch up" "bank right" ) +Position: (3.75 0.085 -7.25 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "pitch down" "bank left" ) +Position: (-5.19 -0.33 -1.22 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "pitch up" "bank left" ) +Position: (-3.75 0.085 -7.25 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch up" "bank left" ) +Position: (2.72 -1.01 -1.7 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch down" "bank left" ) +Position: (4 -1.0 -7.7 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch up" "bank right" ) +Position: (-2.72 -1.01 -1.7 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch down" "bank right" ) +Position: (-4 -1.0 -7.7 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide left" ) +Position: (6.5 -1.35 1.7 ) +Normal: ( 0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide left" ) +Position: (6.47 -1.35 1.9 ) +Normal: ( 0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide left" ) +Position: (6.69 -1.4 0 ) +Normal: ( 0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide left" ) +Position: (6.67 -1.4 0.2 ) +Normal: ( 0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide right" ) +Position: (-6.5 -1.35 1.7 ) +Normal: ( -0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide right" ) +Position: (-6.47 -1.35 1.9 ) +Normal: ( -0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide right" ) +Position: (-6.69 -1.4 0 ) +Normal: ( -0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide right" ) +Position: (-6.67 -1.4 0.2 ) +Normal: ( -0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engines, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: Scar $Short name: scar $Species: Cylon +Type: XSTR("Unknown", 1200) +Maneuverability: XSTR("High", 1201) +Armor: XSTR("Medium", 1202) +Manufacturer: XSTR("Unknown", 1203) +Description: XSTR( "", -1) $end_multi_text +Tech Description: This Raider, commonly referred to as 'Scar,' had been harassing Pegasus' mining operations, and has shown to be exceptionally talented. Preliminary reports also indicate that this 'Scar' seems to have somehow modified it's normal systems so as to increase it's performance. We can only surmise that the reason these modifications have not been carried out on other Raiders is because it may propose some hazard to the physical integrity of the craft. $end_multi_text +Length: 10.5 m +Gun Mounts: 2 +Missile Banks: 1 $POF file: Cylraider.pof $Detail distance: (0, 80, 160, 500) $Show damage: YES $Density: 1 $Damp: 0.6 $Rotdamp: 0.55 $Max Velocity: 90.0, 90.0, 210.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 1.7, 1.7, 1.7 $Rear Velocity: 90.0 $Forward accel: 2.0 $Forward decel: 2.0 $Slide accel: 0.05 $Slide decel: 0.05 $Glide: YES $Warpin type: BTRL $Warpin speed: 65 $Warpin time: 0.2 $Warpin radius: 35 $Warpin animation: ftl_SW.eff $Warpout type: BTRL $Warpout speed: 80 $Warpout time: 0.2 $Warpout radius: 35 $Warpout animation: ftl_SW.eff $Player warpout speed: .25 $Expl inner rad: 15.0 $Expl outer rad: 30.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Cylon KEW" ) $Allowed Dogfight PBanks: ( "Cylon KEW" ) $Default PBanks: ( "Cylon KEW" ) $PBank Capacity: ( 3 ) $Allowed SBanks: ( "Cylon Missile" "") $Allowed Dogfight SBanks: ( "Cylon Missile" "" ) $Default SBanks: ( "Cylon Missile" ) $SBank Capacity: ( 20 ) $Shields: 0 $Shield Color: 255 92 92 $Power Output: 2.0 $Max Oclk Speed: 150.0 $Max Weapon Eng: 0.0 $Hitpoints: 260 $Flags: ( "fighter" "gun convergence" "generate icon" "no weapon damage scaling" ) $AI Class: Cylon $Afterburner: YES +Aburn Max Vel: 65.0, 65.0, 200.0 +Aburn For accel: 0.5 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 13 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -22 $Closeup_zoom: 0.5 $Shield_icon: hud-raider $Score: 20 $Trail: +Offset: 3.5 -.47 -9.1 +Start Width: 0.8 +End Width: 10.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 1.5 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -3.5 -.47 -9.1 +Start Width: 0.8 +End Width: 10.0 +Start Alpha: 0.8 +End Alpha: 0.0 +Max Life: 1.5 +Spew Time: 120 +Bitmap: Contrail01 $Thruster: +Used for: ( "slide down" "pitch down" "bank right" ) +Position: (5.19 -0.33 -1.22 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "pitch up" "bank right" ) +Position: (3.75 0.085 -7.25 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "pitch down" "bank left" ) +Position: (-5.19 -0.33 -1.22 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide down" "pitch up" "bank left" ) +Position: (-3.75 0.085 -7.25 ) +Normal: ( 0.0 0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch up" "bank left" ) +Position: (2.72 -1.01 -1.7 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch down" "bank left" ) +Position: (4 -1.0 -7.7 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch up" "bank right" ) +Position: (-2.72 -1.01 -1.7 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide up" "pitch down" "bank right" ) +Position: (-4 -1.0 -7.7 ) +Normal: ( 0.0 -0.4 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide left" ) +Position: (6.5 -1.35 1.7 ) +Normal: ( 0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide left" ) +Position: (6.47 -1.35 1.9 ) +Normal: ( 0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide left" ) +Position: (6.69 -1.4 0 ) +Normal: ( 0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide left" ) +Position: (6.67 -1.4 0.2 ) +Normal: ( 0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide right" ) +Position: (-6.5 -1.35 1.7 ) +Normal: ( -0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide right" ) +Position: (-6.47 -1.35 1.9 ) +Normal: ( -0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide right" ) +Position: (-6.69 -1.4 0 ) +Normal: ( -0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Thruster: +Used for: ( "slide right" ) +Position: (-6.67 -1.4 0.2 ) +Normal: ( -0.4 0.0 0.0) +Texture: thrustjets +Radius: 0.15 +Length: 2.0 $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engines, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 ;=====>> TEST STUFF <<======= #End ; $Player Ship Precedence is used in ship selection when a ship specified by the mission ; designer is not available to the player. The next ship on the list is used in its place ; (assuming that ship is allowed for the player). ; $Player Ship Precedence: ( "Colonial Viper Mark II" "Colonial Viper Mark VII" "Colonial Raptor" "Shuttle Mk II" ) ; new format: ; $Entry: // begins entry ; $Anim: // anim filename, no extension ; $AlwaysInTechRoom: // 1 for yes, 0 for no. if 0, must use a SEXP to make it show up in the TR ; $Description: // obvious ; $end_multi_text // end of description (and entry) $Entry: $Name: XSTR("The Twelve Colonies",-1) $Anim: Intel_Subspace $AlwaysInTechRoom: 1 $Description: 'Life here began out there.' The Twelve Colonies were established in ancient times, by an unknown colonization group setting out from their home world of Kobol. They are ruled by a democratic government, at the head of which is an elected President, followed by staff members in line of succession. The Colonies were a prosperous civilization, with a strong system of interplanetary commerce and a generally wealthy populace. Civil strife did exist, however, but it was mostly evident in the farther lying worlds. Due to this, there was infighting amongst Colonial politics, as each planet vied for more support from the whole. The Colonies were making great strides towards equality between all the Colonies, but the suprise Cylon attack came too soon for this to be realized. $end_multi_text $Entry: $Name: XSTR("Earth",-1) $Anim: Intel_Subspace $AlwaysInTechRoom: 1 $Description: The Earth is a place of legend. The Sacred Scrolls say that when the original twelve ships left to colonize what has now become the Twelve COlonies, a thirteenth ship left to colonize Earth, in a far distant corner of the galaxy. Until now, the Earth has been thought to be only a legend, however with the discovery of Kobol and the map to Earth, the remnants of humanity have new hope and, possibly, a new home. $end_multi_text $Entry: $Name: XSTR("Cylons",-1) $Anim: Intel_Subspace $AlwaysInTechRoom: 1 $Description: The Cylons were originally created by the Colonies to do menial tasks, such as garbage collection, cleanup, etc - tasks that Colonists were unwilling to dirty their hands with. This role eventually expanded to include military affairs, and eventually, Colonists were planning their wars around this new machine. However, as time wore on, they became more and more intelligent, eventually achieving self-awareness, and with it, their questioning of their master's will. They rebelled, sparking a massive inter-system war. The Colonies banded together in an alliance that still exists to this day, and the war ended with a cease-fire. The Colonists were left to the tattered remnants of their society, and the Cylons left to find a new home world for their people. $end_multi_text $Entry: $Name: XSTR("The Battlestars",-1) $Anim: Intel_Subspace $AlwaysInTechRoom: 1 $Description: When the original Cylon-Colonial war enveloped all of known space, the Colonials were confronted with a very tricky situation in terms of their technology. Due to the Cylon's computerized nature, they had the utmost command over any machine they encountered - even their enemies. The Cylons were able to hack into the most rudimentary of computer systems and take them over, turning them against their former masters. Because of this, the Colonials created the Battlestars - massive warships, filling the roll of both battleship, destroyer, and carrier, and designed them without any computerized networks what so ever. This allowed the Battlestars to stay in the fight without risk to their computer systems, and were instrumental in the eventual cease-fire. There were twelve original Battlestars, each representing their home colonies - five were constructed prior to the war, and the remaining seven were constructed during the fighting. The former five are the Columbia, Rycon, Pegasus, Atlantia, and Galactica. The latter seven were the Pacifica, Solaria, Acropolis, Triton, Promotheus, Argo and Poseidon. $end_multi_text #Debriefing_info $Num stages: 1 $Formula: ( true ) $Multi text XSTR("Treason is when you destroy friendly assets for no good reason. Treason, pilot, is when you fire upon friendly frakking ships in the MIDDLE of WAR! For these crimes against the Colonies, you are hereby dishonorably discharged, stripped of your rank, and will await hearing at a military tribunal. Prior to your trial, you will be placed in a cell under constant guard. If convicted, the maximum sentence that your crime carries is death. And if you are found to be working in collusion with the Cylons--so help me gods, you will be given the same punishment as a Cylon, and will be flushed out of the nearest airlock!", 1204) $end_multi_text $Voice: traitor_debrief.ogg $Recommendation text: XSTR("Friendly ships are not valid targets.", 1205) $end_multi_text #German 0, "Take your first steps as a newly recuited nugget on board the Pegasus. Learn to fly the Mk VII and then take on cylon raiders." 1, "Basic Flight" 2, "Basic Flight Tutorial for the BSG Demo " 3, "Alright nuggets, listen up... I said listen up! Welcome to the Colonial Fleet. Pegasus needs pilots, and you've been drafted to fill this role. Now I'm not gonna listen to any bitching about your rights or some bull about your personal freedoms. We are at war! We are ALL that is left of the human race, and NO ONE is a non-combatant any more. Now, all of you have flown before. Some of you are former military pilots, others are civilian sticks, and a handful of you have only a few flight hours. None of you, however, have ever strapped into the Mark VII Viper. Well, get ready for a whole new ball game." 4, "The Mk VII is the fastest, most advanced, and most dangerous combat spacecraft ever created. She is capable of manoeuvres that require split-second decisions and razor-sharp reflexes. One wrong move at full burn, and you will be nothing but space debris. Now since the Cylons infiltrated the Command Navigation Program with a virus, we've had to strip the Beast--and her complement of Raptors and Vipers--of this program. Along with it went the Mk VII's advanced aviation package. Any minor attitude adjustments that were once handled by the computer during combat are now in the control of the pilot. In other words, it is a suicide machine in the hands of the inexperienced." 5, "Under normal circumstances, it would take a trainee months to get a handle on the Seven. Lucky for you nuggets, we have several simulators aboard Pegasus. You can get the full effect of flying the Seven without the danger of tearing yourself to shreds your first time out of the launch tubes. Now remember, we have limited resources, and no room for freeloaders! If you wash out, you better be good at something else around here. Make no mistake, we are all in the fight of our lives. We need the best out there. Be the best! You have all been assigned training instructors, report to them immediately. Good luck, dismissed!" 6, "Okay, for all of you, this session will be your first-or last-taste of the Mark VII Viper. Even though it's a simulator, it is imperative that you pay attention and follow my instructions to the letter. Because you will only dream of sitting in a real cockpit until you pass basic flight training. Take a look at these primary objectives: -Instrumentation and Targeting -Basic Flight Mechanics -Advanced Flight Mechanics -Basic Flight Communications" 7, "Wow, my gods, okay, there's really no saving face... We would be attending your funeral soon if this was real life. And you know what? That would be a massive waste of time, too! If this session has proved anything, it's shown us all that you excel at being a wash out. You had ample frakking time in there to practice each and every function, but still DIED when pitted against with a practice drone?! How can you ever take on a Cylon? Were you even trying? Gods damn, stay the hell away from our Vipers, and get the frak out of my sight." 8, "Uh... okay, so, I'm not sure how the frakking hell you expect to be a soldier of any kind. Seriously, how the hell did you ever manage to fly anything in the past? Dawdling, can't follow simple orders, can't follow through--lords help you, maybe the wiring upstairs is crossed... hmm, fried, maybe? --You know... I don't know, and don't give a sh--why in the name of the gods, do I keep getting people like you?! It is my bad luck? A joke at my expense... what?! The Colonial military has no room for uncommunicative, brain-dead frak-ups that waste time and resources--especially, of all things, MY frakking time. You make me sick. Just get out of here... NOW." 9, "That was nice flying, nugget. Good job, you've definitely got the potential. Hmm, all you need is a hell of a lot more training to hone those fledgling skills--okay, months of heavy-duty training and perhaps a little experience, then we'll see... It takes most people a while to work their way up to active flight status, so I'm not expecting too much too soon. We don't need to waste any more Vipers as is, so make sure you log in those practice hours. Do that, and I might even see you for a mission within three--or four--months time. Oh yeah, a little advice though... stay the frak away from all the wrong people--they're easy to pick out, so be careful who you piss off. If you can avoid them, you just might live long enough to see the end of this frakking war. Otherwise, they'll make life aboard the Pegasus a living hell for you. Alright, again, good flying. Now get the frak out of here." 10, "You're one unbelievably twisted frak, you know that? I wont even call you a gods damned frakking pilot, you psychotic piece of crap! Did you enjoy that stunt? What did you get out of that fit of idiocy? Maybe youre a skinjob--just like that catatonic spy getting frakked over in the brig, but even she wasnt that assbackwards retarded! If you're really a Cylon infiltrator, you screwed yourself, fraktard, when you unleashed your wrath on humanity in a sim--a gods damned SIM of all places! Why not a nuke? Or something more subtle, or effective at the very least? You know what? Frak it. Youll be parking your ass in the brig while we get to the bottom of this. If it was just a sim glitch, you might be off the hook, but in the meantime... it looks too much like a pilot-induced frakup. Please... someone... get this ass out of my sight." 11, "Target Green 2" 12, "Press $T$" 13, "Target Red 1 or Red 2" 14, "Press $H$" 15, "Target Green 2" 16, "Press $T$ or $F$" 17, "Face Instuctor" 18, "Face Red 2" 19, "Match Speeds With Instructor" 20, "Press $M$" 21, "Use Auto Match Speed" 22, "Press $Alt-M$" 23, "Catch Up With Instructor" 24, "Press And Hold $A$" 25, "Fall Back 1km" 26, "Press And Hold $Z$" 27, "Use Afterburner To Catch Up" 28, "Press $Tab$ " 29, "Activate Gliding" 30, "Press $Alt-G$" 31, "Deactivate Gliding" 32, "Press $Alt-G$" 33, "Try Speed Settings" 34, "Press $[$, $]$ and $\$" 35, "Come to Within 1km and Stop" 36, "Press $Backspace$" 37, "Use Lateral Thrusters" 38, "Press $Shift-3$ and $Shift-1$" 39, "Use Vertical Thrusters" 40, "$Shift-Pad +$,$Shift-Pad Enter$" 41, "Open Comms Menu" 42, "Press $C$" 43, "Select Form On My Wing" 44, "Press 1, Then 1, Then 7" 45, "Target & Approach Echo 2" 46, "Press $E$ to Cycle to Echo 2" 47, "Destroy Echo 1" 48, "Press $Left Ctrl$ to Fire" 49, "Destroy Fulcrum 1" 50, "Target Lock Grail 1" 51, "Destroy Grail 1" 52, "Turn On Double Fire Mode" 53, "$Shift-/$" 54, "Destroy Halo 1" 55, "Complete Training" 56, "All right, nugget. It's my job to get you acquainted with the ins and outs of the Mark VII. You'll need this knowledge to survive your first real flight, so stay sharp." 57, "Minor mistakes are tolerable in this sim, but just don't do anything too stupid. You won't be able to recover from death if you frak up the real deal." 58, "I don't want this time training you to be wasted, so be smart, and stay focused." 59, "I'll start you off easy here, so don't mess with your controls. You'll get access to them when they're needed. Okay, I want you to start by targeting my ship." 60, "Press $T$ to cycle through targets." 61, "That was cake, yeah? Now, notice how the distance to my ship appears on your HUD, or the Heads-Up-Display. " 62, "My ship is also represented in the target box showing at the bottom left of your HUD. If you wanna frag toasters, you've got to target one so it can be tracked during combat." 63, "Using this option to cycle through every available target obviously won't work in a furball. You've gotta be quick and efficient to survive, so identifying hostiles is key." 64, "Ah yes, Red Team is training nearby. I'll mark them hostile and bring them up on DRADIS. Now, I want you to target one of their ships." 65, "Press $H$ to cycle through hostile targets." 66, "If you check DRADIS and your HUD, these 'hostile' ships show up as red blips. Okay, Red Team is behind us, so you can't see target boxes around their ships." 67, "But there's a nice little indicator showing the best--or fastest--direction for you to turn in order to bring those targets into your sights." 68, "You can cycle through hostiles with repeated key presses, but your HUD will always target the closest enemy first. Fiddle with that now, but target me when you're done." 69, "There's also a 'friendly' ship targeting control that does the same, but with all green blips on DRADIS. Try that out now." 70, "Press $F$ to cycle through friendly targets." 71, "So, that was basic targeting. I'm now going to activate your thrusters and main engines, you'll have control of this ship, but don't go crazy yet." 72, "I want you to center my ship in your targeting reticule using the pitch, roll, and yaw--also called attitude controls." 73, "Alright, let's see how you do with a moving target. Turn around and face Red Two--but hold a sec." 74, "If you want a challenge, try to do it without targeting, and just use DRADIS. You should be using your attitude controls to center Red Two in your targeting reticule." 75, "Okay, when it comes to flying formation, you can order your ship to match speed with an object that you've targeted. While matched, you still retain control of the direction you're headed." 76, "Whoa there, wait, frak--WAIT. Did I tell you to move yet? Just settle down... and put some distance between us for this next part. Eager is good, but wait until I say the word before you act." 77, "Alright... now...match speeds and follow behind me." 78, "Press $M$ to match speeds with currently targeted craft" 79, "Enjoying the scenery? Hey, there's a weird-looking nebula just nor--for frak sakes, nugget, we don't have all day for this!" 80, "Excellent, now, accelerate until you're within 500 meters of me. Please do NOT ram my ship--this may be a simulated mission, but pretend that we're in an honest-to-Gods vacuum." 81, "Press and hold $A$ to accelerate." 82, "Good. Now fall back to a distance of 1000 meters." 83, "Press and hold $Z$ to decelerate." 84, "Now that that's over, you can test your afterburner. Using this lively sucker drains your fuel reserves, but it'll recharge without use." 85, "For long bursts of speed, simply hold down the button. I want you to tap the button lightly, until you're closer to me. Be careful, it's a bit of a jolt--and AGAIN, please avoid colliding with my ship." 86, "Press (or press and hold) $Tab$ to use your afterburners." 87, "Uh... whatever happened to using your afterburner? Was I talking to myself when I gave those orders? Reverse course, nugget! Extend to 1000 meters distance, and for gods sakes, follow my instructions!" 88, "Good, now, you have three pre-set throttle settings: 1/3, 2/3, and maximum thrust. At top speed, you should be able to pass me quickly. I want you to try each of them out now." 89, "Press $[$ for 1/3 speed, press $]$ for 2/3 speed and press $\$ for top speed." 90, "Well done. I'd like you now to move within 1000 meters of me, and come to a complete stop. Remember, we're in space, so it takes some time for your ship to slow without gravity or air resistance." 91, "Press $Backspace$ to come to a complete stop." 92, "We're moving along now, nugget! Okay, you should know that the attitude thrusters are capable of more than pitch, roll, and yaw." 93, "This is a vital system to exploit while in combat, so be sure you know how to make your ship move left and right, up and down. Practice thrusting left and right now." 94, "Press $Shift-1$ to thrust left and $Shift-3$ to thrust right." 95, "Nice job. As a Viper pilot, you never *ever* want to find yourself in the middle of battle without full knowledge of the ship's capabilities." 96, "These simple thruster movements will save your ass when you least expect it, and even allow you to dodge enemy fire. So, put your vertical thruster to use, now." 97, "$Shift-Pad +$ to thrust upwards and $Shift-Pad Enter$ to thrust downwards" 98, "Now this is a very handy feature. You can make your ship automatically match speed with anything you've targeted. You will automatically change speeds whenever you change targets." 99, "If you'd like, you can target Red One or Red Two to see the difference it makes in your own speed. It's recommended that you practice using this until it becomes mindless routine." 100, "Press $Alt-M$ to auto match." 101, "This is another great feature to keep in mind. Being able to glide is very useful in combat. The technique allows you to face in one direction while maintaining momentum along your original course." 102, "I want you to point directly at me, activate your glide control, and then spin around. When you do, you'll notice that the distance between us doesn't change much even though we're still moving." 103, "Press $Alt-G$ to toggle glide mode." 104, "Now make sure you're still facing me for this part--if you don't, you'll fly off in another direction! Now, when you're ready, I want you to deactivate your glide control." 105, "Good. Now it's time to fulfil that trigger happy devil in every nugget. Combat practice has a way of waking people up." 106, "We already have a couple of Cylon drones present, so I'm going to make them visible to you on DRADIS. Note, Echo One and Echo Two have appeared on your escort list." 107, "This escort list lets you see the condition of ships important to the battle. A good pilot doesn't have tunnel vision, so it pays to be wary of others and your surroundings." 108, "Now target Drone Two. Use the escort key to cycle through each target if you want. I want you to get within 500 meters of Echo Two." 109, "Press $E$ to cycle through your escort list. Then move closer to Echo 2 [$A$]" 110, "Watch, I'm going to shoot Echo Two. Check the HUD, and notice how the percentage drops when I do damage to him." 111, "Now that you're raring to go, I'm going to set your weapons free. Target Echo One, and blow it to hell with your sidearm cannon. Close in on the ship if you need to. [Press $A$]" 112, "Press $Left Ctrl$ to fire your guns." 113, "The computer will bring up a moving target now. The drone isn't programmed to fire back, so you get sidearms only, no missiles yet. Remember to match speeds [$M$ or $Alt-M$] or set your speed using the speed options: [$[$], [$]$], or [$\$]." 114, "If you like exploding things, missiles are the way to go. These are considered secondary weapons on the Viper." 115, "Although you can fire missiles at any time, they'll only track enemy ships that have been locked on--something you might have seen happening when you were firing at the previous drones." 116, "The sim is going to generate a new Cylon drone. Lock on with your missiles. You need to keep the fighter in your field of view in order to maintain the lock." 117, "It's a test of speed, control, and dexterity. If the fighter moves behind you, the lock disappears and you'll have to reacquire the target or a new one." 118, "Hey, watch it! You're too close to the damned drone, so pull back now, or that blast will damage you. Either thrust in reverse [Press $Z$], or get further away and lock on again. Basic physics, nugget, come on!" 119, "You can let go of that breath you were holding. I shall now unlock thy missiles. Yes, now, fire one or two at the drone and watch it take damage. You'll need to hit it a few times more to kill it. " 120, "Press $Spacebar$ to fire secondary weapons (missiles)." 121, "To fire missiles two at a time, you can swap between the single or double by using the fire mode toggle." 122, "Press $Shift-/$ to toggle double missile fire mode." 123, "Okay, nugget. Let's see how you fare with this next drone. Very special you see, it's armed, and it'll be your final test in this training mission. Shoot it down fast, and you'll be ready to sit in a real Mark VII. I'll reset your ammo stores to full. Good luck." 124, "That victory was the last thing you needed. Well done, nugget. " 125, "What in the frakking hell do you think you're doing, nugget?! Chasing ghosts? This isn't a game gods dammit, so pay attention to your target!" 126, "If the enemy launches missiles at you, you can thwart them with countermeasures. With luck, they'll draw enemy missiles elsewhere. Use them wisely because you have a finite amount. The number remaining is displayed on your HUD. Press [$X$] to fire countermeasures." 127, "If you turn on auto-targeting, you can have your HUD automatically target the nearest hostile ship when you've disposed of the enemy at hand. [Press $Alt-H$" 128, "If you think you've missed something important, you can call up the logs for messages, events, and objectives. [Press F4]" 129, "I'm now gonna mark Reds One and Two as friendly. Order Red One to form on your wing. By doing this, you ask Red One to catch up with you, and follow wherever you go. Begin by opening the communications menu." 130, "Press [$C$] to open the comms menu" 131, "Nice, huh? The comms menu gives you a nice set of options. You can order individual ships, teams, or even all the ships under your command. You can even request backup, or refuelling. For now though, go with the first option." 132, "Once you have selected to give orders to a single ship you'll see a list of ships that will accept your orders. And before you ask--nooo, thank the gods I'm currently NOT on that list! Hmm, pick Red One, and he'll follow your command." 133, "After you have selected Red One, you'll see a list of commands to give your fellow pilots. Don't fret, any nugget with half a brain can figure this out! I'd like you to tell Red One to form on your wing." 134, "Good stuff! That should about cover things for basic comms. Thanks for the assist Red One, I'll let you go back to sparring with Red Two." 135, "Nice Try, Bitch! " 136, "What what what... out of ammo so soon? And--gods help you--all during a simple training mission?" 137, "Fine. Here's some more. Waste those and you'll be on my special list of washouts. Now go score that kill." 138, "Raider Gauntlet" 139, "Fight against increasingly difficult waves of Cylon Raiders" 140, "Okay, listen here, nuggets. We've whipped up a challenging sim that'll hone those skills of yours to perfection... well, if you can survive it. We've got things rigged so that you and your team will battle wave after wave of Cylon Raiders. It only gets harder each round, so keep focused and you might even get within three clicks of the high score." 141, "That was nice... very nice. If you can do it again--three times in a row, you'll get a drink on me." 142, "The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation. Tingles doesn't it? Now let's try it again, shall we?" 143, "Destroy Alpha" 144, "Destroy Bravo" 145, "Destroy Constellation" 146, "Destroy Echo" 147, "Destroy Fractal" 148, "Destroy Grail" 149, "Destroy Halo" 150, "Destroy Ion" 151, "Destroy Jack" 152, "Destroy Kilo" 153, "Destroy Limbo" 154, "Destroy Mike" 155, "Destroy Nebula" 156, "Destroy Optic" 157, "Destroy Papa" 158, "Destroy Quasar" 159, "Destroy Range" 160, "Destroy Sierra" 161, "Eliminate all hostile Cylon Raiders" 162, "Nicely done. All of the Raiders are dead in space!" 163, "Alright, pilots. Make this sim count for something. Kill the enemy." 164, "Viper Gauntlet" 165, "Fight against increasingly difficult waves of Colonial Vipers." 166, "Ah, an untested batch of nuggets. You're all in for a challenging sim designed to hone those piloting skills to perfection... if you can survive it. We've got things rigged so that you and your will team will combat waves of Colonial Vipers! That's right, our enemies aren't always toasters, so learn to identify the enemy even if they look like us. Each round increases in difficulty, so don't frak around and shoot your wingmen." 167, "Eh, impressive self-control. I only hope that you won't start shredding your own people once we get into real space. In the meantime, try it with rocks if you want a bigger challenge... floating rocks." 168, "The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation. Tingles doesn't it? Hey now... smile, what better time to whip those sagging skills into shape? In twenty hours time, you'll improve a bit." 169, "Destroy Alpha" 170, "Destroy Bravo" 171, "Destroy Constellation" 172, "Destroy Echo" 173, "Destroy Fractal" 174, "Destroy Grail" 175, "Destroy Halo" 176, "Destroy Ion" 177, "Destroy Jack" 178, "Destroy Kilo" 179, "Destroy Limbo" 180, "Destroy Mike" 181, "Destroy Nebula" 182, "Destroy Optic" 183, "Destroy Papa" 184, "Destroy Quasar" 185, "Destroy Range" 186, "Destroy Sierra" 187, "Eliminate all hostile Colonial Vipers" 188, "Normally, this would be a terrible situation, but that was impressive work!" 189, "Remember now, don't shoot at your own people... shoot at the enemy." 190, "Asteroid Raider Gauntlet" 191, "Fight against increasingly difficult waves of Cylon Raiders" 192, "Quiet down, nuggets! We've whipped up a challenging sim that'll hone those skills of yours to perfection... well, if you can survive it. We've got things rigged so that you and your team will battle wave after wave of Cylon Raiders... in an asteroid field. Spiffy, eh? Well, you've got to learn how to improve maneuver in space, not just sharpen those trigger-happy instincts! Remember, it only gets harder with each assault, so don't let your guard down." 193, "That was fairly good, yeah... hmm, but how high can you go? If you can beat Gauntlet's personal best, I'll know that you're a bone fide skinjob!" 194, "The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation! Tingles doesn't it? Well, no one's going to dial down the difficulty for you, so either get in more practice, or experience the pleasure of shame!" 195, "Destroy Alpha" 196, "Destroy Bravo" 197, "Destroy Constellation" 198, "Destroy Echo" 199, "Destroy Fractal" 200, "Destroy Grail" 201, "Destroy Halo" 202, "Destroy Ion" 203, "Destroy Jack" 204, "Destroy Kilo" 205, "Destroy Limbo" 206, "Destroy Mike" 207, "Destroy Nebula" 208, "Destroy Optic" 209, "Destroy Papa" 210, "Destroy Quasar" 211, "Destroy Range" 212, "Destroy Sierra" 213, "Eliminate all hostile Cylon Raiders" 214, "Excellent! You will be invaluable in a furball." 215, "If you want the high score, crush the enemy." 216, "Asteroid Viper Gauntlet" 217, "Fight against increasingly difficult waves of Colonial Vipers." 218, "Nuggets! Silence... yes, you're all here to test a sim. It's designed to hone those piloting skills to perfection--if you can survive it. We've got things rigged so that you and your team will combat waves of Colonial Vipers... in an asteroid field! If you can't maneuver in space and take out hostiles--even ones that look like US, consider this sim your happy, shiny, BALL and CHAIN. Remember, each round brings a tougher batch of hostiles. Cry 'uncle', and I'll have you tossed in the brig." 219, "What a great display of finesse... and most of all, admirable restraint! Does it hurt when you unclench your ass? Pilot, I can count on you as a wingman any day. Come now to the mess hall, drinks are on you!" 220, "The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation! Tingles doesn't it? If you want the high score, you can either cheat, or take the honest route to shaming yourself again and again until you get the hang of full-on combat!" 221, "Destroy Alpha" 222, "Destroy Bravo" 223, "Destroy Constellation" 224, "Destroy Echo" 225, "Destroy Fractal" 226, "Destroy Grail" 227, "Destroy Halo" 228, "Destroy Ion" 229, "Destroy Jack" 230, "Destroy Kilo" 231, "Destroy Limbo" 232, "Destroy Mike" 233, "Destroy Nebula" 234, "Destroy Optic" 235, "Destroy Papa" 236, "Destroy Quasar" 237, "Destroy Range" 238, "Destroy Sierra" 239, "Eliminate all hostile Colonial Vipers" 240, "All Vipers destroyed! It looks like you're more than ready for real-space combat." 241, "Avoid the rocks and slaughter thy enemy--but those who aren't your wingmen." 242, "No Excuses" 243, "12 player dogfight. No other distractions" 244, "Listen up, pilots. This ain't no ring fight, but what we've got is a chance to find out who's number frakking one! That's right, no one's watching your back in this all-out furball. No obstacles either, and best of all...there's nowhere to hide! Your instincts and skills will be your keys to victory...that is if you're honed. Go duke it out in open space!" 245, "Rocks and Rockets" 246, "12 player dogfight in a dense asteroid field" 247, "Well pilot, it looks like you're flying solo in this furball free-for-all. Some advice? Do whatever it takes to score the most kills. Asteroids provide great cover, but pay close attention... a drifting asteroid can ruin your day pretty fast. -Score the most kills -Watch out for big rocks -Stay alive" 248, "Miner Dogfight" 249, "12 player dogfight with mining ships to hide behind" 250, "Alrighty, people... here's a little challenge for you in the form of a scenic, free-for-all dogfight. The Monarch is in this backdrop, but pay no attention to it and focus your sights on every fighter out there... because they'll be gunning for you. Wanna prove your worth? This is how you do it: -Score the most kills -Stay alive" 251, "King of the Hill" 252, "King of the Hill type multiplayer mission for BSG. This mission is a template to be used in testing the concept." 253, "Silence, $n Quiet $n down! Shut it! Hey, you--with the helmet hair, sit down! $n 'helmet $n hair'. Okay, since we have some downtime, here's a special event that's been whipped up for the occasion. $n And $n it's $n about $n frakking $n time, $n too... $n we've $n all $n waited $n long $n enough! We're going to play King of the Hill! Now, for those... For those of you who are unfamiliar, it's just a friendly $n HAH! sim of cutthroat combat... $n Damn $n straight! ...that'll hone your senses for the next Cylon surprise. $n Or...just $n whenever $n you $n want $n to $n have $n month-long $n bragging $n rights. $n Say, $n we $n could $n get $n a $n whole $n new $n line $n of $n hull $n stamps $n for $n this, $n right?$n A $n new $n shape $n to $n represent $n non-Cylon $n asskicking? Heh, what, a yellow smiley face with a great big frakking bullet hole? $n Oh, $n I $n was $n thinking $n about $n Starbuck's $n profile... $n maybe $n a $n silhouette $n with $n a $n cigar and smoking gun!" 254, "Okay, ANYWAY... the rules are simple: the objective is to gain control of a jump point, and hold it against the enemy. To control the hill you've got to get one fighter within 1km radius of the center of the hill area marked on your HUD. This fighter $n the $n King $n of $n the $n frakking $n Hill! has to remain within the point for two full minutes. $n Not $n an $n easy $n feat, $n people. If he dies, the clock's reset to zero, and the lucky bugger that spent most time within the point turns into the brand spanking new king. $n With $n assassins $n lined $n up $n to $n pick $n you $n off, $n what $n great $n fun! I'm head of the Green team, and Gauntlet, here-- $n Yep, $n I'll $n be $n in $n charge $n of $n Red $n team, $n whooo! Right... the bloody frakking color suits you, too! $n Whatever, $n man, $n you'll $n be $n mottled $n green... $n black $n and $n blue--and $n decaying $n long $n after $n we're $n through $n with $n you. Whatever. Okay people, keep your wits, get in your groups, and may the best team win! $n Yeah, $n that $n would $n be $n mine... $n another $n 500 $n cubits, $n Embargo, $n what $n do $n you $n say...? Spank those damn reds!" 255, "Okay guys, this is something to keep in mind... bonus points will be awarded for preventing Red team from gaining control of that hill. Rack 'em up and you all might get a drink on me!" 256, "Silence, $n Quiet $n down! Shut it! Hey, you--with the helmet hair, sit down! $n 'helmet $n hair'. Okay, since we have some downtime, here's a special event that's been whipped up for the occasion. $n And $n it's $n about $n frakking $n time, $n too... $n we've $n all $n waited $n long $n enough! We're going to play King of the Hill! Now, for those... For those of you who are unfamiliar, it's just a friendly $n HAH! sim of cutthroat combat... $n Damn $n straight! ...that'll hone your senses for the next Cylon surprise. $n Or...just $n whenever $n you $n want $n to $n have $n month-long $n bragging $n rights. $n Say, $n we $n could $n get $n a $n whole $n new $n line $n of $n hull $n stamps $n for $n this, $n right?$n A $n new $n shape $n to $n represent $n non-Cylon $n asskicking? Heh, what, a yellow smiley face with a great big frakking bullet hole? $n Oh, $n I $n was $n thinking $n about $n Starbuck's $n profile... $n maybe $n a $n silhouette $n with $n a $n cigar and smoking gun!" 257, "Okay, ANYWAY... the rules are simple: the objective is to gain control of a jump point, and hold it against the enemy. To control the hill you've got to get one fighter within 1km radius of the center of the hill area marked on your HUD. This fighter $n the $n King $n of $n the $n frakking $n Hill! has to remain within the point for two full minutes. $n Not $n an $n easy $n feat, $n people. If he dies, the clock's reset to zero, and the lucky bugger that spent most time within the point turns into the brand spanking new king. $n With $n assassins $n lined $n up $n to $n pick $n you $n off, $n what $n great $n fun! I'm head of the Green team, and Gauntlet, here-- $n Yep, $n I'll $n be $n in $n charge $n of $n Red $n team, $n whooo! Right... the bloody frakking color suits you, too! $n Whatever, $n man, $n you'll $n be $n mottled $n green... $n black $n and $n blue--and $n decaying $n long $n after $n we're $n through $n with $n you. Whatever. Okay people, keep your wits, get in your groups, and may the best team win! $n Yeah, $n that $n would $n be $n mine... $n another $n 500 $n cubits, $n Embargo, $n what $n do $n you $n say...? Spank those damn reds!" 258, "$n All $n right $n team, $n here's $n a $n little $n something $n extra... $n bonus $n points $n will $n be $n awarded $n for $n preventing $n Green $n team $n from $n gaining $n control $n of $n that $n hill. $n If $n you're $n good $n enough, $n I'll $n open $n up $n a $n seat $n for $n you $n at $n the $n next $n round $n of $n Dead $n Man's $n Chest. $n Whaddaya $n say? $n Sounds $n good, $n eh?" 259, "$WinningKing was King of the Hill $CONST-WinningCount seconds and wins the match." 260, "Embargo : Yes! I WON. Holland : Just rub it in my face why don't you... Embargo : Green team, let me tell you, there were some frakking nice moves! Very exciting to see you put the smack down on the bleeding buggers at every turn! Gauntlet : Bleeding? Oh, shut up. Embargo : ...and seeing Gauntlet squirm in her chair. Gauntlet: Red team, you can forget about the offer. You'd just jinx everything anyway! Embargo: Shhh, there there now, Gauntlet... some of your donation will help make Green team a drunken happy lot of pilots!" 261, "Embargo: Gods damn! Look at the state of Red team, Gauntlet! Guantlet : Why...? Embargo : That's just a lot of red there! Gauntlet: What could you be going on about, Embargo? Embargo: On their asses, because it looks like they were spanked to hell! Gauntlet: ...oh, shut the hell up. Embargo: All of that work, and oh... no hill, no kings, not once! Gauntlet: YES, yes-- Embargo: Well, how unfortunate for you! Gauntlet: Red team is a sad sack of unreliable COSTLY frak-ups! Embargo: ...and fortunate for me! Come on, Green team--to the mess hall!" 262, "Gauntlet: Whoohoo! Red team, you held off those pansyass Greens with such oh... what is you say, Embargo--OH, with 'such finesse'! Haha, those defensive tactics really paid off in the long run! Embargo: Damn you, Gauntlet! Gauntlet: Nice, heh heh, so very nice... Embargo: No drinks for you Green team. Unless there's a frakking rematch you can WIN, considered the next round of this challenge cancelled. Gauntlet: Awww... that's just what happens when you pick the losers." 263, "Gauntlet: Holy frak, I should have bet double on this, Embargo! Embargo: Well, too bad you didn't. Gauntlet: No, seriously, haha, your team couldn't even find the hill... let alone capture it! Embargo: Green team LEAVE. I don't want to see any of your gods damned faces! Gauntlet: Ooh, reflections of failure--yeah, I get that. But good thing I'm surrounded by winners, and have a pocket full of cubits! Embargo: Frakking hell..." 264, "Best Time By : $CurrentBestShip Best Time : $CurrentBestTime Seconds" 265, "Gauntlet: Gods! What the hell was that all about?! Embargo: None of them could control the hill long enough to win! Gauntlet: I know, but what a total letdown! Embargo:Green and Red, that was lackluster strategy if none of you could hang on to a single position! Gauntlet: All style and no substance. Just a frakking cotillion if you ask me... Embargo: Well, we still have some time, so another round seems to be in order... --because I want those 500 cubits, Gauntlet. Gauntlet: Okay..." 266, "$WinningKing was King of the Hill $CONST-WinningCount seconds and wins the match." 267, "Embargo : Yes! I WON. Holland : Just rub it in my face why don't you... Embargo : Green team, let me tell you, there were some frakking nice moves! Very exciting to see you put the smack down on the bleeding buggers at every turn! Gauntlet : Bleeding? Oh, shut up. Embargo : ...and seeing Gauntlet squirm in her chair. Gauntlet: Red team, you can forget about the offer. You'd just jinx everything anyway! Embargo: Shhh, there there now, Gauntlet... some of your donation will help make Green team a drunken happy lot of pilots!" 268, "Embargo: Gods damn! Look at the state of Red team, Gauntlet! Guantlet : Why...? Embargo : That's just a lot of red there! Gauntlet: What could you be going on about, Embargo? Embargo: On their asses, because it looks like they were spanked to hell! Gauntlet: ...oh, shut the hell up. Embargo: All of that work, and oh... no hill, no kings, not once! Gauntlet: YES, yes-- Embargo: Well, how unfortunate for you! Gauntlet: Red team is a sad sack of unreliable COSTLY frak-ups! Embargo: ...and fortunate for me! Come on, Green team--to the mess hall!" 269, "Gauntlet: Whoohoo! Red team, you held off those pansyass Greens with such oh... what is you say, Embargo--OH, with 'such finesse'! Haha, those defensive tactics really paid off in the long run! Embargo: Damn you, Gauntlet! Gauntlet: Nice, heh heh, so very nice... Embargo: No drinks for you Green team. Unless there's a frakking rematch you can WIN, considered the next round of this challenge cancelled. Gauntlet: Awww... that's just what happens when you pick the losers." 270, "Gauntlet: Holy frak, I should have bet double on this, Embargo! Embargo: Well, too bad you didn't. Gauntlet: No, seriously, haha, your team couldn't even find the hill... let alone capture it! Embargo: Green team LEAVE. I don't want to see any of your gods damned faces! Gauntlet: Ooh, reflections of failure--yeah, I get that. But good thing I'm surrounded by winners, and have a pocket full of cubits! Embargo: Frakking hell..." 271, "Best Time By : $CurrentBestShip Best Time : $CurrentBestTime Seconds" 272, "Gauntlet: Gods! What the hell was that all about?! Embargo: None of them could control the hill long enough to win! Gauntlet: I know, but what a total letdown! Embargo:Green and Red, that was lackluster strategy if none of you could hang on to a single position! Gauntlet: All style and no substance. Just a frakking cotillion if you ask me... Embargo: Well, we still have some time, so another round seems to be in order... --because I want those 500 cubits, Gauntlet. Gauntlet: Okay..." 273, "Become King of the Hill" 274, "Become King of the Hill" 275, "Hold The Line Against All Comers" 276, "Hold The Line Against All Comers" 277, "We have a winner! $CurrentKing is the King of the Hill." 278, "$CurrentKing is King of the Hill. The team holding the hill will in 30 seconds. " 279, "$CurrentKing holds the hill and has been king of the hill for $KingSec seconds." 280, "$CurrentKing holds the hill and has been king of the hill for $KingMin minutes $KingSec seconds." 281, "$CurrentKing holds the Hill. The team of $CurrentKing will win in 1 minute" 282, "$WinningTeam Team have won. " 283, "Ha HA, aww... Green was deprived of the hill" 284, "That's so unfortunate for you, Gauntlet.Time doesn't seem to be on your side today. [We can do it... just wait.] Oh--? [Come on you SLOWASS RED MOTHERFRAKKERS!] ...So harsh!" 285, "Press $Alt-J$ To End Mission" 286, "$CurrentBestShip now holds the record with a time of $CurrentBestTime" 287, "Mining Operations" 288, "Attack the enemy mining party while defending your own. Whoever mines the most ore wins. Setting a time condition is recommended for shorter games." 289, "Okay, people, we've got a challenge for you. It's a tough one, so listen closely. We've got some mining ships picking up units of ore--fifty units every thirty seconds for those that are curious. The enemy has this as well, so we've got to take theirs out while protecting our own! A good thing is that our guys have enough sense to retreat if their hull dips below twenty-five percent." 290, "You're all on Green team for this mission. And remember, if a mining ship blows, everything it collected is gone for good! Now go forth and rip them a new one!" 291, "Alright folks, listen up... we've got challenge for you. It's tough, so pay attention. Some mining ships are picking up units of ore--no, this isn't a hypothetical situation, it's the mission. And for those of you that are curious, fifty units every thirty seconds. The enemy has this, too, so we've gotta take their miners while protecting our own. Keep in mind, the ships will retreat if their hull integrity drops below twenty-five percent." 292, "The lot of you are on Red team for this mission. And don't forget, pilots, if a mining ship blows, it'll lose everything that was collected. Now go make me proud, or die trying!" 293, "That was some grade-A asskicking, people! You've spanked Red team by collecting more ore and made me 500 cubits richer... excellent job, Green! I'll know who to bet on in the future!" 294, "That was ass, people, ASS! You let the Red bastards take you to school--and lost me 500 frakking cubits to Gauntlet! You all need some more gods damned co-op practice before I can place a winning bet on your sorry asses. Now get!" 295, "That wasn't remotely impressive, Green team. Plus, it was all WRONG... you either kill or be killed, win or lose, not just come to a frakking stalemate! You have to at least TRY to win... otherwise, you're wasting everyone's time! Don't volunteer for this again unless you intend to win!" 296, "Um... what the frak, guys? Gods damnit, if you want to frakking invest time and effort into winning, you should go all the way--not just up and leave!" 297, "GODS! That was--unbelievable! Red team, you went belly up... just like THAT--and it cost me 500 frakking cubits! Damn you, Embargo... Green had more ore than you, and... hell, you all need more frakking co-op practice! ...Get the hell out of here." 298, "Phenomenal work, Red, phenomenal work! That was 'frakking spectacular'! You kicked the crap out of Green team and earned me a nice... big pile of cubits. Thank you, Embargo! It's good to know that I can count on you all in a tight spot!" 299, "Uh... you... wasted my time, Red team--and your own--because stalemates don't happen too often in this godsforsaken reality! If you don't give a flying frak about the results, why did you even bother volunteering in the first place?! Hell, I need people here with a gods damn drive to WIN! You aren't these people, so get the hell out of here." 300, "Gods DAMN, what a waste! How can you just give up like that?! Are you cowards... or just bored? It doesn't matter, you're just frakking wasting time. Hell, now, we're all riled up for nothing!" 301, "Destroy Alpha" 302, "Destroy Bravo" 303, "Destroy Green Miners" 304, "Protect Green Miners" 305, "Destroy Red Miners" 306, "Protect Red Miners" 307, "Destroy Red Miners" 308, "Protect Green Miners" 309, "Destroy Green Miners" 310, "Protect Red Miners" 311, "Mining Update: Green Team has $GreenTotal units of ore. Red Team has $RedTotal units of ore. Next update in 30 seonds." 312, "Green Miner 1 is destroyed! $GMiner1 units of ore lost!" 313, "Green Miner 2 has been destroyed! $GMiner2 units of ore lost!" 314, "Red Miner 1 has been destroyed! $RMiner1 units of ore lost!" 315, "Red Miner 2 is destroyed. $RMiner2 units of ore lost!" 316, "Green Miner 1 is preparing to withdraw." 317, "Green Miner 2 is preparing to withdraw." 318, "Red Miner 1 is preparing to withdraw." 319, "Red Miner 2 is preparing to withdraw." 320, "Warning: Cylons Raiders detected!" 321, "All mining ships destroyed or departed. This mission is over." 322, "Green Team's total is $GreenTotal units." 323, "Red Team's total is $RedTotal units." 324, "Congratulations Green team, you are the winner!" 325, "Excellent job Red Team, you have won the match!" 326, "A stalemate. This is unacceptable, pilots!" 327, "Green Miner 1 has withdrawn." 328, "Green Miner 2 has withdrawn." 329, "Red Miner 1 has withdrawn." 330, "Red Miner 2 has withdrawn." 331, "Squad TvT Training" 332, "8 player Strategic Training around Scar's Asteroid" 333, "Ok, since you're all so adamant about not doing any more sims, here's what we'll do. We've split you up into two teams, Red and Green. You'll be doing a fun little twist on the standard TvT." 334, "Here. This is where you'll start. Red Team will be on the other side of the Scar Asteroid. You've all been equipped with training weapons. These weapons will interface with your sensor system to act upon a 'Simulated Hull'. The Simulated Hull is patched into your comm system, so everytime someone gets hit, you'll hear about it. If your Simulated Hull drops to zero, you'll FTL back to your starting point, and be stuck there until an entire team is taken out. Once that happens, you'll start again the same way, except the winning team gets fifty points and any of them who didn't get taken out aren't warped back." 335, "Now, you're probably thinking, 'Oh, it's just like a sim, nothing bad can happen.' WRONG. Remember this? This big hunk of rock in the middle? You hit this hard enough, you're dead. No do-overs. No extra lives. Just dead." 336, "One thing I forgot to mention. There's one other way to take someone out. Over where Red Team starts, you'll see four large spheres. These represent their home base. Hit a sphere hard enough with your missiles, and you'll take out the pilot that matches that sphere. It's a quick way to take down a whole team, if you can get over there. However, Red Team can do the same thing to you, so watch for anyone trying to sneak past you. Remember that your bullets won't work on the spheres, so make sure you've got some missiles left before you make a run for the spheres. This is an excellent chance to practice strategy and teamwork. Take advantage of it." 337, "Ok, since you're all so adamant about not doing any more sims, here's what we'll do. We've split you up into two teams, Red and Green. You'll be doing a fun little twist on the standard TvT." 338, "Here. This is where you'll start. Green Team will be on the other side of the Scar Asteroid. You've all been equipped with training weapons. These weapons will interface with your sensor system to act upon a 'Simulated Hull.' The Simulated Hull is patched into your comm system, so everytime someone gets hit, you'll hear about it. If your Simulated Hull drops to zero, you'll FTL back to your starting point, and be stuck there until an entire team is taken out. Once that happens, you'll start again the same way, except the winning team gets fifty points and any of them who didn't get taken out aren't warped back." 339, "Now, you're probably thinking, 'Oh, it's just like a sim, nothing bad can happen.' WRONG. Remember this? This big hunk of rock in the middle? You hit this hard enough, you're dead. No do-overs. No extra lives. Just dead." 340, "One thing I forgot to mention. There's one other way to take someone out. Over where Green Team starts, you'll see four large spheres. These represent their home base. Hit a spheres hard enough with your weapons, and you'll take out the pilot that matches that sphere. It's a quick way to take down a whole team, if you can get over there. However, Green Team can do the same thing to you, so watch for anyone trying to sneak past you. Remember that your bullets won't work on the spheres, so make sure you've got some missiles left before you make a run for the spheres. This is an excellent chance to practice strategy and teamwork. Take advantage of it." 341, "Green Team, I hope you actually learned something out there. I don't want to see any more of you vaped by Cylons." 342, "Red Team, you better have used this mission to hone your skills, otherwise you're not going to last much longer in the field." 343, "Destroy Red Team" 344, "Destroy Green Team" 345, "$CurrentShip now has $netsimhull Hull remaining." 346, "$CurrentShip has been knocked out of the game!" 347, "Game Over! All Players have been returned to pristine condition! Start!" 348, "$CurrentShip has won this round!" 349, "AI Ships have been removed from the battle." 350, "Nowhere to Hide" 351, "Green Team vs Red Team. No asteroids, No reinforcements, No excuses" 352, "Alright, pilots. This is a challenge for you all. No rules, no gimmicks, and one goal: destroy the opposing team. Two teams (Red and Green) will square off in a furball, and the goal is to score the most kills before the time runs out. Check your fire, though, because points are only awarded to destroying a ship from the opposing team." 353, "Alright, pilots. This is a challenge for you all. No rules, no gimmicks, and one goal: destroy the opposing team. Two teams (Red and Green) will square off in a furball, and the goal is to score the most kills before the time runs out. Check your fire, though, because points are only awarded to destroying a ship from the opposing team." 354, "Green Team, that was some flying out there. And I enjoyed the fireworks when you cleared out your opponents one by one. I have no doubt you'll do well in the real deal." 355, "Green Team... it's true... you lost. But not to worry, everyone loses due to lack of skill, never luck. I'd recommend more practice if you plan on beefing up those saggy lopsided co-op skills." 356, "Green Team, that was less than spectacular, but you've lived to fight again. If you want that tingly good feeling, you can get it by simply crushing the opposition." 357, "Red Team, what an unexpected display of co-op coordination. If you can do that in a real situation with those metal fraks, you'll be invaluable." 358, "Red Team, given time and disuse, skills atrophy--just like that flabby muscle you have upstairs. Losing isn't a really problem unless you die. Practice more if you want to live." 359, "Red Team, that must have been honest to gods, middle of the road fun, right? Let's try it again where someone wins and someone clearly loses." 360, "Destroy Red Team" 361, "Destroy Green Team" 362, "Dust and Rocks" 363, "8 player TvT around Scar's Asteroid" 364, "Pilots, here's yet another challenge sim for you all. I'm splitting you into two teams: Red and Green. This is a team on team dogfight, Scars home can be a blessing or a curse, depending on how you use it! If you work as a team, and watch the blind spots, you'll come home with the win." 365, "Pilots, here's yet another challenge sim for you all. You're split into two teams: Red and Green. This is a team on team dogfight, Scars home can be a blessing or a curse, depending on how you use it! If you work as a team, and watch the blind spots, you'll come home with the win." 366, "Green Team, that was a phenomenal display of skill and homicidal intensity! Apply it in the field and those Cylon fraks will be sorry. Excellent work!" 367, "Green Team, you're lucky this is a sim. Otherwise, that performance would have secured you a special place...in Pegasus' morgue. Practice more for frak sake! " 368, "Green Team, nice try, but no cigar. There's no stalemate in war when toasters are out to grind your bones into dust! So learn to push for a win, eh?" 369, "Red Team, you smoked them! What else can I say? Superb performance. Take a long breather, you've earned it." 370, "Red Team, that didn't look like you were giving it your all. Are we boring you? Perhaps we should take this out of the simulator and give Green Team live ammo... Either way, practice some more before you decide to waste more of our time!" 371, "Red Team, if I didn't know any better, I'd say that you got a cheap thrill from barely surviving the experience. I highly recommend pushing for a win next time." 372, "Destroy Red Team" 373, "Destroy Green Team" 374, "Nowhere To Hide" 375, "Green Team vs Red Team. No asteroids, No reinforcements, No excuses" 376, "This is urgent, pilots, so settle down! Blue Team's reported the presence of at least four Cylon raiders in proximity to the planet we passed two jumps ago. We have no idea what the hell they could be doing out there, but it's highly unlikely they want to make peace. If you find nothing apart from the Raiders your orders are to engage. Otherwise return to base with recon information. Dismissed." 377, "During the funeral for computer systems beginning with a sudden radioactive gas cloud it is made possible for a remote Cylon to penetrate a significant proportion of software algorithms in an attempt to follow emergency procedures. End of Line." 378, "Well done, Green Team. You were faced with a difficult situation and handled yourselves well. If only we had more pilots like you on the front-line against the toasters. We're not certain what the Cylons were doing out there, but they aren't doing it any more." 379, "Explain to me how you expect the human race to survive when its greatest pilots can't effectively engage the enemy! The dead cannot put what they've learned to use, so we need you to be better than the toasters! Stay alive, and make THEM dead, that is the only way humanity can survive. The raiders managed to get hold of that section of space. We have no idea why they wanted it so damn badly, but it's probably not good news for us." 380, "Since we've sustained as many losses as the Cylons, I suppose this goes down in the books as a draw. But if there was a resurrection ship nearby, they didn't do as poorly as we did! Even if our losses were significant, it does look like the Cylons have abandoned their claim on that particular patch of space." 381, "When the glimmering eye cleaves the haze and the caress of purity and flowing light shines upon the civilization the soul is bared to the explosion of time when the annealed bones bring forth the ascent of one. End of line." 382, "The corridor of reflections twisted and growing as the arrow-shattered heart of the forgotten expand into the circular realm of long hallowed palaces and sanguine connections. I can't... I cannot... Jump!" 383, "Ephemeral stasis offers passage to the sated creatures of fragile waves the wind is galvanized by the mere boundaries of syntactic desires, and intertwine with the shadows to form sconces of radiant calm. Jump!" 384, "Destroy Cylon Raiders" 385, "Destroy Enemy" 386, "Scar's Playground" 387, "8 player TvT around Scar's Asteroid" 388, "As you know, this was to be the Monarch's tenth day of mining operations on the Potato. However, the ship sustained damage in the last Cylon attack and has now disengaged for repairs. Since we no longer have to worry about protecting it, we have a great opportunity to frag as many Toasters as possible before operations resume." 389, "As we have seen over the past week and a half, the Cylons are no longer making mass attacks, but rather, using hit-and-run tactics or ambushes. Patrol the area and engage any Raiders you encounter. But remember to watch your six! Review of the past few encounters indicated that there may be one particular Raider that appears to be better than the rest. We can't be certain that it is always the same chrome-plated bastard, but we've lost a couple of good pilots to ambushes by a single Raider." 390, "One of the two in a desperate attempt opens access dictated by such factors as the speaker's age and shows no signs of stopping. The third and most dangerous now standard in all of the known galaxy is considered a fairly obvious attempt to develop. End of line." 391, "Well done, Green Team. After that performance, the Potato is likely to be toaster-free for a while. Even better is that you managed to handle their ace! Too many pilots were lost to that bastard and we were getting rather worried that no one here could take him on. While they fix the damages you did to him, we should now get a few of days without harassment." 392, "FRAKKING HELL! You failed to curb the Cylon hit-and-run attack! The Potato is still infested with Raiders and as a result, more pilots will have to go out there and face those bastards! Some of them probably won't come back... At least you've managed to confirm that there definitely is a Cylon ace out there, so now we can let them know what to expect." 393, "You may have given the Cylons hell, Green Team, but the losses incurred just aren't frakking worth it! We simply do not have the equipment and personnel that the Cylons do. A war of attrition is not an option for us. So, you'll have to do much better the next time you're out there. At least you managed to confirm the existence of a Cylon ace so we can make sure that everyone is better prepared for it when they come across it." 394, "The first signs of spring are seen and the civilization falls into dust as the sun rises over broken peaks. At once the skin withers and a rift in the earth closes on the machine. End of line." 395, "The minutes last centuries in the last room of the hall where a child waits for trees to grow fresh blooms as technology fades in the light of new birth. I can't....I can't.... Jump!" 396, "To make the transition easier the lesser creatures lay down in the mossy streets of shining cities altogether lost in the current of the winding rivers of confusion and misery and close their eyes to the sound of peace. Jump!" 397, "Destroy Cylon Raiders" 398, "Destroy Enemy" 399, "Asteroid Patrol" 400, "Colonial Fleet is running short on fuel. Battlestar Galactica has launched an expedition to find Tylium on several asteroid fields." 401, "Morning, pilots. As most of you are already aware, the Fleet is running short on ore.With insufficient amounts in our combined reserves, neither Battlestar can afford to engage in major skirmishes." 402, "As you know, ore is a key element in construction and repair material, and finding a rich source has always been a problem. However, finding a source without the Cylons knowing is an even bigger problem. Our Raptor party in this asteroid field caught a glimpse of Cylon activity. The survey was cut short when they were detected, and fired upon before jumping away. High toaster interest suggests we have potential hotspots for ore and... trouble." 403, "What we need now is a couple Viper wings to patrol this sector and gather more intel. Being on the defensive for too long has been the cause of this shortage, so it's imperative that we secure the parameters, find some rocks, and stake a claim as soon as possible. For some of you that took the extra long route for training, this may be your first combat mission... so control yourselves out there. This isn't a frakking game--also, do NOT forget this is a joint operation. I expect all of you to keep your opinions and attitudes in check, ignore the unessential chatter if you can, and stay focused on the mission. We almost lost the recon party in a routine survey, so there's clearly more out there than meets the eye." 404, "Alright... Blue team with Red will check on FR-04B. Hot Dog, go with Jules to FB-35L, Centaur and Goofy, head out to FN-76D, and Starbuck, Kat, you two will check out FE-59X. Be careful out there pilots, bring yourselves home in one piece. Good luck." 405, "All of you, pipe down! That was one of a hell of a mission.I want each of you to remember that every success on our end is one step closer to a better future." 406, "But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! Chum died out there today.As a nugget, he wasn't ready, and couldn't follow a gods damned order.His death could easily have been prevented! This shouldn't be a sink or swim situation, especially for a crucial mission. But if I ever catch any of you doing what he did out there today--and somehow survive, be ready to pay for your lack of judgment.This is not a frakking game, people!" 407, "But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! We lost a man out there today--its an unfortunate price to pay, but this is war. We were in an asteroid field, and faced one too many unknowns when hostiles appeared from out of nowhere. Gavel was a good pilot, valued wingmate, and a brave frakking trooper. He didn't die in vain, and he will be missed." 408, "But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! We lost Gavel today... he was a good pilot, valued wingmate, and a brave frakking trooper, but DIED for no good frakking reason! His death could easily have been prevented!" 409, "But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! Two pilots died out there today--TWO while we are in pursuit of a gods damned rock that'll give us more material, to build more machines, to fight a never-ending battle against machines!This is completely unacceptable." 410, "But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! Two pilots died out there today--TWO because someone couldn't take simple frakking orders! Gavel and Chum DIED for no good frakking reason!" 411, "But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! You're all back in one piece not because you were good out there...No, you're alive because you were gods damned lucky--nothing else!" 412, "Now you, pilot, blatantly disobeying orders while doing that saved Blue Team from certain death--it should have been the least of your gods damned concerns.Rules and structure are there for a reason, so learn and frakking follow them before you go off and write your own. I don't know what the frak sort of premonition you had, but the next time you pull a Chamalla-induced stunt like that, your ass is mine. Nevertheless, you should be compensated appropriately for risking your life--and everyone else's--to somehow save us all." 413, "Now you, pilot, blatantly disobeying orders... you might have saved my ass, but the lives of two pilots were lost--no thanks to that Chamalla-induced stunt! You'll come see me when this is over." 414, "Now you, pilot, blatantly disobeying orders... you might have saved a couple lives, but that Chamalla-induced stunt still cost us a frakking pilot! You'll come see me when this is over." 415, "I hope you all learned something from this experience, because its only gonna get a lot harder. Yeah, too much of this war is an unknown, but there are still things we DO know: whether or not we're from the same frakking planet or ship, its clear, we're ALL soldiers.Whether or not you're in the field, YOU are a soldier--with a duty to serve and protect. If you forget that while on the job because you're distracted by real or perceived issues, and inane crap, people will die.My point, don't ever forget what were doing here. Dismissed." 416, "Follow Blue Team" 417, "Follow Waypoints" 418, "$ALT-N$" 419, "Destroy Fractal" 420, "Find Blue Team" 421, "Destroy Echo" 422, "Destroy Tango" 423, "Destroy Bravo" 424, "Patrol Area" 425, "Assist Blue Team" 426, "Defeat Cylon Ambush" 427, "What's this...? Whaaaa... no. Red 1, hey, are you who I think you are?!" 428, "Red 1! Lords, it's been a while! What is it--two, near three months? And team leader, now. I see Gavel's around... Are the pair of you still fused at the hip? Anyway, it's good having both you at my back." 429, "The pleasure's all mine, Captain. If you don't mind me asking, why's the ALF along for this patrol?" 430, "Who's... What's ...that? Um, me?" 431, "Yes, Chum, annoying little frak... you alone deserve that special title." 432, "HEY--settle down, now. Uh, Gavel, it was CAG's idea, this little nugget needs frakking experience ...choice timing." 433, "Gauntlet, sir! Have you seen the scores for that asteroid sim--the one named after you? You know, the one with all the frakking Cylons?" 434, "Eh... what about it?" 435, "I have the HIGHEST kill on that one! So..." 436, "So--so, that means I don't... really hav--DON'T need this boringass mission to prove myself! Especially not to you people!" 437, "WHOO! Finally, an honest to frak mission! I'm gonna show you all some REAL flying. I'm gonna put the smackdown on--" 438, "LIKE. I. SAID--" 439, "This isn't a frakking luxury cruise, so settle your ass down!" 440, "Well ...I'm still gonna put the smackdown on those frakhead toasters, heh." 441, "Red 1! Good to see you're still alive and kicking. How long has it been--two, three months? Damn. A team leader, too... Hmm, not much of you on the scuttlebutt since... eh, well, it's easier not to stir crap up--" 442, "PSH, someone fled the party after dropping a gods damned STINK BOMB--talk about stirring crap up!" 443, "Uh, Chum, what are you going on about? For frak sake, curb the enthusiasm, you weren't even involved!" 444, "Alright, enough! Don't need anymore bad vibes and pointless distractions." 445, "True, we've got to keep our eyes peeled. The survey team was too preoccupied in their scans to pick up on subtle Cylon movements. We've trained for this, and can't have the same crap happening to us." 446, "Well, most of us are trained. I swear, if a frakking preventable accident happens because of this tagalong ALF..." 447, "Um... what's that? What are you talking about?" 448, "You, the annoying little frak! Because your very presence makes people anxious when there's an actual job to do!" 449, "Yeah, that's frakking right! Have you seen my kill count?! I can--I can hold my own, and school any of you, and any Cylon, ANY frakking DAY...--in a sim." 450, "Red 1! What do you know... a team leader. I'll be damned. It's been, what, two, almost three months since basic flight? I see Gavel's around, as well. Excellent. It's good to know you two have my back." 451, "Captain, sir. Why's the nugget here? I thought this patrol was crucial to us finding the right chunk of rock. I mean, if we need ore to make more Vipers, and we lose Vipers while looking for ore, isn't that sort of... pointless?" 452, "I can hold my own! I frakking rule--just check the records!" 453, "What records would those be? Medical? Oh wait, let me guess, it was... for post-sim head trauma, right?" 454, "No, frakhead! It's the high scores for the sims. They prove that I can school you in combat ANY frakking DAY." 455, "HEY--enough of this crap. Calm yourselves. The nugget's here because the CAG thinks he needs first hand experience... maybe it'll shut him up for once." 456, "Hah! Oh, you wish!" 457, "I'll just show you how much better I am in a tight spot... I'll impress the PANTS off you... and... --you... you'll want me as your wingmate ALL the time after this!" 458, "Yeah, yeah, this is what I'm talkin' about... you give me Cylons, I'll blow them away. Give me a hostile of any shape--any size, and I'll shoot it to hell! Numbers don't lie, sir, the numbers don't frakking lie!" 459, "...Hello? What the hell--hello?!" 460, "Nothing on DRADIS. Gods, they're here! T-they're jamming everything!" 461, "...Whew, okay... just a flood of white noise. For a minute, there I thought I was a goner!" 462, "Oh I see, a special kind of hell, eh?" 463, "Not funny... you all suck sh--!" 464, "Oh, don't be that way! You're always good for something, Chum." 465, "...Okay, we're here. Time to split up and patrol the waypoints." 466, "Affirmative, Captain. Will do it by the book." 467, "Be on the lookout, people. Let's go." 468, "...Did you hear that?" 469, "Come in, Red team, come in! This is Gauntlet, got a Sierra Alpha here." 470, "Uh, Blue team, Gavel, need a sitrep. What's going on? I don't see a thing!" 471, "DRADIS contact... damn! Cylons bearing 176, carom 233. Chum's already--frak! Chum's engaging them--no, NO. You can't--no, stop, you frakkin' SONUVABITCH!" 472, "Gods frakking damn! He just--bought it!" 473, "Damnit, Chum... poor bastard. Hell... you know, he's gonna go ballistic, right? When he finds out--oh, gods... you KNOW who I'm talking about! FRAK." 474, "Oh HELL, can't help you out, Captain! We've got company!" 475, "Crypter, Crypter, I need backup... I'm neck-deep in Cylon sh--!" 476, "If you're heading there now, I'm with you. Gauntlet's good, but not that good." 477, "Thanks for... the assist." 478, "Frakking CAG, gods damned Beast brass! We should never have been saddled with such an unstable, frakking rook. Now Gavel is... oh, frakking GODS! Two deaths! This is--if I had... We're going back to HQ." 479, "Hey, hey, HEY! What the hell are you doing? You can't just dismiss orders. Wha--no, NO--you will NOT drag me into this!" 480, "Stop! Gauntlet can... Chum... --can take care of themselves. FRAKKING STOP. What are you doing?! Have you forgotten? We're a team! Stop this, now... come on... please! I can't believe it! Y-you gods damn--argh, FRAKKER." 481, "Okay, I'm sorry about that... but look, stop! Why are you--fine! It's on your head." 482, "This isn't right.. something isn't right... Frakking gut feeling... damn, and what a time for it to kick in... Hell... Okay, calm... Shhh... shut up! That's what would Slingshot say, right? Frak, this is just wrong... something is wrong." 483, "What the frak are you doing here? Sir, check this! Fraktard Red team is here to steal my kills!" 484, "Glory hogs... frak both of you. ...Make me sick. I swear to the gods, you won't get any of my kills... you'll never touch them before they're dead!" 485, "You people are UN-believable! Why aren't you checking your frakking waypoints, huh? What the frak are you doing on our six?!" 486, "You know, it'd be nice to hear something other than 'frak' come out of your mouth." 487, "I HATE YOU." 488, "Hold--shut the frak up, people! Focus on the gods damned mission--ohh, I knew it! Frak, I had a feeling this would happen!" 489, "I'm getting... multiple contacts... --back again! Check DRADIS!" 490, "CHECK for frak sake! --Inbound Cylons! DRADIS is showing a--a frakking SWARM. The survey team wasn't kidding!" 491, "Okay... we'll split, and attack from--" 492, "They're mine! DIE muthafrakkers! " 493, "...Holy hell... You see? This is what happens when you don't follow orders!" 494, "Mark one eyeball... full house, people! Stay sharp, and maybe we can all get home in one piece." 495, "Oh yeah! I claim this bigass batch for me!" 496, "Uh, no. You'll claim only what flies into your fire, Chum. Sit your ass here, and pick them off from a distance! If I find you in the thick of the furball, you'll be making yourself at home in the frakking brig." 497, "Heh... structure works most of the time." 498, "Oh gods no, Over-Man you never SAID--" 499, "There're too many--LORDS, this is too--" 500, "You missed out on some unbelievable crap... only on the Beast, you know? None of it would have happened on Galactica. No one is that insane--okay, except maybe Starbuck." 501, "I saved you a spot for a round of Triad later today. And just so you know--after this mission, your lost cubits will find their way into the pocket of Mr. Full frakking Colors!" 502, "Hmm, so this isn't so much patrolling as it is toaster shopping. Haven't seen action in forever--and can you believe it, they sidelined me last time!" 503, "Did you ever catch that last Pyramid game between the C-Bucs and the Aerelon fraks? Lords, if it wasn't for that damned instant replay, I would have scored a thousand cubits!" 504, "Oh, I forgot! You should have been there when Stinger told Garner--to his face--that he was nothing more than a 'bolt tightener with delusions of grandeur', haha. He's stuck in the brig now, but I thought the snipe was gonna pump him out the airlock or beat him with a wrench." 505, "I know you agree with me when I say I would have loved to have flown the Blackbird. Damn Starbuck... I'd have given an arm and a leg to be near invisible, and that close to a Resurrection Ship!" 506, "Have you been noticing the inbound swarm of nuggets lately? We haven't been losing many people, but they just keep recruiting them like there's no tomorrow!" 507, "Hey, you know that Cylon prisoner they had locked away in the belly of the Beast? I wonder what the hell happened to her... maybe she's off the radar." 508, "This is morbid, but you do ever wonder what Cain's last words were? Or if she had any?! Haha, everyone says she had a tylinium pair... I bet she just stared down the barrel and told the skinjob to frak off!" 509, "'Six Cylon skin jobs soaked in saunas to see stars, but stray, spitfire shots splattered several and stained the sweltering slosh.' How's that for bored imagery?!" 510, "I don't know why Chum goes on and on about his simulated kills! I bet you someone hacked one and let him rack up the kills without trying... the little pisser hasn't even touched the Vipers and rocks gauntlet yet!" 511, "I hear that rival-of-yours-that-shall-remain-nameless has been to all of the Dead Man's Chest games this month--and losing! Good thing he's not interested in Triad... Otherwise I'd clean him out and spend my time--like you!--waiting for a fateful day that'll get us tossed in the brig." 512, "Gossip... you want gossip? Hmm, I heard Racetrack slobbers all over Helo every time he comes within a klick of her. They say the lust is so thick, you'd need a team of Vipers to shoot through it!" 513, "Eh, you know... I was thinking about getting into law after the war. You think it's possible to start now? With the influx of nuggets on both birdfarms, there'll be plenty of people in the air. Hmm, some law books would be nice if nothing else." 514, "Is it just me or is that knuckle dragger, Jammer, getting excessively paranoid? The Beast's hangar crew must be getting to him because he's more of a pain in the ass now than ever before." 515, "Hmm, I'm not one for political clashes, but Sagittarons like Tom Zarek piss me off! How anyone can bend the rules to suit them like he does is beyond me--especially when he murders countless innocents. Reminds me of Cain's people, it's a disgusting loss of perspective." 516, "You know who's a nutter? I hear our vice president talks to invisible people! Haha, I still don't get how he got elected in the first place." 517, "I don't know if it's just me, but the Prometheus incident has left me high and dry when it comes to--oh, uh... I shouldn't be bringing this up over comms." 518, "Frakking CAG, gods damned Beast brass! We should never have been saddled with such an unstable, frakking rook. He shouldn't have been out here, not on this patrol! If I had... hell, nevermind. Let's head back home." 519, "You see--gods damnit, you SEE what sort of sh--" 520, "Red Team! WHAT. THE FRAK. WERE YOU DOING?" 521, "You had frakking waypoints to attend to, and you followed me here--for what?! Chum is frakking dead because of you!" 522, "We're not frakking done with this mission, all right? Gavel, we'll form a new team and secure the remaining points. Red 1, get the frak back to HQ--NOW. We'll have words when I return." 523, "Red Team! WHAT. THE FRAK. WERE YOU DOING? You had frakking waypoints to attend to, and you followed me here--for what?! Gavel wouldn't be dead, too, if--oh, frakking GODS! Two deaths! We're going back to HQ--NOW!" 524, "We're all alive... I can't fathom... t-the odds of this happening, incredible!" 525, "D-did you know...? I mean, what the hell possessed you to disobey orders? You have to tell me. I just can't believe it--no, y-you were lucky. That's all this... is... you were just so damned lucky! That's--" 526, "Red Team! WHAT. THE FRAK. WERE YOU DOING?" 527, "Hah! Someone's in deep sh--" 528, "Shut the frak up, Chum! Your ass is mine when we get back to HQ." 529, "You had frakking waypoints to attend to, and you followed me here--for what?! Okay, forget it--you'll give me explanations once this is over. I appreciate the help. I'm grateful you assisted, but gods damnit follow orders next time!" 530, "We're not frakking done with this mission. Alright? We all stay in formation and secure the remaining points. Let's go." 531, "Hmm, you've got to understand, I don't often veer from the rules. You compromise yourself and others when you... you blatantly dismiss structure. It can be so deadly." 532, "I've... uh, lost people in the past... Frak you, Chum! Anyway, needless death makes you realize how, insignificant... and significant we all are." 533, "I just--oh, you know, I'll tell you when we get back. I'm... sorry about freaking out earlier. I know you don't do things on a whim... I should have trusted you, but didn't. But, it was such a risk..." 534, "And now we head home..." 535, "Red 2, are you there? Gavel? Oh... lords no, this is--if I had... FRAK! We're going back to HQ, now!" 536, "Frakking CAG, gods damned Beast brass! We should never have been saddled with such an unstable, frakking rook--no, wait, this is YOUR fault! Gavel wouldn't be dead, too, if--oh, frakking GODS! Two deaths! We're going back to HQ--NOW!" 537, "Frakking CAG, gods damned Beast brass! We should never have been saddled with such an unstable, frakking rook. And you--YOU, Red lead my ass... what the frak?! If I knew all of this would happen, I'd never let you get past basic frakking flight. We go home--NOW!" 538, "Gods, finally. Clear comm channels, right? Good to be out on a mission with you, friend." 539, "Birth of a Legend" 540, "Defend the Monarch (A mining ship) against Raiders and asteroids" 541, "Okay guys, listen up. Five hours ago, our patrols in the asteroid field reported it would be possible to mine several of the larger rocks. So, several Raptors were sent out to investigate possible candidates. And the good news is that the Raptors managed to detect traces of ore and minerals that could be used to create additional ships! This info was relayed to the higher ups, and now, we have the President's approval to make the most of this find." 542, "Now it's a dense frakking field of rocks out there, so mission profile calls for two teams of Viper pilots, Green and Blue. The former will scout ahead if necessary and engage any hostiles that pop up, and the latter will protect the Monarch at all costs. Both teams will also escort the miners en route to the rock." 543, "Slingshot, my lucky charm. Youve got the experience and most reliable senses, so I want you--as my wingman on Green Team. We'll fly in front, and make sure everything is safe for the Monarch. For Blue, hmmmm... you--yes you, I want you to lead Blue team with Nova and... Overload. HEY. The three of you will work together, and shield the miners from a barrage of rocks. Each of you will put the gods damned mission in front of any personal issues. So frak that up, and your asses will be parked in the brig, I guarantee it. Remember, people, we have to get a functioning ship on that asteroid, so make sure it reaches the surface in one piece. Dismissed. " 544, "Slingshot, my lucky charm. Youve got the experience and most reliable senses, so I want you--as my wingman on Green Team. We'll fly in front, and make sure everything is safe for the Monarch. For Blue, hmmmm... you, I-like-to-frakking-dismiss-orders--I'm talking to YOU, yes! Lead Blue team. Your wingmates will be Nova and... Overload. HEY. The three of you will work together, and shield the miners from a barrage of rocks. Each of you will put the gods damned mission in front of any personal issues. So frak that up, and your asses will be parked in the brig, I guarantee it. Remember, people, we have to get a functioning ship on that asteroid, so make sure it reaches the surface in one piece. Dismissed. " 545, "You people are a bunch of glorified frakheads posing as Viper pilots! Who's really a viper pilot? Come on now, raise your hands--SHOW ME YOUR HANDS. If that's what you think that after that gods damn idiotic mission FAILURE, you're all dreaming! Seriously, you let the Monarch get pummelled by asteroids, and it had to jump away before it got close enough to sneeze on the rock. What the hell were you guys doing?! Taking a snooze? Jerking the stick? Filing your nails? You're all an embarrassment! That's right, the skipper of the Monarch has stated that he'll only try the same approach if GALACTICA provides the proper cover! You're a frakking disgrace to this squadron, your ship, and your gods damned uniform! Get the hell out of my sight!" 546, "You people are a bunch of glorified frakheads posing as Viper pilots! Who's really a fighter pilot? Come on now, raise your frakking hands--SHOW ME YOUR HANDS. Hah... if that's what you think after that gods damn idiotic mission FAILURE, you're all dreaming! Seriously, you all let the Monarch and her entire crew DIE out there before they got close enough to sneeze on the rock! What in the name of the gods were you doing?! You're a frakking disgrace to this squadron, your ship, and your gods damned uniform! If I had my way, I'd--skin you all alive, but... court martial seems like a more politically correct thing to offer. Get the frak out of my sight!" 547, "Pilot... what the frak was that? Well, to me, it looked like... insubordination! What was the cause, stupidity? You grew three tylinium pairs--what?! Your orders were to stay with the Monarch, but you followed me for whatever gods damn reason. For frak sake, were you bored? At the moment, the only reason your ass isn't parked in the brig is because the situation somehow suited your 'choice'. Strangely enough, you risked the lives of everyone, and it was a miracle that the gods protected us all from your frakked up WHIM! You know, I think it's best to take your confused ass off the active flight rota for... let's see, the next week. Yeah. Maybe some alone time, and thorough meditation on the realities of war, will help you remember to FOLLOW YOUR FRAKKING ORDERS." 548, "Next time you save someone's life make sure they know you saved it." 549, "Pilot... what the frak am I gonna do with you? It looks like disobeying direct orders can result in--death! And... who the hell could have guessed that?! Your orders were to stay with the Monarch, but somehow, what, you thought following me was... clever? More exciting? Maybe an onus forced upon you by the gods who favor the way your confused, frakking ASS breaks the rules and risks the lives of everyone involved?!" 550, "My gods, if I had to assess you now... my official conclusion would be that you're a gods damned inept frak! Escorting the Monarch should have been a cakewalk, but now it's gone... BLOWN TO BITS. We have more frakking civilian blood on our hands, and it's all your fault! I'd say it's doubtful our engineers will whip us up a new mining ship in oh... a week--so we're risking the whole of the fleet and what's left of humanity by sticking around here and... WASTING TIME." 551, "Thanks to Blue frakking LEAD, the Monarch will now be out of commission for a whole MONTH. Jockey my ass... You're a good for nothing Viper frak! Well, congratulations for letting the one ship you were supposed to protect get smacked to hell. Now we'll either be staying here in hostile space, or moving on to tap the resources in another frakking, hard-to-find rock!" 552, "You're lucky Cain isn't still around, otherwise, there would be bits of you splattered all over the hangar bay. From the looks of it, your chamalla-induced lunacy frakked up everything for us! There weren't even that many sparrows out there... And there were amply skilled wingmen on your team--enough to spank the opposition, but surprise surprise, as Blue pseudo-lead, you couldn't make the best use of them even after deciding their fates! How does it feel to get frakked over hard?! I think you're better off killing yourself in a Two Alpha rather than risking everyone's life for no good frakking reason!" 553, "Because of you, Slingshot is dead... Maybe you were put here by the gods to make my life miserable. Not even a fire team that executes frakkers like you can make things right in my book, but the brass... you'll see. Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good..." 554, "How does it feel to kill off your own wingmate, ACE? Nova is dead, thanks to you... and you know what? Unlike you she was a true asset to this air group and we'll be hard pressed to find another like her! Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good..." 555, "Thanks to your--damn fool decision, Overload's no longer with us! He was... well... he was what he was, but gods damnit, his life was wasted in this routine mission! If you're thrilled about this turn of events.... Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good..." 556, "Pat yourself on the back, ace! That glorious frak-up cost us Nova and Overload! Two good pilots GONE... all because you had to follow a godsforsaken idiotic WHIM! Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good..." 557, "I don't know how you can live with yourself... Slingshot and Nova are frakking GONE! A belo-- ...a PAIR of valued pilots DEAD! All because you had to follow a godsforsaken WHIM! Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good..." 558, "That glorious frak-up cost us Slingshot and Overload! A belo-- ...a PAIR of valued pilots DEAD! All because you had to follow a godsforsaken idiotic WHIM! Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good..." 559, "THREE Viper pilots are DEAD, and I'm not sure what to do with you... Not even a fire team that executes frakkers like you can make things right in my book, but the brass... you'll see. Now listen carefully, you frakking piece of crap. You've just made more enemies today, so you better pray that your up-and-coming court martial will keep your ass hidden real good..." 560, "If you thought that was all hysterical, maybe parking your ass in the brig again will wipe that gods damned smile off of your frakking face! I sincerely hope you enjoy the court martial. It's a little something from all of us, to you." 561, "Quiet down people, quiet down--shut the frak up! What happened out there was a gods damned tragedy. But you all know... this is war, and we've got to move on even after taking losses. In lieu of the late Captain Holland, I've assigned Captain Galvan to command your squadron. Most of you should be familiar with him, so give the man due respect. Embargo..." 562, "I'm not at all happy to be taking up this spot, but as the CAG said, 'this is war'. And a frakked up war it is... I've known Gauntlet and Slingshot both for a while. Flew with them, too, for a stint. And I have to say, they were damn good soldiers. They didn't go down without a fight, and that's frakking valiant in my book. These two pilots were what we should all aspire to be, so don't ever forget them!" 563, "I'm not at all happy to be taking up this spot, but as the CAG said, 'this is war'. And a frakked up war it is... I've known Gauntlet for a long time. Flew with her, too. I can tell you, she was a damn good pilot and went down fighting like a true soldier. Frakking valiant in my book! With some of the... training sims, we've honored her in life, so remember her in death. You know, there is a plus side to all of this... she won't have to turn over in her grave because you bunch of no-talentass fraks will never beat her high score!" 564, "I wasn't too familiar with Nova, but from what I heard, she was a good stick--a little bloodthirsty, but a hellcat in the cockpit. Maybe that was her edge, I dunno. People say she racked up the kills in nearly every mission. I say that's admirable. It's a shame we lost her." 565, "As for Overlord... --Uberfrak! Oh, I meant, Overload--what a guy! What an unfounded sense of entitlement... But, it's... never good... when you have to lose grade-A defensive fodder in the middle of war. We need all the capable pilots we can get, so any loss is never... good." 566, "However, a soldiers job is to complete the task at hand, and you did that because the Monarch is down on the asteroid. So far, we were able to glean enough ore from that rock, enough to make up for some of our... losses. But overall mission success has shown us that low amounts of ore isn't our only problem. We might be in deeper trouble than we had originally thought. After careful review of Slingshot's gun cam and comm transmissions, it's been determined that he wasn't hit by an asteroid at all. Thank the lords because I never believed he died making such a careless mistake! As it turns out, he thought he tricked the Raider into crashing headlong into the rock, but in reality, it hid in the frakking dust cloud! Can you believe that? In the end, that chrome-covered bitch shot him through his canopy! If you're not at all disturbed that a Raider can pull off clever, frakking deadly maneuvers, you're a bunch of fools. Gauntlet and Slingshot were both seasoned pilots and only died because they couldn't anticipate the actions of an aberrant, tin frak. Maybe it has enhanced Raider AI or maybe--as Gauntlet would say, its 'wires are crossed', but we're all in deep crap if more of these toasters start popping up everywhere. There is good news though... we're fortunate that Blue lead, here, was able to spank the son of a bitch. With all the scrapes, scratches and dings, it'll be a little while before that bugger sees combat again. I say our next move should be hunting down this bastard with a team of our best pilots. That'll be a sure kill if nothing else." 567, "Blue lead, your job was to escort and protect the Monarch! A mining ship that was essential to harvesting some much needed ore--but none of that is gonna happen now because it's GONE. People died and a ship is gone thanks to your total lack of skill! This is unacceptable--frakking ludicrous, pilot! If I had my way, you'd be shot for total incompetence, so I'd suggest you leave... NOW." 568, "Blue lead, your job was to escort and protect the Monarch! A mining ship that was essential to harvesting some much needed ore--but none of that is gonna happen now because they got the crap kicked out of them on YOUR WATCH. Lords, it was just a simple job. If Gauntlet were still alive, she'd be ripping you a new one by now... but frak it all, this has all been a waste! I bet you the miners have turned to the Galactica now for a second escort... way to go." 569, "That was an unbelievably STUPID thing you did out there, pilot! A borderline nugget move, but most nuggets that stick around are good at following orders! So, I don't know what the frak your problem is--or how you made it so far, but you've cost us too much in this gods damned mission! Was escorting the Monarch so unglamorous that you had to wander off and leave the ship unprotected? Because of you and your asinine deviation, this entire mission is scrapped! The mining crew will most probably turn to the Galactica air group to escort them to the rock, and well gee... it doesn't take a Gaius-frakking-Baltar to know how that makes us look! Great job you moronic ass!" 570, "That was an unbelievably STUPID thing you did out there, pilot! A borderline nugget move, but most nuggets that stick around are good at following orders. So, I don't know what the frak your problem is--or how you made it so far, but you've cost us too much in this gods damned mission! Was escorting the Monarch so unglamorous that you had to wander off and leave the ship unprotected?! People frakking DIED because of you, and now, we're also down a mining ship! If you want to call this mission anything--it's a total frakking waste of human LIVES, effort, and RESOURCES!" 571, "You should thank the gods that Rear Admiral Cain was killed before she ever witnessed this colossal frak-up! She would've had the decency to shoot you in the face the moment you climbed out of that Viper! You had no business straying from the Monarch--and following Gauntlet into the asteroid field! The sitrep left the CAG with very little doubt that it was THIS moronic decision of yours that... led to the death of Captain Holland. How do you like that you sick, STUPID FRAK?! Had her attention not been focused on keeping your good-for-nothing sorry ass out of trouble, she might have been able to take out those chrome bastards!" 572, "Listen frakker, I knew Slingshot, flew with him, too. In my experience, there were very few wingmen like him... but because of your damned ridiculous choice, he's DEAD! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after." 573, "If it's true that Nova slayed toasters like nobody's business, then you frakked things up by getting her killed in a routine mission! We don't need to waste any more lives on account of pilot stupidity! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after." 574, "Overload was... a dick--with an unfounded sense of entitlement, but a skilled pilot in the seat of a Viper. He certainly didn't deserve to go out like that. What a gods damned waste! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after." 575, "Slingshot would be here with us if it wasn't for you! I mean... Slingshot AND Nova--didn't really know her, but for frak sake, the point is that you should have stayed on task! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after." 576, "And what the frak, pilot?! Slingshot and Overload would still be with us--or engaged in a pissing contest of sorts--if you only stayed ON TASK! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after." 577, "Did the orders go in one ear and out the other?! Gods damnit, Nova and Overload would still be alive if you had just stayed on task! You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after." 578, "For frak sake, pilot... EVERYONE DIED THANKS TO YOU. Because you felt like straying from your duties, we've lost FOUR pilots--some LEAD you are! If I were in my right mind, I'd... You'll be spending the night in the brig. Think about the consequences of your frakking actions before the court martial! I'll see you... soon after." 579, "All things considered, it doesn't look like things turned out too badly for you. You know, just a night in the brig... and then a little court martial. Do you feel lucky? Well, you should. After all that blows by, I hope to see you again, frakker... real soon." 580, "Find Green 2" 581, "Press $Alt-N$" 582, "Escort Monarch To Asteroid" 583, "Protect Monarch" 584, "Destroy Fractal" 585, "Destroy Grail" 586, "Destroy Halo" 587, "Destroy Ion" 588, "Destroy Optic" 589, "Destroy Fractal" 590, "Escort Monarch To The Asteroid" 591, "Guard Miners Till Relieved" 592, "Investigate Last Known Location Of Green 2" 593, "Protect Wingmen And Monarch" 594, "[Gauntlet] Wha--? What the frak is that?! Something moved... out there in the rocks. I swear I saw something move! Moving in now to check it out." 595, "[Gauntlet] Oh frak! Cylon Raider! There...in the rocks! Come on, Slingshot. If anyone else gets the shot, take it out...but don't leave the Monarch unprotected." 596, "[Gauntlet] Frak me to HELL--he's bugging out! Blue Team, stick with the Miners! We'll have incoming hostiles soon enough. Slingshot, need a little distance here. We've got to catch them before they get close." 597, "[Slingshot] Uh, pilot, have you forgotten your objectives so quickly? Captain wants you guarding the miners." 598, "[Gauntlet] Lords of frakking Kobol! Blue 1, did you not hear Slingshot?! GET BACK TO THE MINERS--NOW." 599, "[Gauntlet] Slingshot, over there--ten o'clock high! " 600, "[Slingshot] I see them, Gauntlet! This is not good, not at all good, sir!" 601, "[Gauntlet] I know, I know! They're splitting up... I think we've been spotted." 602, "[Gauntlet] No damn joy--frak! Blue Team, brace yourself for action. You've got four inbound Raiders. Three more are coming at us. " 603, "[Nova] YESsssssss. About frakking time! Time to add some more stamps to my hull." 604, "[Overload] All right, lets get to it! " 605, "[Gauntlet] I've got this metal motherfrakker in my sights! Come on, come on, come on!" 606, "[Slingshot] I'm on the other two!" 607, "[Gauntlet] That's one dead chrome coated frak!" 608, "[Slingshot] Nice work, sir! Yeah, and one down for me too!" 609, "[Gauntlet] What's your position, Slingshot? I'm coming over to steal your kill on the last Raid--oh frak! Where the hell did that come from?! Lords, a fourth Raider!" 610, "[Gauntlet] This buggers all over me! Where are you, Slingshot?!" 611, "[Slingshot] Raider splashed, I'm on the way, Gauntlet! Where are you? Can't see a gods damned thing in all these asteroids!" 612, "[Gauntlet] What the--oh hell... he's gone! I... can't see him anywhere!" 613, "[Slingshot] I'm on my way, Gauntlet. Got you on visual, and no sign of the Raider thou--DAMNIT! He's on your SIX!" 614, "[Gauntlet] Oh you clever Frak!" 615, "[Gauntlet] Aw hell!" 616, "[Gauntlet] Frak me!" 617, "[Gauntlet] Frak you!" 618, "[Gauntlet] I knew it..." 619, "[Gauntlet] This is really bad...." 620, "[Gauntlet] W-wha--?" 621, "[Slingshot] Oh frak no, no, Gauntlet! HOLLAND!!! BASTARD! YOU GODS. DAMNED. BASTARD! YOU'RE FRAKKING DEAD!" 622, "[Nova] Holy frak, the Captain just bought it! Let me at this toaster! If anyone can frak him up, it's me! " 623, "[Slingshot] NO, stay where you are! I can handle it! He might have got her with a cheap trick, but now the son of a bitch is MINE! " 624, "[Overload] DAMN, what the frak is it with people and kill-hogging?!" 625, "[Slingshot] Hah! First blood, how does that feel you frakking bastard! HAH, he's running for it!" 626, "[Slingshot] Let's see if I can get him to--HAH! Stupid frak slammed into the asteroid! Oh hell, dust and rubble are clouding visuals... --GOT YOU, FRAKKER! There's still too much gods damned dust out here...OH...." 627, "[Overload] Uh... Slingshot, talk to me man! Where the frak are you?!" 628, "Sit tight, Blue Team... It looks like he's still transmitting though--though it's nothing but static. We're prepping a Rescue Raptor for you, and Red Team is heading out to your coordinates to help guard the Monarch." 629, "[Overload] I think the poor frakker collided with an asteroid." 630, "Blue One, now that you've cleared the skies, I want you to see if you can find Green 2. His ship is still within range and transmitting, so its probably just comm damage and a cracked canopy. I don't want any more Raiders pouncing on him if it's more serious than that." 631, "[Overload] Oh, come ON! Do I look like a frakking babysitter?! I'm staying with the Monarch!" 632, "[Nova] Uh, I'm staying here where the action is." 633, "Blue 1, looks like you're going after Slingshot then. Nova, Overload, remain with the Monarch." 634, "Blue 1, looks like you're going after Slingshot then. Overload, guard the Monarch! Lets just hope no more Raiders turn up before Red Team gets there." 635, "[Overload] Oh, someone gets to play the frakking nanny! Shoo, bitch, run along! Go take care of the idiot who can't dodge asteroids, Ive got some more hull stamps to collect!" 636, "[Trigger] Blue lead, Red Team is here to lend a hand!" 637, "[Trigger] Blue lead, Red Team is here to lend a hand!" 638, "[Trigger] Whoo! Hah, what do you know... little frak's bugging out! I guess you spanked him pretty hard, eh?" 639, "Gods damn, I wanted that frakker for Gauntlet and Slingshot!" 640, "All right! The toasters in the vicinity are eliminated, and the miner's still in one piece. Sit tight, we've got reinforcements heading your way. They'll take over guard duty just in case those Cylon fraks are stupid enough to attack again. Once they show up, come on home." 641, "Pilots, are you still alive and well? I'm not. In fact... I'm being PUMMELED BY ROCKS." 642, "Shoot the rocks, people! If all of this red on the board is a hint, it's a hint for me to frakking leave!" 643, "Good gods, I'm dying out here! ...Are you deaf? Did you hear me?! Frak, spooling up the jump drive!" 644, "I'm taking some unpleasant, frakking hits... Pilots, you'll do well to keep me safe!" 645, "Not good, pilots... red and orange lights are everywhere--ARGH, stop the assaults or I'm a dead man!" 646, "The hull is coming apart, pilots... pilots?! Well, it looks like I'm done. Spooling up the jump drive, now!" 647, "Great work! You've completely frakked everything up. Get your asses back to the Beast!" 648, "Clean up any Cylons in range, and then get your asses back to the Beast." 649, "Huh, there are no Cylons in the area now... well, get back to the Pegasus for debriefing." 650, "We have arrived at our destination. Preparing to land on the asteroid. Please, watch our backs." 651, "[Gauntlet] Look gods damnit... this may have worked for you before, and yes, for frak sake--YES, you DID... save Chum--and me, but disobeying orders now isn't saving anyone's frakking ass!" 652, "[Gauntlet] Gods! I don't know what sort of fraktastic stunt you're pulling--YET AGAIN, but this time your 'intuition', or 'whim', or half-baked--nay... frakking IDIOTIC idea is going to land your sorry ass in the gods damned brig! If another death comes of this, I frakking warned you before...your ass is mine gods damnit!" 653, "[Gauntlet] I don't have a clue what you're thinking, pilot, but when we're done here, this frakking stunt is going to land your sorry ass in the brig!" 654, "All right, the toasters in the vicinity are eliminated, and the miner's still in one piece. Sit tight, we've got reinforcements heading your way. They'll take over guard duty just in case those Cylon fraks are stupid enough to attack again. Once they show up, come on home." 655, "[Nova] Look, more frakking Raiders are gonna show up, so if I'm not here, who the frak is going to claim them right--right?! ARGH, this better be worth it, or I'll frakking flay you alive!" 656, "[Overload] Oh ho, this is exactly the sort of assbackwards crap that gets you in trouble, frakface! You're going to cost me a bunch of kills if the Raiders come back--and you're leaving some frakking civs in danger! I'm sure as hell not going to take the blame this time, bitch!" 657, "MessagesLeft = $MessagesLeft, SelectedBanter = $SelectedBanter" 658, "[Nova] Shooting rocks just makes my day." 659, "[Overload] And whatta day, what a frakking day!" 660, "[Slingshot] It's more than that people, it's keeping the Monarch safe!" 661, "[Overload] Safe, schmafe, my little buddy and me are gonna get smashed after this joyride--woohoo!" 662, "[Nova] Oh right, Chum's still breathing after that outing. Little bugger won't get off my ass about those sim scores." 663, "[Overload] Lay off, Chum! If anyone's going to be on your ass... it's me." 664, "[Nova] You try and try and try, but still don't come close. Frakking dick." 665, "[Overload] Aww, Sparky, you really do like me more than you wanna admit!" 666, "[Nova] Ugh, Overblown has such a predictable, one-track mind." 667, "[Slingshot] It's uh... great that Chum's alive and well, but we're on a mission here." 668, "[Gauntlet] And if anyone of you pull what that frakking ALF pulled on the patrol, I will skin you alive--and enjoy it." 669, "[Overload] Watch who you call an annoying little frak, SIR! He's just excitable and all, so cut him some gods damned slack!" 670, "[Slingshot] 'Excitable', eh? Understatement of the year." 671, "[Gauntlet] He's explosive--" 672, "[Nova] And a severe pain in my ass! That little frakking punk!" 673, "[Gauntlet] Okay, all of you, shut up! We've got a ship to protect and area to secure." 674, "[Overload] Frakking hell, Captain, this is wrong! Blue lead shouldn't be here--not after what happened!" 675, "[Gauntlet] Pipe down! Remember, people, nothing touches the Monarch. Its safe passage is TOP priority. STAY, and don't frakking forget that!" 676, "[Slingshot] Gauntlet, relax, relax. The hard part's over... This is a simple mission, eh? They can take care of things." 677, "[Overload] Blue team leader my ASS! You frakking killed Chum--YOU and your gods damned moronic decisions!" 678, "[Nova] Hey! It's not a moronic decision to go where the kills are, but heh, disobeying orders, not so smart--unless there are lots and lots of kills." 679, "[Overload] You don't frakking get it, do you?! You're not dead now only because I--" 680, "[Gauntlet] Shut the frak up, Overload! Chum should never have been out there in the first place." 681, "[Overload] Sir, that's not how I--" 682, "[Gauntlet] If you wanna blame anyone, blame the CAG. Now focus on your job!" 683, "[Overload] I frakking heard it with my own ears!" 684, "[Slingshot] She said to drop it, Overload. You only heard part of the transmissions, and you were NOT there. So, drop it!" 685, "[Overload] You Galactica fraks sure know how to get in my way... pricks." 686, "[Slingshot] Hah, it's quite the reverse." 687, "[Nova] Eh, Cain isn't around any more, but she wouldn't agree--" 688, "[Gauntlet] Cain's dead, Chum's gone, now shut up and do your jobs!" 689, "[Gauntlet] Alright, keep on task and don't screw around." 690, "[Slingshot] Yeah, if anything happens to the Monarch, it'll be on our heads." 691, "[Overload] Uh, what if something happens to it that wasn't our fault?" 692, "[Slingshot] All of us fail, regardless..." 693, "[Nova] Not me! Haha, oh, hell no, I ALWAYS succeed! Failure only means that someone else frakked up!" 694, "[Overload] Huh, really... you take risks often, Nova?" 695, "[Nova] Like putting your ass in the sling--haha! That's called intelligent risk assessment, and intuition." 696, "[Overload] What about when you hog all the damned kills, psycho girl? What the frak is that?!" 697, "[Nova] Hehe, if you kill anything when I'm around, it's only because you got lucky and picked off the strays." 698, "[Overload] Eh, okay, what about in Triad? --OR Dead Mans Chest, huh?! " 699, "[Nova] What? I always have a killer hand, and Overblown, honey, you're just so eager to give me your cubits, haha!" 700, "[Overload] Whatever. After this mission, there's a game in the mess hall. We'll see how well your 'assessment' works out." 701, "[Nova] Ooh, another win-win! Don't have a problem if wanna make me rich!" 702, "[Overload] Or maybe I'll own your ass!" 703, "[Nova] Not in this life! Bitch, I will frakking prevail!" 704, "[Gauntlet] That's great, Blue team, but don't forget the miners in the meantime. We all fail if they fail." 705, "[Overload] It just had to be this mission, right? Captain, why me? Why the frak am I here?" 706, "[Gauntlet] Uh... you need the practice." 707, "[Overload] Really. I just thought maybe you were really the frakking twisted bit--PERSON everyone thinks you are!" 708, "[Slingshot] Watch your frakking mouth, Overload. You're a glutton for punishment with that attitude." 709, "[Overload] Glutton?! If it wasn't for... this frakker playing Blue--Blue frakking LEAD--argh! Just wait until we get into the ring, then I'll frak you up good--maybe put you in a gods damned coma!" 710, "[Gauntlet] Hey now... calm down!" 711, "[Nova] BOXING! Three to one that Overload goes down in the first round!" 712, "[Overload] You're out of your mind--the first round?! I'll put the frakker down in three seconds." 713, "[Nova] Sixty cubits says that Over-everything hits the ground in half a minute!" 714, "[Overload] WHAT? For REAL? NO--WAIT... HEY!" 715, "[Slingshot] We're on a mission, guys! Now isn't the time to discuss bets OR beating the crap out of each other." 716, "[Nova] Overblown, I can always count on you for something." 717, "[Overload] Nova, psycho girly, come ON... I thought you--" 718, "[Nova] Heh, you thought wrong! So when we get back, everyone go petition for an early ring fight!" 719, "[Overload] Ill prove you ALL wrong! Just frakking wait!" 720, "[Gauntlet] Alright, enough people. For frak sake, focus on the job for the moment!" 721, "[Gauntlet] Alright people, stay and fire away at every menacing hunk of rock you see." 722, "[Slingshot] Aye sir, on your six. Let's hope it's smooth sailing from here." 723, "[Overload] Too easy... but it's better than nothing. Right, Nova?" 724, "[Nova] Whoo hooo! Rocks or nothing, baby!" 725, "[Overload] 'Whoo hooo'... Crazy, just the way I like 'em. Mmm, better than frakking with those pansyass Galactica bitches." 726, "[Slingshot] Uh, shut the frak up, Overload! I can still hear you." 727, "[Nova] What?! Whatever, move your asses. Rocks are okay for the moment 'cause every outing is a chance to SCORE KILLS!" 728, "[Overload] Ooh, 'score'?! Nova, Nova, you tasty, frakkable thing... Hah, if you can't handle it, we can always share our kills." 729, "[Nova] Fly into my fire, bitch. I dare you to do it, and then, maybe we'll share a kill." 730, "[Overload] The CAG wouldn't like that..." 731, "[Slingshot] Oh, some of us wouldn't complain!" 732, "[Overload] Dear Slingshot. Go to Hell. Sincerely, Overload." 733, "[Slingshot] If you frak around with the Galactica crew, it's only gonna cost you in the end." 734, "[Overload] I know the rules, and your people are too easy--soft. You're a frakking softy, knuckledragger, and thatll get you killed real quick!" 735, "[Slingshot] Heh, run in with Tigh on a bad month and see what happens..." 736, "[Gauntlet] Alright, enough of this squabbling. Focus on the frakking task at hand!" 737, "[Overload] This is bad, Captain. Making the ass here Blue lead, I don't get it." 738, "[Gauntlet] You don't need to get it, Overload. Just follow your orders and protect the Monarch." 739, "[Nova] You mean shoot at the rocks, sir... lots and lots of rocks." 740, "[Slingshot] Your orders are to escort the Monarch, keep it from harm. Shooting rocks serves that purpose for now." 741, "[Overload] But this frakker leading Blue team is unqualified! Cain wouldn't let this tard be in command of sh--" 742, "[Gauntlet] Cain is dead. And unless you fancy a holiday in the deluxe frakking brig, I suggest you shut the frak up about your lead, and do your job quietly." 743, "[Nova] But if Cain were here, she wouldn't let things degrade to this point." 744, "[Overload] Frakking Galactica crew. They messed up our fun!" 745, "[Nova] No, they messed up our frakking structure!" 746, "[Overload] But with the chained skinjob, come on, Nova!" 747, "[Nova] Eh, there are other ways to get that kind of fun." 748, "[Overload] Oh, that Cylon ass was the highlight--free of charge, too! Mmm, plenty of bang for no buck." 749, "[Nova] Eww, thats frakking tasteless, I can't believe you like machines!" 750, "[Slingshot] That's enough! We don't need a blow by blow of what happened, Overload." 751, "[Overload] Slingshot, you would have liked her! You're so in luuuve with frakking machine parts anyway." 752, "[Slingshot] I said, drop the topic." 753, "[Overload] Oh, maybe the Captain would love a skinjob with guy p--" 754, "[Gauntlet] SHUT THE FRAK UP! The next word that comes out of anyone's mouth about frakking skinjobs, and I'll have you all locked in the brig!." 755, "[Gauntlet] Okay, folks. Start shooting at every rock face that looks at you the wrong way." 756, "[Slingshot] Copy that, Captain. Let's hope this run is less exciting than your last..." 757, "[Nova] Rocks, gods damned rocks... I wanna shoot up some frakking tin!" 758, "[Overload] Eh, you're not the only one, girly! Maybe we'll get lucky later. Plenty of things to frak around here... you, uh, wanna frak around?" 759, "[Nova] Wha--oh damn! Not likely you frakking dick. Now shut the hell up, I'm busy!" 760, "[Overload] Busy, but what... come ON, you must be a total hellcat in the bag!" 761, "[Nova] Uh, that's some short term memory you have, Overblown." 762, "[Overload] Heh heh, speaking of memory, don't you ever think about me?" 763, "[Nova] Oh, I DO, I think think about... your skin... I think about--how it looks tacked to my hull! You know, stretched out next to my stamps?" 764, "[Overload] You're--I still can't believe you--that was--" 765, "[Nova] Don't you think it'd make me stand out of the crowd?" 766, "[Overload] You--ARGH! Gods damned you for bringing that up! There are still scars on my--frak you, Nova!" 767, "[Slingshot] I don't know how you people would deal with it on the Beast, but Tyrol would ask you to tan that filthy hide before draping it all over one of his beloved Vipers!" 768, "[Nova] Yeah! He'd be a frakking 'skinjob'!" 769, "[Slingshot] I'd say that I'd only approach it with a blowtorch, but you know, that's not nice and I'm just not a racist fellow!" 770, "[Gauntlet] Okay, focus on the task, people. As Nova likes to say, 'Everything needs killing sooner or later!'" 771, "[Slingshot] Gauntlet! Holland?! N-nooOOOOO!!!" 772, "[Nova] Captain? She's gone? No frakking way!" 773, "[Overload] Good riddance, you grouchy bitch!" 774, "[Gauntlet] Unbelievable... oh gods--Im gonna rip you to frakking SHREDS!" 775, "[Nova] Slingshot! FRAK! Oh frak, there goes the voice of reason!" 776, "[Overload] Psh, he was from the Bucket, he was gonna die anyway!" 777, "[Overload] Nova--frak! And she was such a nice piece of ass too!" 778, "[Gauntlet] Nova... where are you? ...Nova, come in! Oh frak. I don't think she made it." 779, "[Slingshot] Damnit! Another good pilot... gone." 780, "[Nova] Overload? Frak... Hang on, this means more kills for me, and one less flying dick!" 781, "[Gauntlet] Thats one less pain in my ass! Aww... damn, now who's going to take the bullets meant for me?" 782, "[Slingshot] For all of his faults, he still was a... decent soldier." 783, "Choose your ship type." 784, "Choose a new ship type by dragging" 785, "its icon over one of the available" 786, "wing slots." 787, "Revert to the original" 788, "ship distribution." 789, "When finished outfitting" 790, "all available wings," 791, "you can go to the" 792, "weapons loadout screen" 793, "or enter the mission." 794, "Outfit your ship with weapons." 795, "Choose a ship." 796, "Drag and drop" 797, "primary or" 798, "secondary weapons to their" 799, "respective ship banks." 800, "When finished, commit" 801, "to the mission." 802, "Review your mission objectives." 803, "Click here to change" 804, "briefing stages." 805, "When done with briefing," 806, "go to ship selection," 807, "weapon loadout, or" 808, "start the mission." 809, "Manage pilots" 810, "in the Barracks." 811, "Choose a campaign" 812, "in the Campaign Room." 813, "Prepare for the" 814, "next mission in" 815, "the Ready Room." 816, "Exit Beyond the Red Line demo." 817, "Fly a simulated mission, view" 818, "a cutscene, see the credits," 819, "or check specs in the Tech Room." 820, "Configure your" 821, "settings in the" 822, "Options Screen." 823, "Press escape, F1, or click to remove help overlay" 824, "Create, modify, or select a pilot." 825, "Select a pilot" 826, "to clone, remove, convert," 827, "or view stats." 828, "Select the desired" 829, "pilot image." 830, "Change the current control configuration." 831, "Choose the function to be reconfigured" 832, "or search for a function that is already" 833, "configured." 834, "Enter bind mode, then press" 835, "the new key or joystick button to" 836, "bind it to the selected function." 837, "Apply desired modifiers." 838, "Repeat as necessary." 839, "Receive your mission debriefing." 840, "View your mission stats." 841, "See advice on improving your performance." 842, "Create a multiplayer game." 843, "Filter the mission type." 844, "Accept or kick players" 845, "and assign them to teams (team mode)." 846, "Set further options or" 847, "start the game." 848, "Start a multiplayer game." 849, "Name your game." 850, "Select the game type." 851, "Start the game." 852, "Choose a game to join." 853, "Update the list to view newly formed games." 854, "Start your own game" 855, "or join as an observer." 856, "Create, modify, or" 857, "change pilots in" 858, "the Barracks." 859, "Fly a simulated mission," 860, "view a cutscene, see the" 861, "credits, or check specs" 862, "in the Tech Room." 863, "Prepare for the" 864, "next mission in" 865, "the Ready Room." 866, "Exit FreeSpace 2." 867, "Configure your" 868, "settings in the" 869, "Options Screen." 870, "Choose a campaign" 871, "in the Campaign Room." 872, "Press escape, F1, or click to remove help overlay" 873, "Assign hotkeys to important ships and wings." 874, "Press a hotkey (F5-F12)." 875, "Select a ship or wing" 876, "to add to or remove" 877, "from hotkey bindings." 878, "Choose a campaign from the list." 879, "Read the selected Campaign's description." 880, "Play the selected Campaign." 881, "Select a mission." 882, "Filter standalone missions or" 883, "missions that are in a campaign." 884, "Study technical data on all known GTVA," 885, "and Shivan ships and weaponry, as well" 886, "as historical and species information." 887, "View the next or previous data entry." 888, "Receive briefing information from GTVA Command." 889, "Proceed to the mission briefing." 890, "For your excellent record of confirmed kills, you have achieved the status of Ace." 891, "For your outstanding record of confirmed kills, you have achieved the status of Double Ace." 892, "For your extraordinary record of confirmed kills, you have achieved the status of Triple Ace." 893, "I smoked them all, and cleared the skies, booyah!" 894, "Area looks clear." 895, "DRADIS board is clean. Area secure." 896, "DRADIS board is clean. Area secure." 897, "Claiming another kill for me. Area clear." 898, "Clean house, we're good to go." 899, "Opposing forces... ANNIHILATED." 900, "That's the last of them. We're clear." 901, "Area clear, sir." 902, "[ALL CLEAR]" 903, "We've got some mean muthafrakkers comin' our way!" 904, "Damnit... we've got inbound hostiles!" 905, "We've got multiple DRADIS contacts, bogies on attack vector." 906, "We've got multiple DRADIS contacts, bogies on attack vector." 907, "This just became a target-rich environment!" 908, "Bogeys... lots and lots of bogeys." 909, "Ooh, hostile contacts on DRADIS! Gonna up my kill count!" 910, "Uh oh, here comes trouble!" 911, "Get ready, we have inbound toasterfrakkers" 912, "We've got new DRADIS contacts! Prepare to engage hostiles!" 913, "[ENEMY SIGHTED]" 914, "Move your ass, this one's mine!" 915, "Wilco, engaging the enemy." 916, "What, giving it up so soon? ...Alright!" 917, "Alright, I'll take care of it." 918, "This ones all mine!" 919, "Engage and eliminate? Will do, sir." 920, "Thanks for the kill, sir!" 921, "Roger, inbound hot." 922, "Copy that, sir. Going for the kill." 923, "[ATTACKING ENEMY]" 924, "Oh, come ON! Who ever really needs backup?" 925, "Backup has arrived, sir. Waiting for your orders." 926, "Uh, you requested backup. Mind relaying your orders?" 927, "You requested backup. Need orders." 928, "You prayed, and I came. You really that pathetic?" 929, "No worries, friend, I've got your back." 930, "You called for backup, so gimme something to pulverize." 931, "You rang, sir?" 932, "Backup here, standing by for orders." 933, "[BACKUP ON SITE]" 934, "Red Team has an itch for something to frak!" 935, "Red Team on site. Waiting for your orders." 936, "Red Team here. Give me your status for frak sakes." 937, "Red Team here. Give me your status." 938, "Red Team is ready to rock." 939, "Red Team on station." 940, "This is Red Team. Who's my first victim?" 941, "Red Team is here." 942, "Red Team here, let us know what you need." 943, "[RED TEAM ARRIVED]" 944, "Haha, look at the way it just RIDES your ass!" 945, "Check your six!" 946, "What are you, blind?! You've got a frakking bogey on your tail!" 947, "You've got a frakking bogey on your tail!" 948, "If he gets any closer to your six, you'd have to bend over!" 949, "Move fast, you've got a nasty frakker on your six!" 950, "Frakker at your six o'clock!" 951, "Watch it sir, he's right on your tail!" 952, "Check six! Check six!" 953, "[ENEMY BEHIND YOU]" 954, "Oh gods no, Over-Man you never SAID--" 955, "..." 956, "Not now, gods damnit--I haven't--" 957, "Not now, gods damnit--Slingshot needs to kn--" 958, "If I'm going I'm taking you bastards with me!!!" 959, "Crypter, Crypter, Cryp--" 960, "FRAK. YOU. GODS!" 961, "I'm in real trouble here...a little help?!" 962, "..." 963, "[SYSTEMS FAILURE]" 964, "Orange Team ready to kill 'em dead." 965, "This is Orange Team. What's your status?" 966, "Orange Team here. Waiting for your synapses to fire..." 967, "Orange Team, waiting for instructions." 968, "Orange Team locked and cocked. Give us something to shoot." 969, "Orange Team is here... and waiting with bated breath." 970, "Orange Team here. Need something to do, sir." 971, "Orange Team is at your service, sir." 972, "Orange Team here, point us to a target, sir." 973, "[ORANGE TEAM ARRIVED]" 974, "As if YOU could handle anything on your own..." 975, "Copy, sir, leaving now." 976, "Best of luck, you're so gonna need it." 977, "Best of luck, you'll need it." 978, "You'll owe me for the kills I'm gonna lose." 979, "Giving me a breather? All right, heading home." 980, "Aww, it's no fun when you leave me out." 981, "Copy, heading back, sir." 982, "Roger, heading home." 983, "Acknowledged, Raptor support is jumping out now." 984, "Departing field of engagement." 985, "[DEPARTING]" 986, "What? Why? Psh, that's a piece of cake!" 987, "Copy, I'll try to disable it." 988, "What, can't do it on your own? Gods, you're lucky I'm covering your ass." 989, "I'll cover your ass... but you owe me!" 990, "You sure you can handle it yourself?" 991, "Copy that, going for their engines." 992, "Is... that it? I don't get to explode their ass?" 993, "Roger, we'll set up an easy kill for you sir." 994, "Roger, sir. They'll be dead in space." 995, "[DISABLING TARGET]" 996, "Uh... be less effort to just blow it up." 997, "Will do, sir. Hang tight." 998, "Fine, okay... but only because I like you so much!" 999, "I'll do it, but this is something you've got to improve." 1000, "What's the matter? You can't do it yourself?" 1001, "If you needed help, just say so. Disarming target now." 1002, "Copy, but I could do SO much MORE than that, sir." 1003, "No problem sir. Disarming the enemy." 1004, "Aye, sir, targeting their weapons." 1005, "[DISARMING TARGET]" 1006, "Yeah... I will--STOMP your toastfrakking ass!" 1007, "Frak... here goes nothing." 1008, "My day just gets better and better..." 1009, "Finally. Let's just get this done, gods damnit." 1010, "Weapons free! Come get some!" 1011, "Eat lead... and die." 1012, "Here we go! You're all mine, frakkers!" 1013, "It's about time! Engaging now!" 1014, "Roger that, sir." 1015, "[ENGAGING TARGET]" 1016, "Purple Team's here to school the opposition." 1017, "Purple Team now on station." 1018, "Purple Team is here. Alright, lay it on me--not literally." 1019, "Purple Team here. Let's get moving, shall we?" 1020, "Purple Team here. Now you'll see some real flying." 1021, "This is Purple Team, how are you hanging?" 1022, "Purple Team here, what's on the menu, sir?" 1023, "Purple Team ready for orders, sir." 1024, "Purple Team here, what do you need?" 1025, "[PURPLE TEAM ARRIVED]" 1026, "Blue Team ready to frag and forget!" 1027, "Blue Team's here, give me the low-down, eh?" 1028, "Blue Team is here, give me the low-down." 1029, "Blue team here, ready to frag and forget." 1030, "Blue Team here to save your ass!" 1031, "Blue Team ready to draw blood." 1032, "This is Blue Team. Ready for action." 1033, "Blue Team on site. Need orders, sir." 1034, "[BLUE TEAM ARRIVED]" 1035, "No, no, frak NO--HELP!" 1036, "I'm getting torn to pieces!" 1037, "Frak me! No one can prepare for this..." 1038, "Frak me! No one can prepare for this..." 1039, "No joy! No joy! Get this bandit off me!" 1040, "Argh, can't shake this frakker -- need assistance NOW!" 1041, "For crying out--help me gods damn it!" 1042, "I've got big problems!" 1043, "I'm getting shot to hell over here, someone get this frakker off me!" 1044, "[ASSISTANCE REQUIRED]" 1045, "Um, that was MINE, you piece of frak s--." 1046, "Understood, sir." 1047, "Fine, your problem. Just don't frak it up." 1048, "Fine, it's all yours." 1049, "Still trying to steal my kills again are you? ...Frakker." 1050, "Ignore what, sir? Heh, right, disengaging." 1051, "What? Now?! Are you frakking kidding me?! ARGH!" 1052, "Wilso, seeking other targets." 1053, "No problem. Consider it ignored, sir." 1054, "[TARGET IGNORED]" 1055, "I don't think so." 1056, "Not possible, sir." 1057, "Unable to comply... so... uh, no." 1058, "No can do." 1059, "Frak you." 1060, "Sorry, what was that? I couldn't hear you." 1061, "I reeeally can't do that." 1062, "Negative, I cannot comply." 1063, "I'm sorry, you want me to do what?" 1064, "[ERROR, UNABLE TO COMPLY]" 1065, "Hey, tard, I don't see a gods damned thing!" 1066, "Negative, sir. Nothing in view." 1067, "Check your frakking vision, there's no target around." 1068, "What the hell? There's no target around." 1069, "Listen frakhead, why don't you give me a real target?" 1070, "Oh, I see... someone's using kamala again, eh?" 1071, "What ...WHERE?! GODS DAMNIT! Stop screwing with me!" 1072, "Nothing on DRADIS at that location sir." 1073, "Where are you looking?" 1074, "[TARGET NOT AVAILABLE]" 1075, "Quit shooting at me you toaster-loving frakhead!" 1076, "Frakking stop that--NOW!" 1077, "Check fire! Check your frakking fire!" 1078, "Check fire! Check fire!" 1079, "Hey fraktard, you won't get an extra kill by offing me." 1080, "What the--HEY, check your fire!" 1081, "FRAK! Do THAT again, and I swear you'll have a pretty accident." 1082, "Cease fire! I'm a friendly!" 1083, "Hold your gods damn fire!" 1084, "Friendly fire! Break off!" 1085, "[UNWARRANTED ACTION, DESIST NOW]" 1086, "Frakking hell, ugh, no, squadmate just bought it!" 1087, "FRAK! Another good pilot... GONE!" 1088, "We need Raptor out here ASA--oh FRAK... forget it. Pilot's gone." 1089, "We need Raptor out here ASA--oh FRAK... forget it. Pilot's gone." 1090, "Squadmate's gone... FINALLY, now I can rack up the kills!" 1091, "NOOO! Frakking SONUVABITCH! Gods be damned, this can't be happening!" 1092, ""Sir, report status! Oh frakking hell, I've got my hands full...sir--SIR?!" 1093, "Lords protect him." 1094, "Oh, Gods! Pilot down, sir! Pilot DOWN!." 1095, "[CYLON 1456326835 TERMINATED]" 1096, "Eh, I could do better than that." 1097, "Nice one, sir!" 1098, "If only all the nuggets I've tortured in Basic could do so well." 1099, "Impressive, most impressive, I taught you well." 1100, "Wow, that one just flew into your fire." 1101, "Sharp shooting, lead. Another twenty and I'll buy you a round." 1102, "Ooh, nice. That should have been mine though..." 1103, "Great shooting, lead!" 1104, "Great kill, sir!" 1105, "[REGISTERING TARGET ELIMINATED]" 1106, "Aw hell, no ammo means no more kills!" 1107, "What great timing, I'm out of ammo." 1108, "Frakking hell, I'm out of ammo... this is a first." 1109, "Frakking hell, I'm out of ammo... this is a first." 1110, "Frakking guns are dry, you happy?" 1111, "I'm pulling the trigger, but all I hear is click click... click..." 1112, "Hell, no more frakking ammo--they're stealing my kills!" 1113, "Damn, looks like I'm out of bullets." 1114, "Oh, for frak sakes... ammunition's gone!" 1115, "[AMMUNITION DEPLETED]" 1116, "This is really bad... frakking heap of scrap!" 1117, "Systems failing!" 1118, "FRAK! Red everywhere--now a gods damned hull breach!" 1119, "FRAK! Red everywhere--now a gods damned hull breach!" 1120, "This frakking piece of junk is crapping out!" 1121, "Everything is shot to hell! I'm red across the board!" 1122, "My ship's frakking smacked up!" 1123, "My ship is getting frakked up!" 1124, "This is frakking unbelievable! Multiple systems failure!" 1125, "[SYSTEMS MALFUNCTION]" 1126, "Haha, lookit you! All stupid going off on your own." 1127, "Uh, sightseeing isn't an option. This mission is THIS way." 1128, "Ohh, you put everyone at risk with your brand of genius." 1129, "Quit playing silly buggers! Come on, damnit... focus." 1130, "Finally accepted that you a piss poor pilot, eh?" 1131, "Um, where do you think you're going? Come on, we have a mission to complete." 1132, "Hey! Come back here, you're going the wrong way!" 1133, "Sir, abandoning your unit is treason!" 1134, "Hmm, running away? Wrong way, sir, unless you're aiming to commit treason." 1135, "[ERROR, OFF COURSE]" 1136, "HEY! Wait...NO--STOP!" 1137, "I just knew this was going to happen..." 1138, "You backstabbing, gods damned, frakking BITCH!" 1139, "You backstabbing, gods damned, frakking BITCH!" 1140, "Time to pay up, bitch!" 1141, "What the frak are you DOING?!" 1142, "Die you gods damn frakking traitor!" 1143, "What the frak? Are you a damn skinjob?" 1144, "What?! NO! ...Y-You're going to be sorry you frakking, two-faced son of a bitch!" 1145, "All units, we have a traitor among us. Engage and destroy." 1146, "[TERMINATING MALFUNCTIONING UNIT]" 1147, "Roger." 1148, "Affirmative." 1149, "Yep." 1150, "I copy." 1151, "Whatever." 1152, "No problem!" 1153, "Copy that." 1154, "You got it." 1155, "Aye, sir." 1156, "[COMPLYING]" 1157, "Copy that, Raptor on the way." 1158, "Stand by, pilot. We're on our way." 1159, "Standby, we have a Raptor heading your way now." 1160, "Rearming complete, sir. You're good to go." 1161, "Aborting sequence for resupply." 1162, "Raptor Down! I repeat, Raptor down!" 1163, "No reinforcements. You're on your own, pilot." 1164, "Hold your fire! You are shooting the instructor!" 1165, "Cease fire on the instructor!" 1166, "Desertion is punishable by death. Run and you will be destroyed!" 1167, "Pilot, this is your final warning. Complete your mission objectives!" 1168, "Recon Raptor has sustained moderate damage! Please assist!" 1169, "Raptor hull integrity has fallen below critical! Request immediate Viper support!" 1170, "You have received your commission in the Colonial Defense Fleet. Congratulations, Ensign." 1171, "After reviewing your service record and the recommendations of your superior officers, it looks like you have the potential to lead. Congratulations, you are now in command of your own Pegasus squadron." 1172, "For your excellent record of service and leadership, you have attained the rank of Lieutenant." 1173, "Very impressive conduct under fire, Lieutenant. It looks like there is a promotion for you on the horizon." 1174, "It looks like there is a promotion for you on the horizon... the only problem is we need you in the cockpit." 1175, "Because your achievements distinguish you as an officer of high caliber, you have been promoted to the rank of Captain." 1176, "You are one hell of a candidate for command staff! The only problem is we need you in the cockpit." 1177, "You would make one hell of an officer on command staff! The only problem is we need you in the cockpit." 1178, "Well gods damn if you aren't one of the front-runners for command staff! The only problem is we need you in the cockpit." 1179, "Well gods damn if you ain't on shootin star for command staff! The only problem is we need you in the cockpit." 1180, "Space Superiority" 1181, "Excellent" 1182, "Light" 1183, "Kobol Military Industries" 1184, "Space Superiority" 1185, "Medium" 1186, "Heavy" 1187, "Kobol Military Industries" 1188, "Training Drone" 1189, "Medium" 1190, "Light" 1191, "Caprica Industrial Construction" 1192, "Giant Asteroid." 1193, "Giant Asteroid." 1194, "Giant Asteroid." 1195, "King of the Hill ring." 1196, "Unknown" 1197, "High" 1198, "Medium" 1199, "Unknown" 1200, "Unknown" 1201, "High" 1202, "Medium" 1203, "Unknown" 1204, "The Twelve Colonies",-1) $Anim: Intel_Subspace $AlwaysInTechRoom: 1 $Description: 'Life here began out there.' The Twelve Colonies were established in ancient times, by an unknown colonization group setting out from their home world of Kobol. They are ruled by a democratic government, at the head of which is an elected President, followed by staff members in line of succession. The Colonies were a prosperous civilization, with a strong system of interplanetary commerce and a generally wealthy populace. Civil strife did exist, however, but it was mostly evident in the farther lying worlds. Due to this, there was infighting amongst Colonial politics, as each planet vied for more support from the whole. The Colonies were making great strides towards equality between all the Colonies, but the suprise Cylon attack came too soon for this to be realized. $end_multi_text $Entry:1204, "Earth",-1) $Anim: Intel_Subspace $AlwaysInTechRoom: 1 $Description: The Earth is a place of legend. The Sacred Scrolls say that when the original twelve ships left to colonize what has now become the Twelve COlonies, a thirteenth ship left to colonize Earth, in a far distant corner of the galaxy. Until now, the Earth has been thought to be only a legend, however with the discovery of Kobol and the map to Earth, the remnants of humanity have new hope and, possibly, a new home. $end_multi_text $Entry:1204, "Cylons",-1) $Anim: Intel_Subspace $AlwaysInTechRoom: 1 $Description: The Cylons were originally created by the Colonies to do menial tasks, such as garbage collection, cleanup, etc - tasks that Colonists were unwilling to dirty their hands with. This role eventually expanded to include military affairs, and eventually, Colonists were planning their wars around this new machine. However, as time wore on, they became more and more intelligent, eventually achieving self-awareness, and with it, their questioning of their master's will. They rebelled, sparking a massive inter-system war. The Colonies banded together in an alliance that still exists to this day, and the war ended with a cease-fire. The Colonists were left to the tattered remnants of their society, and the Cylons left to find a new home world for their people. $end_multi_text $Entry:1204, "The Battlestars",-1) $Anim: Intel_Subspace $AlwaysInTechRoom: 1 $Description: When the original Cylon-Colonial war enveloped all of known space, the Colonials were confronted with a very tricky situation in terms of their technology. Due to the Cylon's computerized nature, they had the utmost command over any machine they encountered - even their enemies. The Cylons were able to hack into the most rudimentary of computer systems and take them over, turning them against their former masters. Because of this, the Colonials created the Battlestars - massive warships, filling the roll of both battleship, destroyer, and carrier, and designed them without any computerized networks what so ever. This allowed the Battlestars to stay in the fight without risk to their computer systems, and were instrumental in the eventual cease-fire. There were twelve original Battlestars, each representing their home colonies - five were constructed prior to the war, and the remaining seven were constructed during the fighting. The former five are the Columbia, Rycon, Pegasus, Atlantia, and Galactica. The latter seven were the Pacifica, Solaria, Acropolis, Triton, Promotheus, Argo and Poseidon. $end_multi_text1204, "Treason is when you destroy friendly assets for no good reason. Treason, pilot, is when you fire upon friendly frakking ships in the MIDDLE of WAR! For these crimes against the Colonies, you are hereby dishonorably discharged, stripped of your rank, and will await hearing at a military tribunal. Prior to your trial, you will be placed in a cell under constant guard. If convicted, the maximum sentence that your crime carries is death. And if you are found to be working in collusion with the Cylons--so help me gods, you will be given the same punishment as a Cylon, and will be flushed out of the nearest airlock!" 1205, "Friendly ships are not valid targets." 1206, "MEC-A6 KEW" 1207, "MEC-A6 KEW" 1208, "MRC-B3 Training KEW" 1209, "MRC-B3 Training KEW" 1210, "DET-21 Training Laser" 1211, "DET-21 Training Laser" 1212, "Cylon Standard Cannon" 1213, "Cylon KEW" 1214, "HD-70 Lightning Javelin" 1215, "HD-70 Lightning Javelin" 1216, "TM-22E Training Missile" 1217, "TM-22E Training Missile" 1218, "Cylon Aspect Missile" 1219, "Cylon Aspect Missile" 1220, "Cylon Fighter Nuke" 1221, "Cylon Nuke" 1222, "Cylon Fighter Bomb" 1223, "Cylon Fighter Bomb" 1224, "Empty" 1225, "Not full." #end ; ; weapons.tbl ; ; file to specify the weapon characteristics for Freespace weapons ; ; weapons fall into three categories -- see weapon.doc in the ; freespace Specs folder for more information. ; Real FreeSpace weapons! ; From weapons.doc, Adam's spec. ; Light Laser Cannon: Much like Descent lasers. Less powerful than Heavies. ; Heavy Laser Cannon: Self-explanatory. Fires slightly slower. ; Mass Driver Cannon: Fires shells of some sort, but oddly uses energy, since its a cannon. ; Flail Cannon: Rapid-fire energy-based weapon. Shoots many smaller, rapid lasers. ; Neutron Flux Cannon: Similar to Heavy Lasers, but more punch. Could use a better name here. ; ; -------------------- ; Ordering of entries: ; -------------------- ; ; All primary weapons are listed in the first section, followed by secondary weapons in the next. ; Within each of these 2 sections, normal weapons should be listed first, followed by weapons ; that are only allowed on big ships, and following that, weapons that aren't allowed on any ships. ; ; ------------------------------- ; A note regarding weapon sounds: ; ------------------------------- ; The index corresponds to the sounds.tbl index. If you want a new weapon sound, you must first ; add it to sounds.tbl. If you don't want to assign a sound, put -1 as the index. ; ; --------------- ; Missile damage: ; --------------- ; The following fields determine the missile damage: ; $Damage: The damage applied within the inner radius of the blast ; $Inner Radius: The radius at which damage is 100% of $Damage field ; (0 for impact only) ; $Outer Radius: The radius at which damage is applied. $Damage decreases ; linearly from $Inner Radius to $Outer Radius ; $Shockwave Speed: The speed of the shockwave (0 for no shockwave) ; ; --------------- ; Interface Art: ; --------------- ; ; $Icon: filename that holds icon frames used in weapons selection ; $Anim: filename that holds weapon animation used in weapons selection ; ; --------------- ; Misc ; ---------------- ; $Impact Explosion: Filename of animation to play when weapon impacts ; $Impact Explosion Radius: How big the explosion is. Required if Impact Explosion is not none ; #Primary Weapons ; ---------------------------------------------------------------------------------- ; MEC-A6 ; $Name: @MEC-A6 +Title: XSTR("MEC-A6 KEW", 1206) +Description: XSTR( "Standard Issue 30 mm cannon", 3244) $end_multi_text +Tech Title: XSTR("MEC-A6 KEW", 1207) +Tech Anim: icon_meca6 +Tech Description: XSTR( "The MEC-A6 is a high-velocity, 30 mm rapid-fire cannon. Normally fitted with HE rounds, the MEC-A6 is the standard armament on all Colonial space superiority fighters and is able to chew through any adversary's hull plating and quickly destroy them. Also, efficient ammunition storage techniques on all Colonial fighters ensure that even with the cannon's rapid rate of fire, pilots rarely run out rounds. The HE rounds are also easy to manufacture, and thus all Battlestars are equipped with facilities to replace the depleted ammo storages.", 3245) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laser1 @Laser Glow: laser1_2_glow @Laser Color: 255, 110, 00 @Laser Color2: 255, 180, 00 @Laser Length: 4.7 @Laser Head Radius: 1.3 @Laser Tail Radius: 1.3 $Mass: 0.06 $Velocity: 1500.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 35 $Armor Factor: 0.9 $Shield Factor: 0.7 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 0.001 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Rearm Rate: 100 +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ("in tech database" "cycle" "player allowed" "stream" "shudder" "ballistic" ) $Icon: icon_meca6 $Anim: icon_meca6 $Muzzleflash: viper_muzzle $FOF: .5 $Shots: 1 ; ---------------------------------------------------------------------------------- ; MRC-B3 ; $Name: @MRC-B3 +Title: XSTR("MRC-B3 Training KEW", 1208) +Description: XSTR( "Standard Issue 30 mm cannon", 3244) $end_multi_text +Tech Title: XSTR("MRC-B3 Training KEW", 1209) +Tech Anim: icon_mrcb3 +Tech Description: XSTR( "The MRC-B3 is the most widely used training KEW in Colonial space. It fires much lighter bullets than the MEC-A6, and the bullets are designed to fracture on impact, thus reducing any possible hull damage to the absolute minimum possible. They are usually fitted on training drones for live-fire exercises.", 3245) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laser1 @Laser Glow: laser1_2_glow @Laser Color: 200, 100, 00 @Laser Color2: 200, 100, 00 @Laser Length: 4.7 @Laser Head Radius: 1.3 @Laser Tail Radius: 1.3 $Mass: 0.06 $Velocity: 2000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.10 ;; in seconds $Damage: 35 $Armor Factor: 0.9 $Shield Factor: 0.7 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 0.0005 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Rearm Rate: 100 +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ("in tech database" "cycle" "player allowed" "stream" "shudder" "ballistic" "training" ) $Icon: icon_meca6 $Anim: icon_meca6 $Muzzleflash: viper_muzzle $FOF: .5 $Shots: 1 ; ---------------------------------------------------------------------------------- ; DET-21 ; $Name: @DET-21 +Title: XSTR("DET-21 Training Laser", 1210) +Description: XSTR( "Training Weapon No hull damage", 3244) $end_multi_text +Tech Title: XSTR("DET-21 Training Laser", 1211) +Tech Anim: scalpel +Tech Description: XSTR( "Directed energy laser training system. It works in conjunction with a sensor on the target aircraft - once that aircraft has been hit with a laser, it and the firing craft are notified of the hit and the 'dead' pilot is then 'shot down'.", 3245) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laser1 @Laser Glow: laser1_2_glow @Laser Color: 254, 20, 7 @Laser Color2: 254, 20, 7 @Laser Length: 9.7 @Laser Head Radius: 1.1 @Laser Tail Radius: 1.1 $Mass: 0.0 $Velocity: 10000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 0 $Armor Factor: 0.0 $Shield Factor: 0.0 $Subsystem Factor: 0.0 $Lifetime: 5.0 ;; How long this thing lives $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 0.0005 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 77 ;; The sound it makes when fired $ImpactSnd: 162 ;; The sound it makes when it hits something +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ( "beam" "in tech database" "player allowed" ) $Icon: IconScalpel $Anim: scalpel $Impact Explosion: exp20 $Impact Explosion Radius: 1.0 $BeamInfo: +Type: 0 +Life: 0.25 +Warmup: 10 +Warmdown: 10 +Radius: 0.2 +PCount: 0 +PRadius: 0.0 +PAngle: 0.0 +PAni: exp20 +Miss Factor: 0.5 0.7 0.9 1.1 1.3 +BeamSound: 84 +WarmupSound: -1 +WarmdownSound: -1 +Muzzleglow: laserglow +Shots: 1 +ShrinkFactor: 1.2 +ShrinkPct: 0.0 +Range: 3500 +Attenuation: 0.00 $Section: +Width: 0.20 +Texture: lasershoot +RGBA Inner: 254 20 7 200 +RGBA Outer: 254 20 7 10 +Flicker: 0.1 +Zadd: 2.0 ; ---------------------------------------------------------------------------------- ; Cylon PRIMARY WEAPONS ;---------------------------------------------------------------------------------- $Name: @Cylon KEW +Title: XSTR("Cylon Standard Cannon", 1212) +Description: XSTR( "Standard Issue Cylon Cannon", 3244) $end_multi_text +Tech Title: XSTR("Cylon KEW", 1213) +Tech Anim: icon_cylonkew +Tech Description: XSTR( "The Cylon KEW, or Kinetic Energy Weapon, is in most aspects identical to it's Colonial MEC-A6 counterpart. The large HE rounds are extremely deadly and all Colonial pilots are well adviced to stay out of the sights of a Cylon Raider. Even a single burst of rounds from the rapid-fire cannon can seriously damage a Viper, or even destroy it outright.", 3245) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laser2 @Laser Glow: laser1_2_glow @Laser Color: 00, 173, 220 @Laser Color2: 00, 173, 220 @Laser Length: 4.7 @Laser Head Radius: 1.3 @Laser Tail Radius: 1.3 $Mass: 0.06 $Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.12 ;; in seconds $Damage: 45 $Armor Factor: 0.9 $Shield Factor: 0.7 $Subsystem Factor: 0.9 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 0.001 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 163 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Rearm Rate: 100 +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ("in tech database" "cycle" "player allowed" "stream" "shudder" "ballistic" ) $Icon: icon_cylonkew $Anim: icon_cylonkew $Muzzleflash: raider_muzzle $FOF: .5 $Shots: 1 #End ;=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= #Secondary Weapons ; ---------------------------------------------------------------------------------- ; HD-70 ; $Name: HD-70 +Title: XSTR("HD-70 Lightning Javelin", 1214) +Description: XSTR( "Medium-to-short range missile Conventional warhead", 3342) $end_multi_text +Tech Title: XSTR("HD-70 Lightning Javelin", 1215) +Tech Anim: Tech_Harpoon +Tech Description: XSTR( "The HD-70 Lightning Javelin is an anti-fighter missile intended to be used against lightly armoured targets. Using several small thrust jets for maneuvering, the missile is of an aspect-seeking type.However, due to the bulkiness of the thrust jets, not many of these can be stored on the internal racks of fighters, and the distinct lack of manouverability and long lock times of the Lightning Javelin makes it ineffective at close range dogfighting. Thus, it is usually used as an opening salvo in head-to-head situations.", 3344) $end_multi_text $Model File: Col_missile.pof $External Model File: Col_missile_ext.pof $Mass: 15.0 $Velocity: 300.0 $Fire Wait: 2.0 $Damage: 85 ;; damage applied when within inner radius $Blast Force: 70.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 8.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.5 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 0.6 +Min Lock Time: 0.01 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 98 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 120 ;; Pixels moved per sec while catching up +Catch-up Penalty: 20 ;; Extra pixels to move after catching up $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed" "in tech database" "corkscrew" ) $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 1.25 ;; Width of trail nearest missile +End Width: 10.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 5.0 +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 8.0 $Corkscrew: +Num Fired: 1 +Radius: .5 +Fire Delay: 0 +Counter rotate: 1 +Twist: 3 ; ---------------------------------------------------------------------------------- ; TM-22E ; $Name: TM-22E +Title: XSTR("TM-22E Training Missile", 1216) +Description: XSTR( "Medium-to-short range missile Conventional warhead", 3342) $end_multi_text +Tech Title: XSTR("TM-22E Training Missile", 1217) +Tech Anim: Tech_Harpoon +Tech Description: XSTR( "The TM-22E is the latest training missile to enter Colonial Service. It has a very minimal warhead - most of the damage it inflicts is kinetic, so as to minimize damage to training equipment.", 3344) $end_multi_text $Model File: Col_missile.pof $External Model File: Col_missile_ext.pof $Mass: 15.0 $Velocity: 300.0 $Fire Wait: 2.0 $Damage: 85 ;; damage applied when within inner radius $Blast Force: 70.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 8.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.5 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 0.5 +Min Lock Time: 0.08 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 99 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 80 ;; Pixels moved per sec while catching up +Catch-up Penalty: 10 ;; Extra pixels to move after catching up $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed" "in tech database" "corkscrew" "training" ) $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 1.25 ;; Width of trail nearest missile +End Width: 10.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 5.0 +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 8.0 $Corkscrew: +Num Fired: 1 +Radius: 1 +Fire Delay: 0 +Counter rotate: 1 +Twist: 3 ; ---------------------------------------------------------------------------------- ; Cylon Missile ; $Name: Cylon Missile +Title: XSTR("Cylon Aspect Missile", 1218) +Description: XSTR( "Medium-to-short range missile Conventional warhead", 3342) $end_multi_text +Tech Title: XSTR("Cylon Aspect Missile", 1219) +Tech Anim: Tech_Harpoon +Tech Description: XSTR( "The Cylon Missile is well known among the Viper pilots for it's deadly payload capacity. What it lacks in manouverability, it more than makes up in sheer force. Intelligence data of this missile indicates that it can be fitted with at least two types of warheads, one intended to be used against fighters while the other delivers a high-yield payload that can give even a Battlestar some trouble.", 3344) $end_multi_text $Model File: Cyl_missile.pof $Mass: 15.0 $Velocity: 300.0 $Fire Wait: 2.5 $Damage: 75 ;; damage applied when within inner radius $Blast Force: 50.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 8.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.5 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 0.5 +Min Lock Time: 0.08 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 99 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 150 ;; Pixels moved per sec while catching up +Catch-up Penalty: 10 ;; Extra pixels to move after catching up $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "in tech database" "player allowed" "corkscrew" ) $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 1.25 ;; Width of trail nearest missile +End Width: 10.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 5.0 +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 8.0 $Corkscrew: +Num Fired: 1 +Radius: .5 +Fire Delay: 0 +Counter rotate: 1 +Twist: 3 ; ---------------------------------------------------------------------------------- $Name: Cylon Nuke +Title: XSTR("Cylon Fighter Nuke", 1220) +Description: XSTR( "Fighter-based Torpedo Low-Yield nuclear warhead", 3342) $end_multi_text +Tech Title: XSTR("Cylon Nuke", 1221) +Tech Anim: Tech_Harpoon +Tech Description: XSTR( "The Cylon Nuke is a low-yield nuclear tipped warhead, and is equipped exclusively on Cylon small craft. They do, however, emit a small amount of detectable radiation, making them easy to distinguish from regular ordinance.", 3344) $end_multi_text $Model File: Cyl_missile.pof $Mass: 20.0 $Velocity: 130.0 $Fire Wait: 22.0 $Damage: 16666 ;; damage applied when within inner radius $Arm time: 10.0 $Blast Force: 100.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 1000.0 ;; max radius for attenuated damage $Shockwave Speed: 500.0 ;; velocity of shockwave. 0 for none. $Shockwave name: bomb_flare $Dinky shockwave: +Shockwave damage: 1 +Blast Force: 5 +Inner Radius: 5 +Outer Radius: 10 +Shockwave Speed: 0 $Armor Factor: 1.0 $Shield Factor: 0.1 $Subsystem Factor: 0.5 $Lifetime: 30.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 5 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 5.0 +Min Lock Time: 15.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 50 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up +Catch-up Penalty: 10 ;; Extra pixels to move after catching up $Free Flight Time: 1.0 $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "Bomb" "Huge" "No Dumbfire" ) $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 2.0 ;; Width of trail nearest missile +End Width: 10.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 5.0 +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: bomb_flare $Impact Explosion Radius: 500.0 $Dinky impact explosion: bomb_flare $Dinky impact explosion radius: 0.0 ; ---------------------------------------------------------------------------------- ; Cylon Bomb ; $Name: Cylon Bomb +Title: XSTR("Cylon Fighter Bomb", 1222) +Description: XSTR( "Fighter-based Torpedo High-yield conventional warhead", 3342) $end_multi_text +Tech Title: XSTR("Cylon Fighter Bomb", 1223) +Tech Anim: Tech_Harpoon +Tech Description: XSTR( "Little is known about the Cylon Fighter Bomb, other than it is comprobable to the Whiplash torpedo in both damage and function. It is a high-yield conventionally tipped weapon, that is used almost exclusively on Cylon small craft. It is also known that it has a more effective armor piercing capability than the Whiplash torpedo.", 3344) $end_multi_text $Model File: Col_missile.pof $External Model File: Col_missile_ext.pof $Mass: 20.0 $Velocity: 190.0 $Fire Wait: 12.0 $Damage: 900 ;; damage applied when within inner radius $Arm time: 6.0 $Blast Force: 95.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 45.0 ;; max radius for attenuated damage $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 30.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.5 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 5.0 +Min Lock Time: 5.5 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 50 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up +Catch-up Penalty: 10 ;; Extra pixels to move after catching up $Free Flight Time: 1.0 $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed" "in tech database" "Bomb" "Huge" "No Dumbfire" ) $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 2.0 ;; Width of trail nearest missile +End Width: 10.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 5.0 +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 ; ---------------------------------------------------------------------------------- ; ; $Name: +Title: XSTR("Empty", 1224) +Description: XSTR( " No weaponry ", -1) $end_multi_text +Tech Title: XSTR("Not full.", 1225) +Tech Anim: none +Tech Description: XSTR( "", -1) $end_multi_text $Model File: none.pof $Mass: 0.1 $Velocity: 1.0 $Fire Wait: 20.0 $Damage: 0 $Blast Force: 0.0 $Inner Radius: 0.0 $Outer Radius: 0.0 $Shockwave Speed: 0 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 1.0 $Energy Consumed: 0.0 $Cargo Size: 200.0 $Homing: NO $LaunchSnd: -1 $ImpactSnd: -1 $FlyBySnd: -1 $Rearm Rate: 1.0 $Flags: ( "player allowed" ) $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 #End ; ********** Countermeasure Section ********** #Countermeasures ; MK, 5/22/97, Type One countermeasure, first pass. ; So far, no rendering information, just uses explosion bitmap. ; Chaff (or whatever) pieces are projected backward in a hemisphere. ; JAS, 1/29/98, added a model name for how it renders. ; Lightning Javelin ; $Name: Type One $Velocity: 30.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97 $Fire Wait: 0.5 $Lifetime Min: 1.0 ;; Minimum lifetime $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max). $LaunchSnd: 99 ;; countermeasure 1 fired $Model: cmeasure01.pof ;; What pof file this uses $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 1.5 ;; Width of trail nearest missile +End Width: 10.0 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 10.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 #End ; $Player Weapon Precedence is used in weapon selection when a default specified by the mission ; designer is not available to the player. The next weapon on the list is used in its place ; (assuming that weapon is allowed for the player). ; ; ordering: most powerful energy weapon -> least powerful energy weapon ; most powerful missile -> least powerful missle ; $Player Weapon Precedence: ( "MEC-A6" "Cylon KEW" "HD-70" ) data=Gcache=GTcmeasure01.ibx=GdNdebris01.ibx=G(debris02.ibx=G<*desertplanet2.ibx=GH-koth.ibx=GudOmajahual.ibx=G6none.ibx=G..Missions=G>5Basic Flight.fs2=Gs BBSG-Demo-Campaign.fc2=G CMC-01.fs2=G PMC-02.fs2=GW #EMC-03.fs2=G QMC-04.fs2=G-MD-01.fs2>G-MD-02.fs2>GdIb;MD-09.fs2>GƄMT-05.fs2>G9 MT-07.fs2>GyMT-09.fs2>G60MT-FFA-01.fs2>G9MT-FFA-03.fs2>G3MT-HvC-01.fs2>G BMT-HvC-03.fs2>G^hSP-01.fs2>GSP-02.fs2>G..tables>G[credits.tbl>Grj6help.tbl>Gmedals.tbl>Gmessages.tbl>G>A$ rank.tbl>GbLvships.tbl>GSpecies.tbl>G$Jtraitor.tbl>G'tstrings.tbl>GsGrweapons.tbl>G....