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<!-- Copyright (c) 2012 by Subset Games. All rights reserved -->
<!-- Copyright (c) 2012 by Subset Games. All rights reserved -->
<!--
<!--
SUMMARY -
SUMMARY -
A list of all main events to be called by lists
A list of all main events to be called by lists
does not include sub-events)
does not include sub-events)
Pirates
Pirates
PIRATE
PIRATE
PIRATE_CIVILIAN
PIRATE_CIVILIAN
PIRATE_SLAVER
PIRATE_SLAVER
PIRATE_BRIBER
PIRATE_BRIBER
PIRATE_NO_ESCAPE
PIRATE_NO_ESCAPE
PIRATE_SMUGGLE
PIRATE_SMUGGLE
SQUAT_PIRATE_MERCENARY
SQUAT_PIRATE_MERCENARY
JELLY_PIRATE_WITHBOARDERS
JELLY_PIRATE_WITHBOARDERS
JELLY_PIRATE_MERCHANT
JELLY_PIRATE_MERCHANT
Rebels:
Rebels:
REBEL
REBEL
REBEL_AUTO
REBEL_AUTO
REBEL_AUTO_CIVILIAN
REBEL_AUTO_CIVILIAN
REBEL_AUTO_REFUEL
REBEL_AUTO_REFUEL
REBEL_AUTO_MAP
REBEL_AUTO_MAP
REBEL_AUTO_ITEM
REBEL_AUTO_ITEM
REBEL_AUTO_RADAR
REBEL_AUTO_RADAR
REBEL_AUTO_WARNING
REBEL_AUTO_WARNING
REBEL_AUTO_BAIT
REBEL_AUTO_BAIT
SQUAT_REFUEL_STATION
SQUAT_REFUEL_STATION
SQUAT_WARNING
SQUAT_WARNING
SQUAT_TRANSPORT
SQUAT_TRANSPORT
SQUAT_STORE_RESCUE
SQUAT_STORE_RESCUE
AUTO_FEDERATION_BASE
AUTO_FEDERATION_BASE
AUTO_FEDERATION_BASE2
AUTO_FEDERATION_BASE2
REBEL_VS_FEDERATION
REBEL_VS_FEDERATION
LONG_ELITE
LONG_ELITE
LONG_FLEET
LONG_FLEET
REBEL_FLEET_FUEL
REBEL_FLEET_FUEL
Engi:
Engi:
ENGI_SHIP
ENGI_SHIP
ENGI_MANTIS_CONTROLLED
ENGI_MANTIS_CONTROLLED
MANTIS_ENGI_STATION
MANTIS_ENGI_STATION
Mantis:
Mantis:
MANTIS_FIGHT
MANTIS_FIGHT
MANTIS_CIVILIAN
MANTIS_CIVILIAN
MANTIS_NAMED_THIEF
MANTIS_NAMED_THIEF
Civilian:
Civilian:
JELLY
JELLY
CIVILIAN_SHIP
CIVILIAN_SHIP
AUTO_FUEL_SELLER
AUTO_FUEL_SELLER
Special:
Special:
GHOST_SHIP
GHOST_SHIP
--->
--->
<!--------------------------------
<!--------------------------------
PIRATE SHIPS
PIRATE SHIPS
---------------------------------->
---------------------------------->
<ship name="PIRATE" auto_blueprint="SHIPS_PIRATE">
<ship name="PIRATE" auto_blueprint="SHIPS_PIRATE">
<surrender chance="0.5" min="3" max="4" load="PIRATE_SURRENDER"/>
<surrender chance="0.5" min="3" max="4" load="PIRATE_SURRENDER"/>
<escape chance="0.5" min="2" max="4" load="PIRATE_ESCAPE"/>
<escape chance="0.5" min="2" max="4" load="PIRATE_ESCAPE"/>
<destroyed load="DESTROYED_DEFAULT"/>
<gotaway>
<gotaway>
<text>The pirate jumped away.</text>
<text>The pirate jumped away.</text>
</gotaway>
</gotaway>
<destroyed load="DESTROYED_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
</ship>
</ship>
<ship name="PIRATE_FUEL" auto_blueprint="SHIPS_PIRATE">
<ship name="PIRATE_FUEL" auto_blueprint="SHIPS_PIRATE">
<escape timer="80" min="30" max="30"/>
<escape timer="80" min="30" max="30"/>
<gotaway>
<gotaway>
<text>The ship jumps away without a word. You hope they didn't leave to get reinforcements.</text>
<text>The ship jumps away without a word. You hope they didn't leave to get reinforcements.</text>
</gotaway>
</gotaway>
<surrender chance="0.5" min="3" max="4" load="PIRATE_SURRENDER"/>
<surrender chance="0.5" min="3" max="4" load="PIRATE_SURRENDER"/>
<destroyed load="DESTROYED_DEFAULT"/>
<destroyed>
<deadCrew load="DEAD_CREW_DEFAULT"/>
<text>As the pirate's ship explodes, you scramble to collect as much fuel as possible.</text>
<autoReward level="MED">fuel</autoReward>
</destroyed>
<deadCrew>
<text>With the pirate crew dead you are free to haul back a good quantity of scrap and fuel.</text>
<autoReward level="HIGH">fuel</autoReward>
</deadCrew>
</ship>
</ship>
<ship name="PIRATE_CIVILIAN" auto_blueprint="SHIPS_PIRATE">
<ship name="PIRATE_CIVILIAN" auto_blueprint="SHIPS_PIRATE">
<destroyed>
<destroyed>
<text>The pirate ship breaks apart. You hasten to contact the civilian ship.</text>
<text>The pirate ship breaks apart. You hasten to contact the civilian ship.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Contact the civilian ship.</text>
<text>Contact the civilian ship.</text>
<event load="SAVE_CIVILIAN_LIST"/>
<event load="SAVE_CIVILIAN_LIST"/>
</choice>
</choice>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>No more life signs detected on the pirate ship. You hasten to contact the civilian ship.</text>
<text>No more life signs detected on the pirate ship. You hasten to contact the civilian ship.</text>
<autoReward level="HIGH">standard</autoReward>
<autoReward level="HIGH">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Contact the civilian ship.</text>
<text>Contact the civilian ship.</text>
<event load="SAVE_CIVILIAN_LIST"/>
<event load="SAVE_CIVILIAN_LIST"/>
</choice>
</choice>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="PIRATE_SLAVER" auto_blueprint="SHIPS_PIRATE"> <!-- NEEDS ELITE TAG -->
<ship name="PIRATE_SLAVER" auto_blueprint="SHIPS_PIRATE"> <!-- NEEDS ELITE TAG -->
<surrender chance="0.2" min="2" max="4">
<surrender chance="0.2" min="2" max="4">
<text>We surrender! Take one of our slaves as tribute; if you destroy us they'll all die anyway!</text>
<text>We surrender! Take one of our slaves as tribute; if you destroy us they'll all die anyway!</text>
<choice>
<choice>
<text>Accept their offer.</text>
<text>Accept their offer.</text>
<event>
<event>
<crewMember amount="1"/>
<crewMember amount="1"/>
<ship hostile="false"/>
<ship hostile="false"/>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>Surrender is not an option.</text>
<text>Surrender is not an option.</text>
<event/>
<event/>
</choice>
</choice>
</surrender>
</surrender>
<escape chance="0.5" min="2" max="4" load="PIRATE_ESCAPE"/>
<escape chance="0.5" min="2" max="4" load="PIRATE_ESCAPE"/>
<destroyed>
<destroyed>
<text>The slave ship is destroyed. They won't continue their evil trade, but many lives were probably lost on that ship.</text>
<text>The slave ship is destroyed. They won't continue their evil trade, but many lives were probably lost on that ship.</text>
<autoReward level="HIGH">standard</autoReward>
<autoReward level="HIGH">standard</autoReward>
</destroyed>
</destroyed>
<deadCrew load="DEAD_CREW_SLAVER"/>
<deadCrew load="DEAD_CREW_SLAVER"/>
</ship>
</ship>
<ship name="PIRATE_BRIBER" auto_blueprint="SHIPS_PIRATE"> <!-- NEEDS ELITE TAG -->
<ship name="PIRATE_BRIBER" auto_blueprint="SHIPS_PIRATE"> <!-- NEEDS ELITE TAG -->
<surrender chance="0.3" min="3" max="4">
<surrender chance="0.3" min="3" max="4">
<text>"Fine! Our previous offer was not generous enough, let's improve it."</text>
<text>"Fine! Our previous offer was not generous enough, let's improve it."</text>
<choice>
<choice>
<text>Accept the more generous bribe and leave.</text>
<text>Accept the more generous bribe and leave.</text>
<event>
<event>
<ship hostile="false"/>
<ship hostile="false"/>
<autoReward level="HIGH">stuff</autoReward>
<autoReward level="HIGH">stuff</autoReward>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>Reject the offer and continue your assault.</text>
<text>Reject the offer and continue your assault.</text>
<event/>
<event/>
</choice>
</choice>
</surrender>
</surrender>
<escape chance="0.4" min="3" max="4">
<escape chance="0.4" min="3" max="4">
<text>You've proved a sufficient match for the pirates; they are powering up their FTL and trying to get away.</text>
<text>You've proved a sufficient match for the pirates; they are powering up their FTL and trying to get away.</text>
</escape>
</escape>
<gotaway>
<gotaway>
<text>The pirate has abandoned pursuit of both you and its former prey. You attempt to hail the damaged ship.</text>
<text>The pirate has abandoned pursuit of both you and its former prey. You attempt to hail the damaged ship.</text>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event load="PIRATE_BRIBER_WIN"/>
<event load="PIRATE_BRIBER_WIN"/>
</choice>
</choice>
</gotaway>
</gotaway>
<destroyed>
<destroyed>
<text>The pirate explodes, leaving behind a substantial collection of useful scrap material. You go to examine the ship you just saved.</text>
<text>The pirate explodes, leaving behind a substantial collection of useful scrap material. You go to examine the ship you just saved.</text>
<autoReward level="RANDOM">scrap_only</autoReward>
<autoReward level="RANDOM">scrap_only</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event load="PIRATE_BRIBER_WIN"/>
<event load="PIRATE_BRIBER_WIN"/>
</choice>
</choice>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>The pirates are all dead, leaving the ship dead in space. You scrounge what you can from their ship before contacting its former prey.</text>
<text>The pirates are all dead, leaving the ship dead in space. You scrounge what you can from their ship before contacting its former prey.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event load="PIRATE_BRIBER_WIN"/>
<event load="PIRATE_BRIBER_WIN"/>
</choice>
</choice>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="PIRATE_NO_ESCAPE" auto_blueprint="SHIPS_PIRATE">
<ship name="PIRATE_NO_ESCAPE" auto_blueprint="SHIPS_PIRATE">
<destroyed>
<destroyed>
<text>With the pirate ship destroyed, your engines come online again. You salvage what you can from the debris.</text>
<text>With the pirate ship destroyed, your engines come online again. You salvage what you can from the debris.</text>
<autoReward level="RANDOM">fuel</autoReward>
<autoReward level="RANDOM">fuel</autoReward>
<status type="clear" target="player" system="engines" amount="100"/>
<status type="clear" target="player" system="engines" amount="100"/>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>With the pirate ship disabled, your engines come online again. You salvage what you can from their ship.</text>
<text>With the pirate ship disabled, your engines come online again. You salvage what you can from their ship.</text>
<autoReward level="MED">fuel</autoReward>
<autoReward level="MED">fuel</autoReward>
<status type="clear" target="player" system="engines" amount="100"/>
<status type="clear" target="player" system="engines" amount="100"/>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="PIRATE_SMUGGLE" auto_blueprint="SHIPS_PIRATE"> <!-- NEEDS ELITE TAG -->
<ship name="PIRATE_SMUGGLE" auto_blueprint="SHIPS_PIRATE"> <!-- NEEDS ELITE TAG -->
<surrender chance="0.5" min="2" max="4" >
<surrender chance="0.5" min="2" max="4" >
<text>They hail you, "We realize our ship is no match for yours. If you let us go we can make it worth your while."</text>
<text>They hail you, "We realize our ship is no match for yours. If you let us go we can make it worth your while."</text>
<choice>
<choice>
<text>Accept their offer.</text>
<text>Accept their offer.</text>
<event>
<event>
<ship hostile="false"/>
<ship hostile="false"/>
<autoReward level="RANDOM">stuff</autoReward>
<autoReward level="RANDOM">stuff</autoReward>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>Ignore their pleas and attack.</text>
<text>Ignore their pleas and attack.</text>
<event/>
<event/>
</choice>
</choice>
</surrender>
</surrender>
<escape timer="35" min="3" max="4" >
<escape timer="35" min="3" max="4" >
<text>They look like they don't want to fight. They are trying to escape.</text>
<text>They look like they don't want to fight. They are trying to escape.</text>
<ship hostile="true"/>
<ship hostile="true"/>
</escape>
</escape>
<destroyed load="REBEL_TRANSPORT_DESTROYED"/>
<destroyed load="REBEL_TRANSPORT_DESTROYED"/>
<deadCrew load="REBEL_TRANSPORT_CAPTURED"/>
<deadCrew load="REBEL_TRANSPORT_CAPTURED"/>
</ship>
</ship>
<ship name="SQUAT_PIRATE_MERCENARY" auto_blueprint="SHIPS_PIRATE">
<ship name="SQUAT_PIRATE_MERCENARY" auto_blueprint="SHIPS_PIRATE">
<surrender min="3" max="4">
<surrender min="3" max="4">
<text>They hail your ship saying, "You win! We're not cut out for this!"</text>
<text>They hail your ship saying, "You win! We're not cut out for this!"</text>
<choice hidden="true">
<choice hidden="true">
<text>Let them live and then return to the settlement.</text>
<text>Let them live and then return to the settlement.</text>
<event>
<event>
<ship hostile="false"/>
<ship hostile="false"/>
<text>With the pirates dissuaded from their career path, you return to the settlement. "Thank you, they returned to us before you did. I don't think we'll need this anymore."</text>
<text>With the pirates dissuaded from their career path, you return to the settlement. "Thank you, they returned to us before you did. I don't think we'll need this anymore."</text>
<autoReward level="MED">weapon</autoReward>
<autoReward level="MED">weapon</autoReward>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>Forget your promise, they die!</text>
<text>Forget your promise, they die!</text>
<event/>
<event/>
</choice>
</choice>
</surrender>
</surrender>
<destroyed>
<destroyed>
<text>With all of the would-be pirates dead, you think it best not to return to the settlement... You prepare to jump.</text>
<text>With all of the would-be pirates dead, you think it best not to return to the settlement... You prepare to jump.</text>
<autoReward level="LOW">standard</autoReward>
<autoReward level="LOW">standard</autoReward>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>With all of the would-be pirates dead, you think it best not to return to the settlement... You prepare to jump.</text>
<text>With all of the would-be pirates dead, you think it best not to return to the settlement... You prepare to jump.</text>
<autoReward level="LOW">standard</autoReward>
<autoReward level="LOW">standard</autoReward>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="JELLY_PIRATE_WITHBOARDERS" auto_blueprint="SHIPS_PIRATE">
<ship name="JELLY_PIRATE_WITHBOARDERS" auto_blueprint="SHIPS_PIRATE">
<surrender min="0" max="5" load="PIRATE_SURRENDER"/>
<surrender min="0" max="5" load="PIRATE_SURRENDER"/>
<escape chance="0.3" min="2" max="4" timer="15" load="PIRATE_ESCAPE"/>
<escape chance="0.3" min="2" max="4" timer="15" load="PIRATE_ESCAPE"/>
<gotaway>
<gotaway>
<text>The pirate jumped away in search of weaker targets.</text>
<text>The pirate jumped away in search of weaker targets.</text>
</gotaway>
</gotaway>
<destroyed load="DESTROYED_DEFAULT"/>
<destroyed load="DESTROYED_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
</ship>
</ship>
<ship name="JELLY_PIRATE_MERCHANT" auto_blueprint="SHIPS_PIRATE">
<ship name="JELLY_PIRATE_MERCHANT" auto_blueprint="SHIPS_PIRATE">
<destroyed>
<destroyed>
<text>You contact the delivery ship, who are grateful for your assistance. They offer you a reward for saving them.</text>
<text>You contact the delivery ship, who are grateful for your assistance. They offer you a reward for saving them.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>You contact the delivery ship, who are grateful for your assistance. They offer you a reward for saving them.</text>
<text>You contact the delivery ship, who are grateful for your assistance. They offer you a reward for saving them.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="STORM_PIRATE_SUPPLY_FUEL" auto_blueprint="SHIPS_PIRATE">
<ship name="STORM_PIRATE_SUPPLY_FUEL" auto_blueprint="SHIPS_PIRATE">
<escape chance="0.5" min="2" max="4" load="PIRATE_ESCAPE"/>
<escape chance="0.5" min="2" max="4" load="PIRATE_ESCAPE"/>
<destroyed>
<destroyed>
<text>The ship obliterated, only scant fuel canisters can be scavenged from the wreckage before the ion storm clears and you have to jump away.</text>
<text>The ship obliterated, only scant fuel canisters can be scavenged from the wreckage before the ion storm grows and you have to jump away.</text>
<autoReward level="LOW">fuel</autoReward>
<autoReward level="LOW">fuel</autoReward>
</destroyed>
</destroyed>
<gotaway>
<gotaway>
<text>The pirate jumped away.</text>
<text>The pirate jumped away.</text>
</gotaway>
</gotaway>
<deadCrew>
<deadCrew>
<text>With the ship in one piece, you are able to salvage most of the fuel supplies before the ion storm clears and you have to jump away.</text>
<text>With the ship in one piece, you are able to salvage most of the fuel supplies before the ion storm expands and you have to jump away.</text>
<autoReward level="HIGH">fuel</autoReward>
<autoReward level="HIGH">fuel</autoReward>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="STORM_PIRATE_SUPPLY_AMMO" auto_blueprint="SHIPS_PIRATE">
<ship name="STORM_PIRATE_SUPPLY_AMMO" auto_blueprint="SHIPS_PIRATE">
<escape chance="0.5" min="2" max="4" load="PIRATE_ESCAPE"/>
<escape chance="0.5" min="2" max="4" load="PIRATE_ESCAPE"/>
<destroyed>
<destroyed>
<text>The ship obliterated, only scant ammunition crates can be scavenged from the wreckage before the ion storm clears and you have to jump away.</text>
<text>The ship obliterated, only scant ammunition crates can be scavenged from the wreckage before the ion storm amplifies and you have to jump away.</text>
<autoReward level="LOW">missiles</autoReward>
<autoReward level="LOW">missiles</autoReward>
</destroyed>
</destroyed>
<gotaway>
<gotaway>
<text>The pirate jumped away.</text>
<text>The pirate jumped away.</text>
</gotaway>
</gotaway>
<deadCrew>
<deadCrew>
<text>With the ship in one piece, you are able to salvage most of the ammunition before the ion storm clears and you have to jump away.</text>
<text>With the ship in one piece, you are able to salvage most of the ammunition before the ion storm swells and you have to jump away.</text>
<autoReward level="HIGH">missiles</autoReward>
<autoReward level="HIGH">missiles</autoReward>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="QUEST_SLUG_PIRATE_TRAP1" auto_blueprint="SHIPS_PIRATE">
<ship name="QUEST_SLUG_PIRATE_TRAP1" auto_blueprint="SHIPS_PIRATE">
<surrender chance="0" min="3" max="4">
<surrender chance="0" min="3" max="4">
<text>When the pirate ship looks ready to break apart you notice the Slug ship has secured the loot and is preparing to jump away!</text>
<text>When the pirate ship looks ready to break apart you notice the Slug ship has secured the loot and is preparing to jump away!</text>
<choice hidden="true">
<choice hidden="true">
<text>Continue fighting the pirate.</text>
<text>Continue fighting the pirate.</text>
<event>
<event>
<text>It's best you finish this - but you wonder whether what the pirate is carrying will be as valuable as what the Slugs snuck off with.</text>
<text>It's best you finish this - but you wonder whether what the pirate is carrying will be as valuable as what the Slugs snuck off with.</text>
</event>
</event>
</choice>
</choice>
<choice hidden="true">
<choice hidden="true">
<text>Let the pirate escape and go after the Slugman ship.</text>
<text>Let the pirate escape and go after the Slugman ship.</text>
<event>
<event>
<text>The pirate's too badly damaged to pursue you and you catch up to the Slugmen before they jump. "Ah, of courssse, we would never leave without providing the agreed upon ssspoils." They transfer over a decent chunk of the profits and set off.</text>
<text>The pirate's too badly damaged to pursue you and you catch up to the Slugmen before they jump. "Ah, of courssse, we would never leave without providing the agreed upon ssspoils." They transfer over a decent chunk of the profits and set off.</text>
<autoReward level="HIGH">scrap_only</autoReward>
<autoReward level="HIGH">scrap_only</autoReward>
<ship hostile="false"/>
<ship hostile="false"/>
</event>
</event>
</choice>
</choice>
</surrender>
</surrender>
<destroyed>
<destroyed>
<text>With the pirate defeated you scan the debris for anything useful. The Slug ship is long gone, spoils from the cache in hand.</text>
<text>With the pirate defeated you scan the debris for anything useful. The Slug ship is long gone, spoils from the cache in hand.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>With the pirate defeated you scan the debris for anything useful. The Slug ship is long gone, spoils from the cache in hand.</text>
<text>With the pirate defeated you scan the debris for anything useful. The Slug ship is long gone, spoils from the cache in hand.</text>
<autoReward level="HIGH">standard</autoReward>
<autoReward level="HIGH">standard</autoReward>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="QUEST_SLUG_PIRATE_TRAP2" auto_blueprint="SHIPS_PIRATE">
<ship name="QUEST_SLUG_PIRATE_TRAP2" auto_blueprint="SHIPS_PIRATE">
<destroyed>
<destroyed>
<text>With the pirate taken care of, you search again for the cache he was protecting, but it's lost in the clouds. You console yourself with the salvage from the well-armed pirate ship.</text>
<text>With the pirate taken care of, you search again for the cache he was protecting, but it's lost in the clouds. You console yourself with the salvage from the well-armed pirate ship.</text>
<autoReward level="LOW">standard</autoReward>
<autoReward level="LOW">standard</autoReward>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>With the pirate defeated, you search again for the cache he was protecting, but it's lost in the clouds. You console yourself with the salvage from the well-armed pirate ship.</text>
<text>With the pirate defeated, you search again for the cache he was protecting, but it's lost in the clouds. You console yourself with the salvage from the well-armed pirate ship.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
</deadCrew>
</deadCrew>
</ship>
</ship>
<!--------------------------------
<!--------------------------------
REBEL SHIPS
REBEL SHIPS
---------------------------------->
---------------------------------->
<ship name="REBEL" auto_blueprint="SHIPS_REBEL">
<ship name="REBEL" auto_blueprint="SHIPS_REBEL">
<surrender chance="0.5" min="2" max="3" load="PIRATE_SURRENDER"/>
<surrender chance="0.5" min="2" max="3" load="PIRATE_SURRENDER"/>
<escape chance="0.5" min="3" max="4" load="PIRATE_ESCAPE"/>
<escape chance="0.5" min="3" max="4" load="PIRATE_ESCAPE"/>
<destroyed load="DESTROYED_DEFAULT"/>
<destroyed load="DESTROYED_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
</ship>
</ship>
<ship name="REBEL_AUTO" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO" auto_blueprint="SHIPS_AUTO">
<destroyed load="DESTROYED_DEFAULT"/>
<destroyed load="DESTROYED_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
</ship>
</ship>
<ship name="REBEL_AUTO_FUEL" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO_FUEL" auto_blueprint="SHIPS_AUTO">
<escape timer="80" min="30" max="30"/>
<escape timer="80" min="30" max="30"/>
<gotaway>
<gotaway>
<text>The ship jumps away without a word. You hope they didn't leave to get reinforcements.</text>
<text>The ship jumps away without a word. You hope they didn't leave to get reinforcements.</text>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>You have a sinking feeling your hope was in vain.</text>
<modifyPursuit amount="1"/>
</event>
<event/>
<event/>
</choice>
</gotaway>
</gotaway>
<destroyed>
<destroyed>
<text>The ship explodes, leaving behind a collection of useful scrap material.</text>
<text>As the ship explodes, you scramble to collect as much fuel as possible.</text>
<autoReward level="MED">fuel</autoReward>
<autoReward level="MED">fuel</autoReward>
</destroyed>
</destroyed>
</ship>
</ship>
<ship name="REBEL_FUEL" auto_blueprint="SHIPS_REBEL">
<ship name="REBEL_FUEL" auto_blueprint="SHIPS_REBEL">
<escape timer="80" min="30" max="30"/>
<escape timer="80" min="30" max="30"/>
<gotaway>
<gotaway>
<text>The ship jumps away without a word. You hope they didn't leave to get reinforcements.</text>
<text>The ship jumps away without a word. You hope they didn't leave to get reinforcements.</text>
</gotaway>
</gotaway>
<destroyed>
<destroyed>
<text>The ship explodes, leaving behind a collection of useful scrap material.</text>
<text>As the ship explodes, you scramble to collect as much fuel as possible.</text>
<autoReward level="MED">fuel</autoReward>
<autoReward level="MED">fuel</autoReward>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>With the crew dead you are free to scrap the ship.</text>
<text>With the crew dead you are free to haul back a good quantity of scrap and fuel.</text>
<autoReward level="HIGH">fuel</autoReward>
<autoReward level="HIGH">fuel</autoReward>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="MANTIS_FUEL" auto_blueprint="SHIPS_MANTIS">
<ship name="MANTIS_FUEL" auto_blueprint="SHIPS_MANTIS">
<escape timer="80" min="30" max="30"/>
<escape timer="80" min="30" max="30"/>
<gotaway>
<gotaway>
<text>The ship jumps away without a word. You hope they didn't leave to get reinforcements.</text>
<text>The ship jumps away without a word. You hope they didn't leave to get reinforcements.</text>
</gotaway>
</gotaway>
<destroyed>
<destroyed>
<text>The ship explodes, leaving behind a collection of useful scrap material.</text>
<text>As the ship explodes, you scramble to collect as much fuel as possible.</text>
<autoReward level="MED">fuel</autoReward>
<autoReward level="MED">fuel</autoReward>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>With the crew dead you are free to scrap the ship.</text>
<text>With the crew dead you are free to haul back a good quantity of scrap and fuel.</text>
<autoReward level="HIGH">fuel</autoReward>
<autoReward level="HIGH">fuel</autoReward>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="REBEL_AUTO_HACKSHIELDS" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO_HACKSHIELDS" auto_blueprint="SHIPS_AUTO">
<destroyed>
<destroyed>
<text>The ship explodes, leaving behind a collection of useful scrap material.</text>
<text>The ship explodes, leaving behind a collection of useful scrap material.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<status type="clear" target="player" system="shields" amount="100"/>
<status type="clear" target="player" system="shields" amount="100"/>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>The ship explodes, leaving behind a collection of useful scrap material.</text>
<text>The ship explodes, leaving behind a collection of useful scrap material.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<status type="clear" target="player" system="shields" amount="100"/>
<status type="clear" target="player" system="shields" amount="100"/>
</destroyed>
</destroyed>
</ship>
</ship>
<ship name="REBEL_AND_AUTO" auto_blueprint="SHPS_REBEL_AND_AUTO">
<ship name="REBEL_AND_AUTO" auto_blueprint="SHPS_REBEL_AND_AUTO">
<destroyed load="DESTROYED_DEFAULT"/>
<destroyed load="DESTROYED_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
</ship>
</ship>
<ship name="REBEL_AUTO_CIVILIAN" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO_CIVILIAN" auto_blueprint="SHIPS_AUTO">
<destroyed>
<destroyed>
<text>The ship breaks apart. You hasten to contact the civilian ship.</text>
<text>The ship breaks apart. You hasten to contact the civilian ship.</text>
<autoReward level="LOW">standard</autoReward>
<autoReward level="LOW">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Contact the civilian ship.</text>
<text>Contact the civilian ship.</text>
<event load="SAVE_CIVILIAN_LIST"/>
<event load="SAVE_CIVILIAN_LIST"/>
</choice>
</choice>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>No more life signs detected on the pirate ship. You hasten to contact the civilian ship.</text>
<text>No more life signs detected on the pirate ship. You hasten to contact the civilian ship.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Contact the civilian ship.</text>
<text>Contact the civilian ship.</text>
<event load="SAVE_CIVILIAN_LIST"/>
<event load="SAVE_CIVILIAN_LIST"/>
</choice>
</choice>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="REBEL_AUTO_REFUEL" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO_REFUEL" auto_blueprint="SHIPS_AUTO">
<destroyed>
<destroyed>
<text>The ship breaks apart and you quickly salvage what you can.</text>
<text>The ship breaks apart and you quickly salvage what you can.</text>
<autoReward level="LOW">standard</autoReward>
<autoReward level="LOW">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event>
<event>
<text>The outpost hails you after the scout was destroyed, "Thanks for the help. We've been harassed non-stop by those scouts. Take this on the house."</text>
<text>The outpost hails you after the scout was destroyed, "Thanks for the help. We've been harassed non-stop by those scouts. Take this on the house."</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
</event>
</event>
</choice>
</choice>
</destroyed>
</destroyed>
</ship>
</ship>
<ship name="REBEL_AUTO_MAP" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO_MAP" auto_blueprint="SHIPS_AUTO">
<destroyed>
<destroyed>
<text>You access the recent scans from the unguarded station. Your map has been updated with details of the surrounding area.</text>
<text>You access the recent scans from the unguarded station. Your map has been updated with details of the surrounding area.</text>
<reveal_map/>
<reveal_map/>
<autoReward level="LOW">scrap_only</autoReward>
<autoReward level="LOW">scrap_only</autoReward>
</destroyed>
</destroyed>
</ship>
</ship>
<ship name="REBEL_AUTO_ITEM" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO_ITEM" auto_blueprint="SHIPS_AUTO">
<destroyed>
<destroyed>
<text>You salvage what you can from the broken ship.</text>
<text>You salvage what you can from the broken ship.</text>
<autoReward level="MED">scrap_only</autoReward>
<autoReward level="MED">scrap_only</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Investigate the station.</text>
<text>Investigate the station.</text>
<event load="DEFENSE_ITEM_LIST"/>
<event load="DEFENSE_ITEM_LIST"/>
</choice>
</choice>
</destroyed>
</destroyed>
</ship>
</ship>
<ship name="REBEL_AUTO_RADAR" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO_RADAR" auto_blueprint="SHIPS_AUTO">
<destroyed>
<destroyed>
<text>You salvage what you can and approach the station. It is used to relay information to the Rebel Fleet. You could attempt to hack it to give the Rebels false information.</text>
<text>You salvage what you can and approach the station. It is used to relay information to the Rebel fleet. You could attempt to hack it to give the Rebels false information.</text>
<autoReward level="MED">scrap_only</autoReward>
<autoReward level="MED">scrap_only</autoReward>
<choice>
<choice>
<text>Hack into the station.</text>
<text>Hack into the station.</text>
<event load="DEFENSE_RADAR_LIST"/>
<event load="DEFENSE_RADAR_LIST"/>
</choice>
</choice>
<choice>
<choice>
<text>Don't risk it. Leave the station.</text>
<text>Don't risk it. Leave the station.</text>
<event/>
<event/>
</choice>
</choice>
</destroyed>
</destroyed>
</ship>
</ship>
<ship name="REBEL_AUTO_WARNING" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO_WARNING" auto_blueprint="SHIPS_AUTO">
<escape timer="40" min="22" max="22" >
<escape timer="40" min="22" max="22" >
<text>The ship starts to power up its FTL Drive. If it gets away, it will no doubt warn the fleet of your position!</text>
<text>The ship starts to power up its FTL Drive. If it gets away, it will no doubt warn the fleet of your position!</text>
<ship hostile="true"/>
<ship hostile="true"/>
</escape>
</escape>
<gotaway>
<gotaway>
<text>The scout jumps away. It will certainly have informed the fleet of your position. You must get to the next sector as soon as possible!</text>
<text>The scout jumps away. It will certainly have informed the fleet of your position. You must get to the next sector as soon as possible!</text>
<modifyPursuit amount="1"/>
<modifyPursuit amount="1"/>
</gotaway>
</gotaway>
<destroyed>
<destroyed>
<text>Their ship breaks apart and you feel relief in the knowledge that you will hopefully still be one step ahead of the fleet.</text>
<text>Their ship breaks apart and you feel relief in the knowledge that you will hopefully still be one step ahead of the fleet.</text>
<autoReward level="LOW">standard</autoReward>
<autoReward level="LOW">standard</autoReward>
</destroyed>
</destroyed>
</ship>
</ship>
<!-- UNUSED -->
<ship name="REBEL_AUTO_BAIT" auto_blueprint="SHIPS_AUTO">
<ship name="REBEL_AUTO_BAIT" auto_blueprint="SHIPS_AUTO">
<escape timer="2000" min="3" max="4" >
<escape timer="2000" min="3" max="4" >
<text>Careful! Sensors indicate that this automated ship is rigged to inform the fleet of your location if destroyed! It is better to avoid risk and leave it alone, otherwise the fleet will find you faster within this Sector.</text>
<text>Careful! Sensors indicate that this automated ship is rigged to inform the fleet of your location if destroyed! It is better to avoid risk and leave it alone, otherwise the fleet will find you faster within this sector.</text>
<ship hostile="true"/>
<ship hostile="true"/>
</escape>
</escape>
<gotaway>
<gotaway>
<text>The scout jumps away. It will certainly have informed the fleet of your position. You must get to the next Sector as soon as possible!</text>
<text>The scout jumps away. It will certainly have informed the fleet of your position. You must get to the next sector as soon as possible!</text>
<modifyPursuit amount="1"/>
<modifyPursuit amount="1"/>
</gotaway>
</gotaway>
<destroyed>
<destroyed>
<text>As the ship breaks apart, you detect the pulse of a Long-Range message. It must have informed the fleet of your position.</text>
<text>As the ship breaks apart, you detect the pulse of a long-range message. It must have informed the fleet of your position.</text>
<autoReward level="LOW">standard</autoReward>
<autoReward level="LOW">standard</autoReward>
<modifyPursuit amount="1"/>
<modifyPursuit amount="1"/>
</destroyed>
</destroyed>
</ship>
</ship>
<ship name="SQUAT_REFUEL_STATION" auto_blueprint="SHIPS_REBEL">
<ship name="SQUAT_REFUEL_STATION" auto_blueprint="SHIPS_REBEL">
<destroyed>
<destroyed>
<text>The ship breaks apart and you quickly salvage what you can.</text>
<text>The ship breaks apart and you quickly salvage what you can.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event>
<event>
<text>The outpost hails you, "The pompous bastards expected free service just because they defeated the Federation. Take this for the help."</text>
<text>The outpost hails you, "The pompous bastards expected free service just because they defeated the Federation. Take this for the help."</text>
<autoReward level="MED">fuel</autoReward>
<autoReward level="MED">fuel</autoReward>
</event>
</event>
</choice>
</choice>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>With the crew dead you quickly salvage what you can.</text>
<text>With the crew dead you quickly salvage what you can.</text>
<autoReward level="HIGH">standard</autoReward>
<autoReward level="HIGH">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event>
<event>
<text>The outpost hails you, "The pompous bastards expected free service just because they defeated the Federation. Take this for the help."</text>
<text>The outpost hails you, "The pompous bastards expected free service just because they defeated the Federation. Take this for the help."</text>
<autoReward level="MED">fuel</autoReward>
<autoReward level="MED">fuel</autoReward>
</event>
</event>
</choice>
</choice>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="SQUAT_WARNING" auto_blueprint="SHIPS_REBEL">
<ship name="SQUAT_WARNING" auto_blueprint="SHIPS_REBEL">
<escape timer="40" min="22" max="22" >
<escape timer="40" min="22" max="22" >
<text>They are powering up their FTL! If they get away, they will no doubt warn the fleet of your position!</text>
<text>They are powering up their FTL! If they get away, they will no doubt warn the fleet of your position!</text>
<ship hostile="true"/>
<ship hostile="true"/>
</escape>
</escape>
<gotaway>
<gotaway>
<text>The scout jumps away. They are sure to have informed the fleet of your position. You must get to the next Sector as soon as possible!</text>
<text>The scout jumps away. They are sure to have informed the fleet of your position. You must get to the next sector as soon as possible!</text>
<modifyPursuit amount="1"/>
<modifyPursuit amount="1"/>
</gotaway>
</gotaway>
<destroyed>
<destroyed>
<text>Their ship breaks apart and you are relieved to know that you are still one step ahead of the fleet.</text>
<text>Their ship breaks apart and you are relieved to know that you are still one step ahead of the fleet.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>Their ship goes silent and you are relieved to know that you are still one step ahead of the fleet.</text>
<text>Their ship goes silent and you are relieved to know that you are still one step ahead of the fleet.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="SQUAT_TRANSPORT" auto_blueprint="SHIPS_REBEL">
<ship name="SQUAT_TRANSPORT" auto_blueprint="SHIPS_REBEL">
<escape timer="40" min="14" max="14" >
<escape timer="40" min="14" max="14" >
<text>They look like they don't want to fight. They are trying to escape.</text>
<text>They look like they don't want to fight. They are trying to escape.</text>
<ship hostile="true"/>
<ship hostile="true"/>
</escape>
</escape>
<destroyed load="REBEL_TRANSPORT_DESTROYED"/>
<destroyed load="REBEL_TRANSPORT_DESTROYED"/>
<deadCrew load="REBEL_TRANSPORT_CAPTURED"/>
<deadCrew load="REBEL_TRANSPORT_CAPTURED"/>
</ship>
</ship>
<ship name="SQUAT_STORE_RESCUE" auto_blueprint="SHIPS_REBEL">
<ship name="SQUAT_STORE_RESCUE" auto_blueprint="SHIPS_REBEL">
<destroyed>
<destroyed>
<text>The outpost hails you, "Thank you! I don't know what we did to anger the Rebels, but they were ready to kill us. I'll show you our goods and patch up your hull."</text>
<text>The outpost hails you, "Thank you! I don't know what we did to anger the Rebels, but they were ready to kill us. I'll show you our goods and patch up your hull."</text>
<autoReward level="MED">scrap_only</autoReward>
<autoReward level="MED">scrap_only</autoReward>
<damage amount="-5"/>
<damage amount="-5"/>
<store/>
<store/>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>The outpost hails you, "Thank you! I don't know what we did to anger the Rebels, but they were ready to kill us. I'll show you our goods and patch up your hull.</text>
<text>The outpost hails you, "Thank you! I don't know what we did to anger the Rebels, but they were ready to kill us. I'll show you our goods and patch up your hull.</text>
<autoReward level="MED">scrap_only</autoReward>
<autoReward level="MED">scrap_only</autoReward>
<damage amount="-5"/>
<damage amount="-5"/>
<store/>
<store/>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="AUTO_FEDERATION_BASE" auto_blueprint="SHIPS_AUTO">
<ship name="AUTO_FEDERATION_BASE" auto_blueprint="SHIPS_AUTO">
<destroyed>
<destroyed>
<text>You scrap the wreckage.</text>
<text>You scrap the wreckage.</text>
<autoReward level="LOW">standard</autoReward>
<autoReward level="LOW">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event>
<event>
<text>With the threat gone, you contact the Federation outpost. They respond, "Our location has been compromised! Take everything you can and please drop our survivors off at the next station." One soldier offers to stay and fight.</text>
<text>With the threat gone, you contact the Federation outpost. They respond, "Our location has been compromised! Take everything you can and please drop our survivors off at the next station." One soldier offers to stay and fight.</text>
<crewMember amount="1"/>
<crewMember amount="1"/>
<autoReward level="LOW">weapon</autoReward>
<autoReward level="LOW">weapon</autoReward>
</event>
</event>
</choice>
</choice>
</destroyed>
</destroyed>
</ship>
</ship>
<ship name="AUTO_FEDERATION_BASE2" auto_blueprint="SHIPS_AUTO">
<ship name="AUTO_FEDERATION_BASE2" auto_blueprint="SHIPS_AUTO">
<destroyed>
<destroyed>
<text>You scrap the wreckage.</text>
<text>You scrap the wreckage.</text>
<autoReward level="LOW">standard</autoReward>
<autoReward level="LOW">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event>
<event>
<text>You contact the station once the Rebel ship is destroyed. The lone survivor responds, "This base is no longer safe. Let me join your crew and we'll have the station's drones patch up your ship."</text>
<text>You contact the station once the Rebel ship is destroyed. The lone survivor responds, "This base is no longer safe. Let me join your crew and we'll have the station's drones patch up your ship."</text>
<crewMember amount="1"/>
<crewMember amount="1"/>
<autoReward level="HIGH">standard</autoReward>
<autoReward level="HIGH">standard</autoReward>
<damage amount="-7"/>
<damage amount="-7"/>
</event>
</event>
</choice>
</choice>
</destroyed>
</destroyed>
</ship>
</ship>
<ship name="REBEL_VS_FEDERATION" auto_blueprint="SHIPS_REBEL"> <!-- fed base? -->
<ship name="REBEL_VS_FEDERATION" auto_blueprint="SHIPS_REBEL"> <!-- fed base? -->
<destroyed>
<destroyed>
<text>With the ship destroyed, you quickly collect useful resources.</text>
<text>With the ship destroyed, you quickly collect useful resources.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Contact the Federation ship.</text>
<text>Contact the Federation ship.</text>
<event load="REBEL_VS_FEDERATION_SAVED_LIST"/>
<event load="REBEL_VS_FEDERATION_SAVED_LIST"/>
</choice>
</choice>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>With the crew of the Rebel ship dead, you salvage what you can.</text>
<text>With the crew of the Rebel ship dead, you salvage what you can.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Contact the Federation ship.</text>
<text>Contact the Federation ship.</text>
<event load="REBEL_VS_FEDERATION_SAVED_LIST"/>
<event load="REBEL_VS_FEDERATION_SAVED_LIST"/>
</choice>
</choice>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="LONG_ELITE" auto_blueprint="SHIPS_REBEL_ELITE"> <!-- NEEDS ELITE BLUEPRINT -->
<ship name="LONG_ELITE" auto_blueprint="SHIPS_REBEL_ELITE"> <!-- NEEDS ELITE BLUEPRINT -->
<destroyed>
<destroyed>
<text>You are able to salvage scrap from the ship's debris.</text>
<text>You are able to salvage scrap from the ship's debris.</text>
<autoReward level="HIGH">standard</autoReward>
<autoReward level="HIGH">standard</autoReward>
</destroyed>
</destroyed>
<deadCrew load="DEAD_CREW_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
</ship>
</ship>
<ship name="LONG_FLEET" auto_blueprint="SHIPS_REBEL_ELITE"> <!-- NEEDS ELITE BLUEPRINT -->
<ship name="LONG_FLEET" auto_blueprint="SHIPS_REBEL_ELITE"> <!-- NEEDS ELITE BLUEPRINT -->
<destroyed>
<destroyed>
<text>There's no time to salvage the enemy ship... You must jump away before the cruisers get in firing range!</text>
<text>There's no time to salvage the enemy ship... You must jump away before the cruisers get in firing range!</text>
<item_modify>
<item_modify>
<item type="fuel" min="1" max="1"/>
<item type="fuel" min="1" max="1"/>
</item_modify>
</item_modify>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>There's no time to salvage the enemy ship... You must jump away before the cruisers get in firing range!</text>
<text>There's no time to salvage the enemy ship... You must jump away before the cruisers get in firing range!</text>
<item_modify>
<item_modify>
<item type="fuel" min="1" max="1"/>
<item type="fuel" min="1" max="1"/>
</item_modify>
</item_modify>
</deadCrew>
</deadCrew>
</ship>
</ship>
<ship name="REBEL_FLEET_FUEL" auto_blueprint="SHIPS_REBEL_ELITE"> <!-- NEEDS ELITE BLUEPRINT -->
<ship name="REBEL_FLEET_FUEL" auto_blueprint="SHIPS_REBEL_ELITE"> <!-- NEEDS ELITE BLUEPRINT -->
<escape timer="80" min="30" max="30"/>
<escape timer="80" min="30" max="30"/>
<gotaway>
<gotaway>
<text>The ship jumps away without a word. You assume they just went to get reinforcements...</text>
<text>The ship jumps away without a word. You assume they just went to get reinforcements...</text>
</gotaway>
</gotaway>
<destroyed>
<destroyed>
<text>You manage to retrieve a few precious fuel capsules before the Rebel cruisers start to fire.</text>
<text>You manage to retrieve a few precious fuel capsules before the Rebel cruisers start to fire.</text>
<item_modify>
<item_modify>
<item type="fuel" min="2" max="4"/>
<item type="fuel" min="2" max="4"/>
</item_modify>
</item_modify>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>You manage to retrieve a few precious fuel capsules before the Rebel cruisers start to fire.</text>
<text>You manage to retrieve a few precious fuel capsules before the Rebel cruisers start to fi
<item_modify>
<item type="fuel" min="2" max="4"/>
</item_modify>
</deadCrew>
</ship>
<ship name="REBEL_ENGI_UNLOCK_2FAKE" auto_blueprint="SHIPS_REBEL">
<escape timer="40" min="18" max="18" >
<text>As soon as they see you, they power up their engines to jump away. Stop them!</text>
<ship hostile="true"/>
</escape>
<gotaway>
<text>With the ship gone you search through the abandoned base for any signs of their destination but find none.</text>
</gotaway>
<surrender min="4" max="4" load="ENGI_UNLOCK_2FAKE_SURRENDER