#Mission Info

$Version: 0.10
$Name:  XSTR("SIMULATION 01", -1)
$Author: Ransom Arceihn
$Created: 12/14/08 at 23:51:16
$Modified: 05/15/17 at 12:31:53
$Notes:
This mission was easily the most exciting to make. Not only did I have no idea what I was doing - I still don't, really - but I wasn't even sure if what I wanted to do was possible.

This mission might be the closest to its original design. The details became more specific, of course, but it's pretty close to what I had planned. It's also probably the most well-balanced mission, although the balance in any of Windmill's missions is dubious at best. The gameplay here is also my favourite of any in the campaign and has I feel the most merits. I'm convinced there's more simple-but-robust tactical scenarios like this in the pseudo-RTS format Windmills uses, but alas. I am only human.
$End Notes:

$Mission Desc:
 XSTR("SCENARIO 1-1A, 1-1B, 1-2A
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 396314
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

+Disallow Support: 1
+Hull Repair Ceiling: 0.000000
+Subsystem Repair Ceiling: 100.000000

+Viewer pos: 11275.840820, 3068.437500, -7333.775879
+Viewer orient:
	-0.999552, -0.000003, -0.029936,
	0.021924, 0.680844, -0.732100,
	0.020384, -0.732428, -0.680539

$Starting wing names: ( "Com" "Alpha" "Delta" )
$Squadron wing names: ( "no" "Alpha" "Beta" "Gamma" "Delta" )
$Team-versus-team wing names: ( "Com" "Delta" )

$AI Profile: FS2 RETAIL

#Sexp_variables

$Variables:
(
		0		"ANCILLARY-beam"		"0"		"number"
		1		"ancillary-unused"		"1"		"number"		"campaign-persistent"
		2		"ANCILLARYbeam-time"		"0"		"number"
		3		"C3-target"		"0"		"number"
		4		"c4-escape"		"0"		"number"		"campaign-persistent"
		5		"civilians-deathtoll"		"0"		"number"
		6		"civilians-saved"		"0"		"number"		"campaign-persistent"
		7		"has-finished-w"		"0"		"number"		"player-persistent"
		8		"military-deathtoll"		"0"		"number"
		9		"military-saved"		"0"		"number"		"campaign-persistent"
		10		"prim-left"		"1"		"number"
		11		"prim-right"		"0"		"number"
		12		"PRIMARYbeam-time"		"0"		"number"
		13		"skip-tutorial"		"0"		"number"
		14		"skiptutchecker"		"0"		"number"
		15		"tertiarym-saved"		"1"		"number"		"campaign-persistent"
)

#Command Briefing

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 0

#Players		;! 1 total

$Starting Shipname: Com 1
$Ship Choices: (
	"GTF Ulysses"	5
	"GTF Hercules"	5
	"GTF Hercules Mark II"	5
	"GTF Erinyes"	5
	"GTF Loki"	5
	"GTF Pegasus"	5
	"GTF Perseus"	5
	"GTB Artemis"	5
	"GTB Medusa"	5
	"GTB Ursa"	5
	"GTB Zeus"	5
	"GTB Boanerges"	5
)

+Weaponry Pool: (
	"Subach HL-7"	23
	"Subach HL-D"	16
	"Mekhu HL-7"	16
	"Mekhu HL-7D"	16
	"Akheton SDG"	16
	"Morning Star"	16
	"MorningStar D"	16
	"Prometheus R"	23
	"Prometheus S"	16
	"Prometheus D"	16
	"Maxim"	16
	"Maxim D"	16
	"UD-8 Kayser"	16
	"UD-D Kayser"	16
	"Circe"	16
	"Lamprey"	16
	"Rockeye"	500
	"Rockeye D"	500
	"Tempest"	460
	"Tempest D"	500
	"Hornet"	900
	"Hornet D"	500
	"Tornado"	500
	"Tornado D"	500
	"Harpoon"	676
	"Harpoon D"	500
	"Trebuchet"	500
	"TAG-A"	500
	"TAG-B"	500
	"Piranha"	500
	"Stiletto II"	500
	"Infyrno"	500
	"Infyrno D"	500
	"Cyclops"	500
	"Cyclops#short"	500
	"Helios"	500
	"EMP Adv."	500
)

#Objects		;! 69 total

$Name: Com 1		;! Object #0
$Class: Comship
$Team: Friendly
$Location: -1207.000000, -2321.000000, 1731.000000
$Orientation:
	-0.820277, 0.000000, -0.571967,
	-0.423197, 0.672719, 0.606921,
	0.384773, 0.739898, -0.551816
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "" )
+Sbank Ammo: ( 0 )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "player-start" "invulnerable" "beam-protect-ship" )
+Flags2: ( "primaries-locked" "secondaries-locked" )
+Respawn priority: 0
+Group: 0
+Score: 8

$Name: Alpha 1		;! Object #1
$Class: GTF Ulysses#f
$Team: Friendly
$Location: 0.000000, 150.000000, 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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-arrival-warp" "no-departure-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 49311		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8

$Name: Alpha 2		;! Object #2
$Class: GTF Ulysses#f
$Team: Friendly
$Location: 150.000000, 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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-arrival-warp" "no-departure-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 49311		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8

$Name: Alpha 3		;! Object #3
$Class: GTF Ulysses#f
$Team: Friendly
$Location: -150.000000, 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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-arrival-warp" "no-departure-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 49311		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8
$Texture Replace:
+old: fighter01-01a
+new: f-fighter
+old: fighter01-01b
+new: f-fighter
+old: fighter01-01c
+new: f-fighter
+old: fighter01-01a
+new: f-fighter
+old: fighter01-01b
+new: f-fighter
+old: fighter01-01c
+new: f-fighter
+old: fighter01-01a
+new: f-fighter
+old: fighter01-01b
+new: f-fighter
+old: fighter01-01c
+new: f-fighter
+old: fighter01-01a
+new: f-fighter
+old: fighter01-01b
+new: f-fighter
+old: fighter01-01c
+new: f-fighter

$Name: Primary		;! Object #4
$Class: GTT Argo#f
$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: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( is-event-true-delay "opening2-1" 3 ) 
   ( not 
      ( is-event-true-delay "onefinished" 0 ) 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( and 
   ( has-docked-delay 
      "Primary" 
      "Capture" 
      1 
      0 
   )
   ( is-event-true-delay "SUCTUT" 0 ) 
)
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 10
+Orders Accepted: 256		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Scorpio 1		;! Object #5
$Class: GTF Loki#h
$Team: Hostile
$Location: -13.100000, -800.000000, 918.599976
$Orientation:
	0.089713, 0.750436, 0.654827,
	0.995910, -0.074691, -0.050845,
	0.010754, 0.656710, -0.754067
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Beta 1		;! Object #6
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: -598.775146, -400.000427, -289.967224
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 128		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Beta 2		;! Object #7
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: -600.458252, -400.000275, -502.630066
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 128		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Beta 3		;! Object #8
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: -501.680908, -400.000305, -392.284882
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 128		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Beta 4		;! Object #9
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: -705.666748, -400.000305, -398.781677
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 128		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Cancer 1		;! Object #10
$Class: GTF Hercules#h
$Team: Hostile
$Location: 530.200012, -300.000000, 1120.300049
$Orientation:
	-1.000000, 0.000000, 0.000094,
	0.000000, 1.000000, 0.000000,
	-0.000094, 0.000000, -1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Cancer 2		;! Object #11
$Class: GTF Hercules#h
$Team: Hostile
$Location: 395.951447, -299.999756, 1119.182007
$Orientation:
	-0.998599, 0.000000, -0.052913,
	0.000000, 1.000000, 0.000000,
	0.052913, 0.000000, -0.998599
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Cancer 3		;! Object #12
$Class: GTF Hercules#h
$Team: Hostile
$Location: 630.831970, -299.999939, 1012.934570
$Orientation:
	-0.998748, 0.000000, 0.050029,
	0.000000, 1.000000, 0.000000,
	-0.050029, 0.000000, -0.998748
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Cancer 4		;! Object #13
$Class: GTF Hercules#h
$Team: Hostile
$Location: 530.002808, -299.999969, 913.736450
$Orientation:
	-1.000000, 0.000000, 0.000001,
	0.000000, 1.000000, 0.000000,
	-0.000001, 0.000000, -1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Cancer 5		;! Object #14
$Class: GTF Hercules#h
$Team: Hostile
$Location: 287.799988, -300.000000, 999.099976
$Orientation:
	-0.999999, 0.000000, -0.001109,
	0.000000, 1.000000, 0.000000,
	0.001109, 0.000000, -0.999999
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Cancer 6		;! Object #15
$Class: GTF Hercules#h
$Team: Hostile
$Location: 394.528656, -300.000000, 909.639587
$Orientation:
	-0.999962, 0.000000, 0.008664,
	0.000000, 1.000000, 0.000000,
	-0.008664, 0.000000, -0.999962
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Capture		;! Object #16
$Class: GTC Fenris#h
$Team: Hostile
$Location: 464.369476, -200.000015, 814.273560
$Orientation:
	-0.047147, -0.628346, 0.776505,
	-0.128424, 0.774730, 0.619113,
	-0.990599, -0.070533, -0.117220
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09a-01-main
$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( is-event-true-delay "wingC-a" 12 ) 
   ( not 
      ( is-destroyed-delay 0 "Primary" ) 
   )
   ( not 
      ( is-event-true-delay "onefinished" 0 ) 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 5
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 100

$Name: Libra 1		;! Object #17
$Class: GTB Medusa#h
$Team: Hostile
$Location: -1030.099976, -1000.000000, 640.700012
$Orientation:
	-0.999996, 0.000000, -0.002829,
	0.000000, 1.000000, 0.000000,
	0.002829, 0.000000, -0.999996
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Libra 2		;! Object #18
$Class: GTB Medusa#h
$Team: Hostile
$Location: -841.852539, -1000.000122, 445.673523
$Orientation:
	-0.999885, 0.000000, 0.015138,
	0.000000, 1.000000, 0.000000,
	-0.015138, 0.000000, -0.999885
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Primary#two		;! Object #19
$Class: GTCv Deimos#f
$Team: Friendly
$Location: -3.995476, 0.001857, -6996.679688
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "onefinished" 2 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 50
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 800

$Name: One#two		;! Object #20
$Class: GTC Fenris#h
$Team: Hostile
$Location: -535.008667, -0.000557, -5665.090820
$Orientation:
	-0.841237, 0.443948, -0.308595,
	0.416790, 0.896053, 0.152893,
	0.344394, 0.000000, -0.938825
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09a-01-main
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "onefinished" 2 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 40
+Special Hitpoints: 10000
+Special Shield Points: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 100

$Name: Two#two		;! Object #21
$Class: GTC Fenris#h
$Team: Hostile
$Location: 481.069489, 416.205292, -5810.868164
$Orientation:
	-0.480848, -0.507458, 0.715033,
	-0.071662, 0.835516, 0.544774,
	-0.873872, 0.210712, -0.438121
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09a-01-main
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "onefinished" 2 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 30
+Special Hitpoints: 10000
+Special Shield Points: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 100

$Name: Primary C		;! Object #22
$Class: GTT Argo#f
$Team: Friendly
$Location: 10168.014648, 0.005866, -9460.078125
$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("Passengers", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "" )
+Subsystem: turret02
+Primary Banks: ( "" )
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "twofinished" 
   10 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 45
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Tertiary C		;! Object #23
$Class: GTM Hippocrates#f
$Team: Friendly
$Location: 10274.736328, 0.005708, -10539.873047
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "" )
+Subsystem: turret02
+Primary Banks: ( "" )
+Subsystem: turret03
+Primary Banks: ( "" )
+Subsystem: turret04
+Primary Banks: ( "" )
+Subsystem: turret05
+Primary Banks: ( "" )
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "twofinished" 
   10 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   4 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 25
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 100
$Texture Replace:
+old: awactile5
+new: f-capital
+old: debris01b
+new: f-capital
+old: miner01-05
+new: f-capital
+old: miner01-05b
+new: f-capital
+old: tcov1a
+new: f-capital
+old: tcov1b
+new: f-capital
+old: tcov4b
+new: f-capital
+old: tfrig_c
+new: f-capital
+old: tsoupenginea
+new: f-capital
+old: tsoupengineb
+new: f-capital
+old: awactile5
+new: f-capital
+old: debris01b
+new: f-capital
+old: miner01-05
+new: f-capital
+old: miner01-05b
+new: f-capital
+old: tcov1a
+new: f-capital
+old: tcov1b
+new: f-capital
+old: tcov4b
+new: f-capital
+old: tfrig_c
+new: f-capital
+old: tsoupenginea
+new: f-capital
+old: tsoupengineb
+new: f-capital

$Name: Primary M		;! Object #24
$Class: GTG Zephyrus#f
$Team: Friendly
$Location: 11905.360352, -0.002936, -9557.326172
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "twofinished" 
   10 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 50
+Special Hitpoints: 7000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 50

$Name: Tertiary M		;! Object #25
$Class: GTT Argo#f
$Team: Friendly
$Location: 11847.154297, 0.000638, -10626.075195
$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("Infantry", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "twofinished" 
   10 
)
$Departure Location: Hyperspace
$Departure Cue: ( or 
   ( is-event-true-delay 
      "threefinished" 
      4 
   )
   ( or 
      ( has-docked-delay 
         "Tertiary M" 
         "Cruiser#three" 
         1 
         0 
      )
      ( has-docked-delay 
         "Tertiary M" 
         "Cruiser#four" 
         1 
         0 
      )
   )
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 30
+Orders Accepted: 256		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Secondary M		;! Object #26
$Class: GTFR Triton#f
$Team: Friendly
$Location: 11655.667969, 0.000763, -10020.878906
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "twofinished" 
   10 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   2 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 40
+Special Hitpoints: 10000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20
$Texture Replace:
+old: damage
+new: f-capital
+old: fmap1
+new: f-capital
+old: fmap1b
+new: f-capital
+old: fmap1c
+new: f-capital
+old: ftile1
+new: f-capital
+old: ftile1b
+new: f-capital
+old: ftile1c
+new: f-capital
+old: ftile2
+new: f-capital
+old: ftile2b
+new: f-capital
+old: ftile2c
+new: f-capital
+old: ftile4
+new: f-capital
+old: ftile4b
+new: f-capital
+old: ftile5
+new: f-capital
+old: ftile5b
+new: f-capital
+old: ftile5c
+new: f-capital

$Name: TC-TRI		;! Object #27
$Class: TC-TRI#f
$Team: Friendly
$Location: 11656.004883, 10.159270, -9830.637695
$Orientation:
	1.000000, -0.000000, 0.000023,
	0.000000, 1.000000, -0.000180,
	-0.000023, 0.000180, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Ammunition", -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" "no-shields" "no-arrival-warp" "no-departure-warp" "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Docked With: Secondary M
$Docker Point: Cargo Dock01
$Dockee Point: Cargo Dockpoint
+Group: 0
+Use Table Score:
+Score: 0

$Name: Gamma 1		;! Object #28
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: 11298.083008, -0.000227, -10101.044922
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Gamma 2		;! Object #29
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: 11299.323242, -0.000250, -9896.890625
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Gamma 3		;! Object #30
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: 11400.839844, 0.000494, -9996.760742
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Gamma 4		;! Object #31
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: 11198.868164, 0.000209, -9996.729492
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Delta 1		;! Object #32
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: 10699.083984, -0.000580, -10100.950195
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Delta 2		;! Object #33
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: 10797.159180, -0.000161, -9996.666016
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Delta 3		;! Object #34
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: 10601.012695, 0.000033, -9993.423828
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Delta 4		;! Object #35
$Class: GTF Hercules Mark II#f
$Team: Friendly
$Location: 10700.166992, -0.000364, -9893.863281
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Epsilon 1		;! Object #36
$Class: GTF Perseus#f
$Team: Friendly
$Location: 11007.051758, 0.000026, -9802.795898
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 14

$Name: Epsilon 2		;! Object #37
$Class: GTF Perseus#f
$Team: Friendly
$Location: 11115.728516, 0.000016, -9701.981445
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 14

$Name: Epsilon 3		;! Object #38
$Class: GTF Perseus#f
$Team: Friendly
$Location: 10901.297852, 0.000101, -9699.523438
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 14

$Name: Epsilon 4		;! Object #39
$Class: GTF Perseus#f
$Team: Friendly
$Location: 11006.839844, 0.000042, -9593.091797
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 153		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 14

$Name: Cruiser#three		;! Object #40
$Class: GTC Fenris#h
$Team: Hostile
$Location: 11544.928711, 500.001282, -11506.045898
$Orientation:
	0.811762, 0.241002, 0.531943,
	-0.192937, 0.970404, -0.145223,
	-0.551200, 0.015255, 0.834236
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09a-01-main
$Arrival Location: Hyperspace
$Arrival Cue: ( or 
   ( is-event-true-delay "troopdock2" 15 ) 
   ( and 
      ( is-destroyed-delay 30 "Secondary M" ) 
      ( destroyed-or-departed-delay 
         15 
         "Troop Transport" 
      )
   )
   ( is-destroyed-delay 
      20 
      "Troop Transport" 
   )
   ( is-destroyed-delay 15 "Leo" ) 
   ( is-destroyed-delay 15 "Virgo" ) 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Score: 200

$Name: Secondary C		;! Object #41
$Class: GTSC Faustus#f
$Team: Friendly
$Location: 10319.479492, -0.000079, -9887.437500
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "" )
+Subsystem: turret02
+Primary Banks: ( "" )
+Subsystem: turret03
+Primary Banks: ( "" "" )
+Secondary Banks: ( "" "" )
+Sbank Ammo: ( 0 0 )
+Subsystem: turret04
+Primary Banks: ( "" )
+Subsystem: turret05
+Primary Banks: ( "" )
+Subsystem: turret06
+Primary Banks: ( "" )
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "twofinished" 
   10 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   2 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 35
+Special Hitpoints: 7000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 50
$Texture Replace:
+old: science01-01a
+new: f-capital
+old: science01-01b
+new: f-capital
+old: science01-01c
+new: f-capital
+old: science01-01a
+new: f-capital
+old: science01-01b
+new: f-capital
+old: science01-01c
+new: f-capital
+old: science01-01a
+new: f-capital
+old: science01-01b
+new: f-capital
+old: science01-01c
+new: f-capital

$Name: Ancillary M		;! Object #42
$Class: GTC Aeolus#f
$Team: Friendly
$Location: 10439.320313, 199.999725, -9379.644531
$Orientation:
	-0.939553, 0.113941, -0.322891,
	0.124213, 0.992191, -0.011316,
	0.319080, -0.050739, -0.946369
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "threeexplain" 
   29 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   8 
)
$Determination: 10
+Flags: ( "cargo-known" "reinforcement" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Special Hitpoints: 15000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 500

$Name: Cruiser#four		;! Object #43
$Class: GTC Leviathan#h
$Team: Hostile
$Location: 12586.401367, 400.000031, -10352.033203
$Orientation:
	-0.240016, 0.644218, 0.726207,
	0.202162, 0.764842, -0.611676,
	-0.949486, 0.000000, -0.313811
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09a-01-main
$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( has-arrived-delay 
      ( rand 20 40 ) 
      "Ancillary M" 
   )
   ( has-arrived-delay 15 "Leo" ) 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-destroyed-delay 10 "Ancillary M" ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 200

$Name: Zeta 1		;! Object #44
$Class: GTB Artemis#f
$Team: Friendly
$Location: 10997.061523, -0.000057, -10393.250977
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 32919		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Zeta 2		;! Object #45
$Class: GTB Artemis#f
$Team: Friendly
$Location: 11105.474609, 0.000029, -10287.199219
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 32919		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Zeta 3		;! Object #46
$Class: GTB Artemis#f
$Team: Friendly
$Location: 10899.351563, -0.000074, -10286.833984
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 32919		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Zeta 4		;! Object #47
$Class: GTB Artemis#f
$Team: Friendly
$Location: 11000.132813, -0.000063, -10190.008789
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 32919		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Troop Transport		;! Object #48
$Class: GTT Elysium#h
$Team: Hostile
$Location: 10721.000000, 300.000000, -11482.200195
$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-dock "Secondary M" "topside docking" "dock02" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( has-arrived-delay 60 "Virgo" ) 
   ( not 
      ( is-destroyed-delay 0 "Secondary M" ) 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( is-destroyed-delay 0 "Secondary M" ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
$Texture Replace:
+old: transport01-01a
+new: h-capital
+old: transport01-01b
+new: h-capital
+old: transport01-01c
+new: h-capital

$Name: Virgo 1		;! Object #49
$Class: GTF Loki#h
$Team: Hostile
$Location: 12910.655273, 800.000000, -10193.529297
$Orientation:
	-0.120798, 0.000000, 0.992677,
	-0.577589, 0.813296, -0.070286,
	-0.807341, -0.581850, -0.098245
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Virgo 2		;! Object #50
$Class: GTF Loki#h
$Team: Hostile
$Location: 12901.316406, 800.000061, -9795.953125
$Orientation:
	-0.245599, 0.000000, 0.969371,
	-0.570917, 0.808165, -0.144647,
	-0.783412, -0.588956, -0.198485
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Virgo 3		;! Object #51
$Class: GTF Loki#h
$Team: Hostile
$Location: 13006.007813, 800.000000, -9999.053711
$Orientation:
	-0.169763, 0.000000, 0.985485,
	-0.537532, 0.838144, -0.092597,
	-0.825978, -0.545449, -0.142286
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Leo 1		;! Object #52
$Class: GTF Loki#h
$Team: Hostile
$Location: 9106.380859, 799.999939, -10202.635742
$Orientation:
	0.200481, 0.000000, -0.979698,
	0.447945, 0.889349, 0.091666,
	0.871293, -0.457228, 0.178298
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Leo 2		;! Object #53
$Class: GTF Loki#h
$Team: Hostile
$Location: 9205.599609, 799.999939, -10006.915039
$Orientation:
	0.084989, 0.000000, -0.996382,
	0.511956, 0.857901, 0.043669,
	0.854797, -0.513815, 0.072912
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Leo 3		;! Object #54
$Class: GTF Loki#h
$Team: Hostile
$Location: 9114.355469, 799.999695, -9804.717773
$Orientation:
	-0.056589, 0.000000, -0.998398,
	0.465254, 0.884784, -0.026370,
	0.883366, -0.466001, -0.050069
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Sagittarius 1		;! Object #55
$Class: GTF Hercules#h
$Team: Hostile
$Location: 10996.799805, 1500.000000, -10079.400391
$Orientation:
	0.088473, 0.000000, -0.996079,
	0.911398, 0.403486, 0.080951,
	0.401904, -0.914986, 0.035698
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Harpoon" "" )
+Sbank Ammo: ( 33 100 )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Sagittarius 2		;! Object #56
$Class: GTF Hercules#h
$Team: Hostile
$Location: 11105.856445, 1500.000000, -9975.950195
$Orientation:
	-0.081445, 0.000000, -0.996678,
	0.935425, 0.345161, -0.076440,
	0.344015, -0.938543, -0.028112
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Harpoon" "" )
+Sbank Ammo: ( 33 100 )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Sagittarius 3		;! Object #57
$Class: GTF Hercules#h
$Team: Hostile
$Location: 10881.024414, 1500.000000, -9978.029297
$Orientation:
	-0.055231, 0.000000, -0.998474,
	0.886870, 0.459407, -0.049057,
	0.458706, -0.888226, -0.025373
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Harpoon" "" )
+Sbank Ammo: ( 33 100 )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Gemini 1		;! Object #58
$Class: GTF Hercules#h
$Team: Hostile
$Location: 10997.900391, 1600.000000, -10051.500000
$Orientation:
	0.235054, 0.000000, 0.971982,
	-0.890902, 0.399846, 0.215447,
	-0.388643, -0.916582, 0.093985
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Harpoon" "" )
+Sbank Ammo: ( 33 100 )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Gemini 2		;! Object #59
$Class: GTF Hercules#h
$Team: Hostile
$Location: 11106.271484, 1600.000000, -9950.271484
$Orientation:
	0.079608, 0.000000, 0.996826,
	-0.893968, 0.442408, 0.071393,
	-0.441004, -0.896814, 0.035219
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Harpoon" "" )
+Sbank Ammo: ( 33 100 )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Gemini 3		;! Object #60
$Class: GTF Hercules#h
$Team: Hostile
$Location: 10881.423828, 1600.000000, -9949.133789
$Orientation:
	0.109135, 0.000000, 0.994027,
	-0.937245, 0.333142, 0.102901,
	-0.331153, -0.942877, 0.036357
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Harpoon" "" )
+Sbank Ammo: ( 33 100 )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-dynamic" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Pisces 1		;! Object #61
$Class: GTF Loki#h
$Team: Hostile
$Location: 10991.900391, 200.000000, -12000.599609
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Pisces 2		;! Object #62
$Class: GTF Loki#h
$Team: Hostile
$Location: 11093.666016, 199.999985, -11879.145508
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Pisces 3		;! Object #63
$Class: GTF Loki#h
$Team: Hostile
$Location: 10884.244141, 200.000015, -11875.964844
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Pisces 4		;! Object #64
$Class: GTF Loki#h
$Team: Hostile
$Location: 10991.718750, 200.000061, -11770.836914
$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 Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 7

$Name: Aries 1		;! Object #65
$Class: GTB Medusa#h
$Team: Hostile
$Location: 10997.500000, -800.000000, -9476.900391
$Orientation:
	0.171651, 0.000000, 0.985158,
	0.857138, 0.492962, -0.149346,
	-0.485645, 0.870051, 0.084618
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Aries 2		;! Object #66
$Class: GTB Medusa#h
$Team: Hostile
$Location: 11104.013672, -800.000061, -9375.421875
$Orientation:
	-0.006353, 0.000000, 0.999980,
	0.832786, 0.553570, 0.005291,
	-0.553559, 0.832803, -0.003517
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Aries 3		;! Object #67
$Class: GTB Medusa#h
$Team: Hostile
$Location: 10891.037109, -800.000122, -9363.446289
$Orientation:
	-0.035836, 0.000000, 0.999358,
	0.910651, 0.411885, 0.032655,
	-0.411621, 0.911236, -0.014760
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Aries 4		;! Object #68
$Class: GTB Medusa#h
$Team: Hostile
$Location: 10995.185547, -800.000000, -9258.001953
$Orientation:
	-0.213776, 0.000000, 0.976883,
	0.849051, 0.494560, 0.185802,
	-0.483127, 0.869144, -0.105725
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

#Wings		;! 16 total

$Name: Com
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Com 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Com 1"
)
+Hotkey: 0
+Flags: ( )

$Name: Alpha
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Alpha 1

$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( is-event-true-delay "opening2-1" 3 ) 
   ( not 
      ( is-event-true-delay "onefinished" 0 ) 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay "onefinished" 0 ) 
$Ships: (		;! 3 total
	"Alpha 1"
	"Alpha 2"
	"Alpha 3"
)
$AI Goals: ( goals ( ai-play-dead 50 ) )
+Flags: ( "no-arrival-warp" "no-departure-warp" )

$Name: Scorpio
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Scorpio 1

$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( is-event-true-delay "opening3" 23 ) 
   ( not 
      ( is-event-true-delay "onefinished" 0 ) 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( are-waypoints-done-delay 
   "Scorpio 1" 
   "Scorpiocircuit" 
   0 
)
$Ships: (		;! 1 total
	"Scorpio 1"
)
$AI Goals: ( goals ( ai-waypoints-once "Scorpiocircuit" 50 ) )
+Flags: ( "no-dynamic" )

$Name: Beta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Beta 1

$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 0 "Cancer" ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay "onefinished" 0 ) 
$Ships: (		;! 4 total
	"Beta 1"
	"Beta 2"
	"Beta 3"
	"Beta 4"
)
$AI Goals: ( goals ( ai-play-dead 50 ) )
+Hotkey: 1
+Flags: ( "reinforcement" )

$Name: Cancer
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Cancer 1

$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( is-event-true-delay "scoutdead" 15 ) 
   ( not 
      ( is-event-true-delay "onefinished" 0 ) 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 6 total
	"Cancer 1"
	"Cancer 2"
	"Cancer 3"
	"Cancer 4"
	"Cancer 5"
	"Cancer 6"
)
$AI Goals: ( goals ( ai-play-dead 50 ) )
+Flags: ( "no-dynamic" )

$Name: Libra
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0		;! Libra 1

$Arrival Location: Hyperspace
$Arrival Cue: ( < 
   ( distance "Primary" "Capture" ) 
   500 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Libra 1"
	"Libra 2"
)
$AI Goals: ( goals ( ai-chase "Primary" 50 ) )
+Flags: ( "no-dynamic" )
+Wave Delay Min: 5
+Wave Delay Max: 8

$Name: Gamma
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Gamma 1

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "twofinished" 
   10 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   6 
)
$Ships: (		;! 4 total
	"Gamma 1"
	"Gamma 2"
	"Gamma 3"
	"Gamma 4"
)
$AI Goals: ( goals ( ai-play-dead 50 ) ( ai-ignore-new "Troop Transport" 96 ) )
+Flags: ( "no-arrival-warp" )

$Name: Delta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Delta 1

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "twofinished" 
   10 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   6 
)
$Ships: (		;! 4 total
	"Delta 1"
	"Delta 2"
	"Delta 3"
	"Delta 4"
)
$AI Goals: ( goals ( ai-play-dead 50 ) ( ai-ignore-new "Troop Transport" 96 ) )
+Hotkey: 2
+Flags: ( "no-arrival-warp" )

$Name: Epsilon
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Epsilon 1

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "threeexplain" 
   29 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   6 
)
$Ships: (		;! 4 total
	"Epsilon 1"
	"Epsilon 2"
	"Epsilon 3"
	"Epsilon 4"
)
$AI Goals: ( goals ( ai-play-dead 50 ) ( ai-ignore-new "Troop Transport" 96 ) )
+Flags: ( "reinforcement" )

$Name: Zeta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Zeta 1

$Arrival Location: Hyperspace
$Arrival Cue: ( or 
   ( has-arrived-delay 0 "Cruiser#three" ) 
   ( has-arrived-delay 0 "Cruiser#four" ) 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   6 
)
$Ships: (		;! 4 total
	"Zeta 1"
	"Zeta 2"
	"Zeta 3"
	"Zeta 4"
)
$AI Goals: ( goals ( ai-play-dead 50 ) )
+Flags: ( "reinforcement" )

$Name: Virgo
$Waves: 3
$Wave Threshold: 0
$Special Ship: 0		;! Virgo 1

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "epsilonassigned" 
   6 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-destroyed-delay 
   5 
   "Primary M" 
   "Tertiary M" 
   "Secondary M" 
)
$Ships: (		;! 3 total
	"Virgo 1"
	"Virgo 2"
	"Virgo 3"
)
$AI Goals: ( goals ( ai-chase "Primary M" 50 ) ( ai-chase "Secondary M" 50 ) ( ai-chase "Tertiary M" 50 ) )
+Flags: ( "no-dynamic" )
+Wave Delay Min: 8
+Wave Delay Max: 15

$Name: Leo
$Waves: 3
$Wave Threshold: 0
$Special Ship: 0		;! Leo 1

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "epsilonassigned" 
   6 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-destroyed-delay 
   5 
   "Primary C" 
   "Tertiary C" 
   "Secondary C" 
)
$Ships: (		;! 3 total
	"Leo 1"
	"Leo 2"
	"Leo 3"
)
$AI Goals: ( goals ( ai-chase "Secondary C" 50 ) ( ai-chase "Primary C" 50 ) ( ai-chase "Tertiary C" 50 ) )
+Flags: ( "no-dynamic" )
+Wave Delay Min: 8
+Wave Delay Max: 15

$Name: Sagittarius
$Waves: 3
$Wave Threshold: 0
$Special Ship: 0		;! Sagittarius 1

$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 75 "Virgo" ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-destroyed-delay 
   5 
   "Primary M" 
   "Tertiary M" 
   "Secondary M" 
)
$Ships: (		;! 3 total
	"Sagittarius 1"
	"Sagittarius 2"
	"Sagittarius 3"
)
$AI Goals: ( goals ( ai-chase "Primary M" 50 ) ( ai-chase "Secondary M" 50 ) ( ai-chase "Tertiary M" 55 ) )
+Flags: ( "no-dynamic" )
+Wave Delay Min: 8
+Wave Delay Max: 15

$Name: Gemini
$Waves: 3
$Wave Threshold: 0
$Special Ship: 0		;! Gemini 1

$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 75 "Leo" ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-destroyed-delay 
   5 
   "Primary C" 
   "Tertiary C" 
   "Secondary C" 
)
$Ships: (		;! 3 total
	"Gemini 1"
	"Gemini 2"
	"Gemini 3"
)
$AI Goals: ( goals ( ai-chase "Primary C" 50 ) ( ai-chase "Secondary C" 50 ) ( ai-chase "Tertiary C" 55 ) )
+Flags: ( "no-dynamic" )
+Wave Delay Min: 8
+Wave Delay Max: 15

$Name: Pisces
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Pisces 1

$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( has-arrived-delay 10 "Zeta" ) 
   ( query-orders 
      "Zeta" 
      "Destroy my target" 
      5 
      "Cruiser#three" 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   0 
)
$Ships: (		;! 4 total
	"Pisces 1"
	"Pisces 2"
	"Pisces 3"
	"Pisces 4"
)
$AI Goals: ( goals ( ai-chase-wing "Zeta" 50 ) )
+Flags: ( "no-dynamic" )

$Name: Aries
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0		;! Aries 1

$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( has-arrived-delay 20 "Ancillary M" ) 
   ( not 
      ( has-arrived-delay 
         20 
         "Cruiser#three" 
      )
   )
   ( has-arrived-delay 30 "Virgo" ) 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "threefinished" 
   0 
)
$Ships: (		;! 4 total
	"Aries 1"
	"Aries 2"
	"Aries 3"
	"Aries 4"
)
$AI Goals: ( goals ( ai-chase "Ancillary M" 50 ) )
+Flags: ( "no-dynamic" )
+Wave Delay Min: 10
+Wave Delay Max: 15

#Events		;! 86 total

$Formula: ( when 
   ( true ) 
   ( remove-sun-bitmap 0 ) 
   ( hud-disable-except-messages 1 ) 
   ( never-warp "Com 1" ) 
)
+Name: begin
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 0 "Primary" ) 
   ( training-msg "blipnoise" ) 
   ( set-object-facing "Com 1" 0 0 0 ) 
   ( play-sound-from-file "1-1.ogg" 9 ) 
)
+Name: blip
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( destroyed-or-departed-delay 
      0 
      "Scorpio 1" 
   )
   ( unprotect-ship 
      "Primary" 
      "Alpha 1" 
      "Alpha 2" 
      "Alpha 3" 
   )
)
+Name: scropdead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 1 "Primary" ) 
   ( turret-lock-all "Primary" ) 
)
+Name: lockturrets
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 0 "Capture" ) 
   ( turret-lock-all "Capture" ) 
   ( training-msg "blipnoise" ) 
   ( add-goal 
      "Alpha" 
      ( ai-ignore-new "Capture" 99 ) 
   )
   ( add-goal 
      "Beta" 
      ( ai-ignore-new "Capture" 99 ) 
   )
)
+Name: lockcapture
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( has-departed-delay 
         5 
         "Primary" 
         "Capture" 
      )
      ( = @skip-tutorial[0] 2 ) 
   )
   ( ship-vanish 
      "Primary" 
      "Capture" 
      "Scorpio 1" 
   )
   ( set-object-position 
      "Com 1" 
      -1702 
      2667 
      -8048 
   )
   ( set-object-facing "Com 1" 0 0 -6500 ) 
   ( training-msg "blipnoise" ) 
   ( modify-variable @skip-tutorial[0] 0 ) 
)
+Name: onefinished
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 0 "Primary#two" ) 
   ( training-msg "blipnoise" ) 
   ( modify-variable 
      @PRIMARYbeam-time[0] 
      ( + 12 ( mission-time ) ) 
   )
   ( key-reset "c" ) 
   ( turret-lock-all 
      "Primary#two" 
      "One#two" 
      "Two#two" 
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "capital1" 
      3000 
      "#SIMULATION" 
      "Normal" 
      "capital2" 
      5000 
      "#SIMULATION" 
      "Normal" 
      "capital3" 
      7000 
   )
)
+Name: twobegin
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( has-arrived-delay 12 "Primary#two" ) 
      ( has-time-elapsed 
         @PRIMARYbeam-time[0] 
      )
      ( = @prim-left[1] 1 ) 
   )
   ( modify-variable 
      @PRIMARYbeam-time[0] 
      ( + 
         @PRIMARYbeam-time[0] 
         ( rand-multiple 10 20 ) 
      )
   )
   ( fire-beam 
      "Primary#two" 
      "turret11" 
      "One#two" 
   )
   ( fire-beam 
      "Primary#two" 
      "turret12" 
      "One#two" 
   )
   ( fire-beam 
      "Primary#two" 
      "turret23" 
      "One#two" 
   )
   ( fire-beam 
      "Primary#two" 
      "turret24" 
      "One#two" 
   )
)
+Name: P-beamfireleft
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( has-arrived-delay 12 "Primary#two" ) 
      ( has-time-elapsed 
         @PRIMARYbeam-time[0] 
      )
      ( = @prim-right[0] 1 ) 
   )
   ( modify-variable 
      @PRIMARYbeam-time[0] 
      ( + 
         @PRIMARYbeam-time[0] 
         ( rand-multiple 10 20 ) 
      )
   )
   ( fire-beam 
      "Primary#two" 
      "turret11" 
      "Two#two" 
   )
   ( fire-beam 
      "Primary#two" 
      "turret12" 
      "Two#two" 
   )
   ( fire-beam 
      "Primary#two" 
      "turret23" 
      "Two#two" 
   )
   ( fire-beam 
      "Primary#two" 
      "turret24" 
      "Two#two" 
   )
)
+Name: P-beamfireright
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( key-pressed "q" ) 
      ( targeted "Primary#two" ) 
      ( = @prim-left[1] 1 ) 
   )
   ( key-reset-multiple "q" ) 
   ( modify-variable @prim-left[1] 0 ) 
   ( modify-variable @prim-right[0] 1 ) 
   ( training-msg "PRIM2" ) 
)
+Name: P-beamfiresetright
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( key-pressed "q" ) 
      ( targeted "Primary#two" ) 
      ( = @prim-right[0] 1 ) 
   )
   ( key-reset-multiple "q" ) 
   ( modify-variable @prim-left[1] 1 ) 
   ( modify-variable @prim-right[0] 0 ) 
   ( training-msg "PRIM1" ) 
)
+Name: P-beamfiresetleft
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( key-pressed "Alt-X" ) 
      ( or 
         ( = @skip-tutorial[0] 0 ) 
         ( = @skip-tutorial[0] 2 ) 
      )
      ( not 
         ( is-event-true-delay "twofinished" 0 ) 
      )
      ( is-event-true-delay "begin" 3 ) 
   )
   ( show-subtitle 
      100 
      100 
      "Are you certain you wish to" 
      5000 
      "<any string>" 
      500 
      ( true ) 
      ( false ) 
      500 
      255 
   )
   ( show-subtitle 
      100 
      108 
      "skip this tutorial?" 
      5000 
      "<any string>" 
      500 
      ( true ) 
      ( false ) 
      500 
      255 
   )
   ( show-subtitle 
      100 
      116 
      "(Press X a second time)" 
      5000 
      "<any string>" 
      500 
      ( true ) 
      ( false ) 
      500 
      255 
   )
   ( modify-variable @skip-tutorial[0] 1 ) 
   ( modify-variable 
      @skiptutchecker[0] 
      ( mission-time ) 
   )
   ( key-reset-multiple "Alt-X" ) 
)
+Name: skiptut
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( key-pressed "Alt-X" ) 
      ( = @skip-tutorial[0] 1 ) 
   )
   ( modify-variable @skip-tutorial[0] 2 ) 
   ( key-reset-multiple "Alt-X" ) 
)
+Name: skiptut2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( = 
         @skiptutchecker[0] 
         ( - ( mission-time ) 5 ) 
      )
      ( has-time-elapsed 6 ) 
      ( = @skip-tutorial[0] 1 ) 
   )
   ( modify-variable @skip-tutorial[0] 0 ) 
)
+Name: skipreset
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( is-destroyed-delay 
         5 
         "One#two" 
         "Two#two" 
      )
      ( and 
         ( = @skip-tutorial[0] 2 ) 
         ( has-arrived-delay 0 "Primary#two" ) 
      )
   )
   ( ship-vanish 
      "Primary#two" 
      "One#two" 
      "Two#two" 
   )
   ( set-object-position 
      "Com 1" 
      11007 
      1994 
      -7836 
   )
   ( set-object-facing 
      "Com 1" 
      11000 
      0 
      -10190 
   )
   ( training-msg "blipnoise" ) 
)
+Name: twofinished
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 0 "Secondary C" ) 
   ( training-msg "blipnoise" ) 
)
+Name: threebegin
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-docked-delay 
      "Troop Transport" 
      "Secondary M" 
      1 
      0 
   )
   ( ship-invulnerable "Troop Transport" ) 
)
+Name: troopdock
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "troopdock" 3 ) 
   ( ship-vulnerable 
      "Troop Transport" 
      "TC-TRI" 
   )
   ( self-destruct 
      "Troop Transport" 
      "Secondary M" 
      "TC-TRI" 
   )
)
+Name: troopdock2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 5 "Ancillary M" ) 
   ( beam-free 
      "Ancillary M" 
      "turret07" 
      "turret09" 
   )
)
+Name: beamunlockanc
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-arrived-delay 
         10 
         "Cruiser#three" 
      )
      ( or 
         ( = @C3-target[0] 1 ) 
         ( is-destroyed-delay 
            20 
            "Primary M" 
            "Secondary M" 
            "Tertiary M" 
         )
      )
   )
   ( fire-beam 
      "Cruiser#three" 
      "turret02" 
      "Tertiary C" 
   )
)
+Name: c3-tc
+Repeat Count: 10
+Interval: 20
+Team: 0

$Formula: ( when 
   ( and 
      ( has-arrived-delay 
         10 
         "Cruiser#three" 
      )
      ( is-destroyed-delay 20 "Tertiary C" ) 
      ( or 
         ( = @C3-target[0] 1 ) 
         ( is-destroyed-delay 
            20 
            "Primary M" 
            "Secondary M" 
            "Tertiary M" 
         )
      )
   )
   ( fire-beam 
      "Cruiser#three" 
      "turret02" 
      "Secondary C" 
   )
)
+Name: c3-sc
+Repeat Count: 10
+Interval: 20
+Team: 0

$Formula: ( when 
   ( and 
      ( has-arrived-delay 
         10 
         "Cruiser#three" 
      )
      ( is-destroyed-delay 
         20 
         "Secondary C" 
         "Tertiary C" 
      )
      ( or 
         ( = @C3-target[0] 1 ) 
         ( is-destroyed-delay 
            20 
            "Primary M" 
            "Secondary M" 
            "Tertiary M" 
         )
      )
   )
   ( fire-beam 
      "Cruiser#three" 
      "turret02" 
      "Primary C" 
   )
)
+Name: c3-pc
+Repeat Count: 20
+Interval: 20
+Team: 0

$Formula: ( when 
   ( and 
      ( has-arrived-delay 
         10 
         "Cruiser#three" 
      )
      ( or 
         ( = @C3-target[0] 0 ) 
         ( is-destroyed-delay 
            20 
            "Primary C" 
            "Secondary C" 
            "Tertiary C" 
         )
      )
   )
   ( fire-beam 
      "Cruiser#three" 
      "turret02" 
      "Tertiary M" 
   )
)
+Name: c3-tm
+Repeat Count: 20
+Interval: 20
+Team: 0

$Formula: ( when 
   ( and 
      ( has-arrived-delay 
         10 
         "Cruiser#three" 
      )
      ( is-destroyed-delay 20 "Tertiary M" ) 
      ( or 
         ( = @C3-target[0] 0 ) 
         ( is-destroyed-delay 
            20 
            "Primary C" 
            "Secondary C" 
            "Tertiary C" 
         )
      )
   )
   ( fire-beam 
      "Cruiser#three" 
      "turret02" 
      "Secondary M" 
   )
)
+Name: c3-sm
+Repeat Count: 20
+Interval: 20
+Team: 0

$Formula: ( when 
   ( and 
      ( has-arrived-delay 
         10 
         "Cruiser#three" 
      )
      ( is-destroyed-delay 
         20 
         "Secondary M" 
         "Tertiary M" 
      )
      ( or 
         ( = @C3-target[0] 0 ) 
         ( is-destroyed-delay 
            20 
            "Primary C" 
            "Secondary C" 
            "Tertiary C" 
         )
      )
   )
   ( fire-beam 
      "Cruiser#three" 
      "turret02" 
      "Primary M" 
   )
)
+Name: c3-pm
+Repeat Count: 20
+Interval: 20
+Team: 0

$Formula: ( every-time 
   ( and 
      ( has-arrived-delay 
         10 
         "Ancillary M" 
         "Cruiser#three" 
      )
      ( has-time-elapsed 
         @ANCILLARYbeam-time[0] 
      )
      ( = @ANCILLARY-beam[0] 0 ) 
   )
   ( modify-variable 
      @ANCILLARYbeam-time[0] 
      ( + 
         @ANCILLARYbeam-time[0] 
         ( rand-multiple 10 20 ) 
      )
   )
   ( fire-beam 
      "Ancillary M" 
      "turret11" 
      "Cruiser#three" 
   )
   ( fire-beam 
      "Ancillary M" 
      "turret12" 
      "Cruiser#three" 
   )
)
+Name: ANC-beam3
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( has-arrived-delay 
         9 
         "Ancillary M" 
         "Cruiser#three" 
      )
      ( and 
         ( has-arrived-delay 
            9 
            "Ancillary M" 
            "Cruiser#four" 
         )
         ( not 
            ( has-arrived-delay 0 "Cruiser#three" ) 
         )
      )
   )
   ( modify-variable 
      @ANCILLARYbeam-time[0] 
      ( mission-time ) 
   )
)
+Name: ANC-beamtimeset
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( has-arrived-delay 
         10 
         "Ancillary M" 
         "Cruiser#four" 
      )
      ( has-time-elapsed 
         @ANCILLARYbeam-time[0] 
      )
      ( = @ANCILLARY-beam[0] 1 ) 
   )
   ( modify-variable 
      @ANCILLARYbeam-time[0] 
      ( + 
         @ANCILLARYbeam-time[0] 
         ( rand-multiple 10 20 ) 
      )
   )
   ( fire-beam 
      "Ancillary M" 
      "turret11" 
      "Cruiser#four" 
   )
   ( fire-beam 
      "Ancillary M" 
      "turret12" 
      "Cruiser#four" 
   )
)
+Name: ANC-beam4
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( key-pressed "q" ) 
      ( targeted "Ancillary M" ) 
      ( = @ANCILLARY-beam[0] 0 ) 
      ( has-arrived-delay 0 "Cruiser#four" ) 
      ( not 
         ( is-destroyed-delay 0 "Cruiser#four" ) 
      )
   )
   ( key-reset-multiple "q" ) 
   ( modify-variable 
      @ANCILLARY-beam[0] 
      1 
   )
   ( training-msg "ANC1" ) 
)
+Name: ANC-beamsetleft
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( key-pressed "q" ) 
      ( targeted "Ancillary M" ) 
      ( = @ANCILLARY-beam[0] 1 ) 
      ( not 
         ( is-destroyed-delay 
            0 
            "Cruiser#three" 
         )
      )
      ( has-arrived-delay 0 "Cruiser#three" ) 
   )
   ( key-reset-multiple "q" ) 
   ( modify-variable 
      @ANCILLARY-beam[0] 
      0 
   )
   ( training-msg "ANC2" ) 
)
+Name: ANC-beamsetright
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 15 "Cruiser#four" ) 
   ( fire-beam 
      "Cruiser#four" 
      "turret02" 
      "Ancillary M" 
   )
)
+Name: c4-anc
+Repeat Count: 30
+Interval: 15
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "threebegin" 3 ) 
   ( turret-lock-all 
      "Primary C" 
      "Tertiary M" 
      "Primary M" 
      "Tertiary C" 
      "Secondary M" 
      "Secondary C" 
   )
)
+Name: lockconvoyturrets
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( key-pressed "q" ) 
      ( not 
         ( or 
            ( targeted "Primary#two" ) 
            ( targeted "Ancillary M" ) 
         )
      )
   )
   ( key-reset-multiple "q" ) 
)
+Name: beamswapreset
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Secondary M" ) 
   ( ship-vulnerable "TC-TRI" ) 
   ( self-destruct "TC-TRI" ) 
)
+Name: triblow
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-arrived-delay 0 "Cruiser#four" ) 
      ( not 
         ( has-arrived-delay 0 "Cruiser#three" ) 
      )
   )
   ( modify-variable 
      @ANCILLARY-beam[0] 
      1 
   )
)
+Name: ANC-c4auto
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( and 
         ( is-destroyed-delay 
            15 
            "Cruiser#three" 
         )
         ( = 
            ( num-ships-in-battle "Hostile" ) 
            0 
         )
         ( or 
            ( not 
               ( has-arrived-delay 0 "Ancillary M" ) 
            )
            ( has-departed-delay 0 "Cruiser#four" ) 
         )
      )
      ( and 
         ( is-destroyed-delay 
            15 
            "Cruiser#three" 
            "Cruiser#four" 
         )
         ( = 
            ( num-ships-in-battle "Hostile" ) 
            0 
         )
      )
      ( is-destroyed-delay 
         5 
         "Primary C" 
         "Tertiary C" 
         "Secondary C" 
         "Primary M" 
         "Secondary M" 
         "Tertiary M" 
      )
   )
   ( do-nothing ) 
)
+Name: threefinished
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Cruiser#four" ) 
   ( modify-variable 
      @ANCILLARY-beam[0] 
      0 
   )
)
+Name: c4dead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Cruiser#three" 
   )
   ( modify-variable 
      @ANCILLARY-beam[0] 
      1 
   )
)
+Name: c3dead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-event-true-delay "threebegin" 0 ) 
      ( false ) 
   )
   ( protect-ship 
      "Cruiser#three" 
      "Cruiser#four" 
      "Troop Transport" 
   )
)
+Name: alwaysprotect
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( = @has-finished-w[0] 0 ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "opening1" 
      2000 
      "#SIMULATION" 
      "Normal" 
      "opening2" 
      4000 
   )
)
+Name: opening
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( = @has-finished-w[0] 1 ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "opening1-alt" 
      2000 
      "#SIMULATION" 
      "Normal" 
      "opening2-alt" 
      4000 
   )
)
+Name: openingalt
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( true ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "opening3" 
      10000 
      "#SIMULATION" 
      "Normal" 
      "opening4" 
      5000 
   )
)
+Name: opening2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "begin" 4 ) 
   ( hud-disable-except-messages 0 ) 
   ( training-msg "blipnoise" ) 
)
+Name: HUDactive
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-event-true-delay "blip" 1 ) 
      ( not ( = @skip-tutorial[0] 2 ) ) 
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "opening5" 
      2000 
      "#SIMULATION" 
      "Low" 
      "opening6" 
      6000 
      "#SIMULATION" 
      "Normal" 
      "opening7" 
      5000 
      "#SIMULATION" 
      "Normal" 
      "opening8" 
      5000 
   )
)
+Name: opening3
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 3 "Scorpio 1" ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "scout1" 
      0 
   )
)
+Name: scout
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-event-true-delay "opening2" 20 ) 
      ( not ( = @skip-tutorial[0] 2 ) ) 
   )
   ( send-message 
      "#SIMULATION" 
      "High" 
      "opening4-1" 
   )
)
+Name: opening2-1
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 1 "Scorpio" ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "scout2" 
      0 
      "#SIMULATION" 
      "Normal" 
      "scout3" 
      3000 
      "#SIMULATION" 
      "Low" 
      "scout4" 
      6000 
   )
)
+Name: scoutdead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 2 "Cancer" ) 
   ( show-subtitle 
      20 
      200 
      "SIMULATION PAUSED" 
      4000 
      "" 
      500 
      ( true ) 
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "wing1" 
      0 
   )
   ( add-goal 
      "Alpha" 
      ( ai-play-dead 150 ) 
   )
)
+Name: wingA
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 2 "Beta" ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "wing1a" 
      0 
   )
)
+Name: wingAa
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( query-orders 
      "Beta" 
      "Engage enemy" 
      0 
   )
   ( show-subtitle 
      20 
      200 
      "SIMULATION RESUMED" 
      2000 
      "<any string>" 
      500 
      ( true ) 
   )
   ( clear-goals "Cancer" "Alpha" ) 
   ( add-goal 
      "Cancer" 
      ( ai-chase "Alpha" 50 ) 
   )
   ( add-goal 
      "Cancer" 
      ( ai-chase "Beta" 50 ) 
   )
   ( add-goal 
      "Cancer" 
      ( ai-chase "Primary" 30 ) 
   )
   ( add-goal 
      "Alpha" 
      ( ai-guard "Primary" 89 ) 
   )
   ( ship-guardian-threshold 
      ( rand 30 70 ) 
      "Beta 1" 
   )
   ( ship-guardian-threshold 
      ( rand 30 70 ) 
      "Beta 2" 
   )
   ( ship-guardian-threshold 
      ( rand 30 70 ) 
      "Beta 4" 
   )
)
+Name: wingB
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 3 "Cancer" ) 
      ( is-destroyed-delay 0 "Alpha" ) 
   )
   ( send-message 
      "#SIMULATION" 
      "High" 
      "wing2" 
   )
)
+Name: wingC-an
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 3 "Cancer" ) 
      ( not 
         ( is-destroyed-delay 0 "Alpha" ) 
      )
   )
   ( send-message 
      "#SIMULATION" 
      "High" 
      "wing2-2" 
   )
)
+Name: wingC-ay
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 3 "Cancer" ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "wing3" 
      4000 
   )
)
+Name: wingC-a
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 1 "Capture" ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "capture1" 
      0 
      "#SIMULATION" 
      "Normal" 
      "capture2" 
      3000 
   )
)
+Name: capturearrive
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 1 "Libra" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "capture3" 
   )
)
+Name: bombcaparrive
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( is-destroyed-delay 3 "Primary" ) 
      ( has-departed-delay 0 "Scorpio" ) 
   )
   ( send-message 
      "#SIMULATION" 
      "High" 
      "1fail" 
   )
)
+Name: FAILTUT
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "FAILTUT" 3 ) 
   ( end-mission ) 
)
+Name: FAILTUT-2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 5 "Libra" ) 
      ( not 
         ( is-destroyed-delay 0 "Primary" ) 
      )
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "1success" 
      0 
   )
)
+Name: SUCTUT
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( = @prim-right[0] 1 ) 
      ( is-event-true-delay "twobegin" 14 ) 
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "capital4" 
      2000 
      "#SIMULATION" 
      "Normal" 
      "capital5" 
      5000 
   )
)
+Name: capitalyes
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      1 
      "One#two" 
      "Two#two" 
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "capital6" 
      0 
      "#SIMULATION" 
      "Normal" 
      "training1" 
      6000 
   )
)
+Name: twobothdead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "threebegin" 3 ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "one1" 
      0 
      "#SIMULATION" 
      "Normal" 
      "one2" 
      8000 
      "#SIMULATION" 
      "Normal" 
      "one3" 
      8000 
      "#SIMULATION" 
      "Normal" 
      "one4" 
      8000 
      "#SIMULATION" 
      "Normal" 
      "one5" 
      5000 
   )
)
+Name: threeexplain
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( < 
         ( distance "Epsilon" "Secondary C" ) 
         400 
      )
      ( < 
         ( distance "Epsilon" "Primary C" ) 
         400 
      )
      ( < 
         ( distance "Epsilon" "Tertiary C" ) 
         400 
      )
      ( < 
         ( distance "Epsilon" "Primary M" ) 
         400 
      )
      ( < 
         ( distance "Epsilon" "Secondary M" ) 
         400 
      )
      ( < 
         ( distance "Epsilon" "Tertiary M" ) 
         400 
      )
   )
   ( send-message 
      "#SIMULATION" 
      "High" 
      "one6" 
   )
   ( play-sound-from-file "1-2.ogg" 9 ) 
)
+Name: epsilonassigned
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 2 "Leo" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "leo1" 
   )
)
+Name: wave1arrive
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 
      3 
      "Troop Transport" 
   )
   ( send-message 
      "#SIMULATION" 
      "High" 
      "troop" 
   )
)
+Name: trooparrive
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 1 "Primary C" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "PCdead" 
   )
   ( modify-variable 
      @civilians-deathtoll[0] 
      ( + @civilians-deathtoll[0] 1 ) 
   )
)
+Name: PCdead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 1 "Secondary C" ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "SCdead" 
      0 
      "Secondary C" 
      "Normal" 
      "SCdead2" 
      5000 
   )
   ( modify-variable 
      @civilians-deathtoll[0] 
      ( + @civilians-deathtoll[0] 1 ) 
   )
)
+Name: SCdead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 1 "Tertiary C" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "TCdead" 
   )
   ( modify-variable 
      @civilians-deathtoll[0] 
      ( + @civilians-deathtoll[0] 1 ) 
   )
)
+Name: TCdead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 1 "Primary M" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "PMdead" 
   )
   ( modify-variable 
      @military-deathtoll[0] 
      ( + @military-deathtoll[0] 1 ) 
   )
)
+Name: PMdead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 1 "Secondary M" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "SMdead" 
   )
   ( modify-variable 
      @military-deathtoll[0] 
      ( + @military-deathtoll[0] 1 ) 
   )
)
+Name: SMdead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 1 "Tertiary M" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "TMdead" 
   )
   ( modify-variable 
      @military-deathtoll[0] 
      ( + @military-deathtoll[0] 1 ) 
   )
   ( modify-variable 
      @tertiarym-saved[1] 
      0 
   )
)
+Name: TMdead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 2 "Cruiser#four" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "C4arrive" 
   )
)
+Name: C4heree
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 2 "Cruiser#three" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "C3arrive" 
   )
)
+Name: C3heree
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 2 "Pisces" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "piscarrive" 
   )
)
+Name: piscarrive
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 2 "Aries" ) 
   ( send-message 
      "#SIMULATION" 
      "High" 
      "ariesarrive" 
   )
)
+Name: ariesarrivee
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( and 
         ( has-departed-delay 
            0 
            "Cruiser#three" 
         )
         ( has-docked-delay 
            "Tertiary M" 
            "Cruiser#three" 
            1 
            0 
         )
      )
      ( and 
         ( has-departed-delay 0 "Cruiser#four" ) 
         ( has-docked-delay 
            "Tertiary M" 
            "Cruiser#four" 
            1 
            0 
         )
      )
   )
   ( send-message 
      "#SIMULATION" 
      "High" 
      "C4depart" 
   )
   ( modify-variable 
      @military-deathtoll[0] 
      ( + @military-deathtoll[0] 1 ) 
   )
)
+Name: capturedcruiser
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( or 
         ( > 
            @civilians-deathtoll[0] 
            @military-deathtoll[0] 
         )
         ( and 
            ( = 
               @civilians-deathtoll[0] 
               @military-deathtoll[0] 
            )
            ( > ( rand 1 10 ) 5 ) 
         )
      )
      ( has-arrived-delay 0 "Cruiser#three" ) 
   )
   ( modify-variable @C3-target[0] 1 ) 
)
+Name: setc3targetC
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "threefinished" 
         0 
      )
      ( > 
         @military-deathtoll[0] 
         @civilians-deathtoll[0] 
      )
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "Csave-noM" 
      500 
      "#SIMULATION" 
      "Normal" 
      "Csave-noM2" 
      5000 
   )
   ( modify-variable 
      @civilians-saved[0] 
      1 
   )
)
+Name: Csave-noM
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "threefinished" 
         0 
      )
      ( > 
         @civilians-deathtoll[0] 
         @military-deathtoll[0] 
      )
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "Msave-noC" 
      500 
      "#SIMULATION" 
      "Normal" 
      "Msave-noC2" 
      5000 
   )
   ( modify-variable 
      @military-saved[0] 
      1 
   )
)
+Name: Msave-noC
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "threefinished" 
         0 
      )
      ( and 
         ( = 
            @civilians-deathtoll[0] 
            @military-deathtoll[0] 
         )
         ( or 
            ( not ( = @civilians-deathtoll[0] 3 ) ) 
            ( not ( = @civilians-deathtoll[0] 0 ) ) 
         )
      )
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "CequalM" 
      500 
      "#SIMULATION" 
      "Normal" 
      "CequalM2" 
      5000 
   )
)
+Name: CequalM
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      13 
      "Primary C" 
      "Secondary C" 
      "Tertiary C" 
      "Primary M" 
      "Secondary M" 
      "Tertiary M" 
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "fails" 
      0 
   )
)
+Name: CALLDEADM
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "threefinished" 
         0 
      )
      ( and 
         ( = 
            @civilians-deathtoll[0] 
            @military-deathtoll[0] 
            0 
         )
         ( not ( = @civilians-deathtoll[0] 3 ) ) 
      )
   )
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "SAVEALL" 
      500 
      "#SIMULATION" 
      "Normal" 
      "SAVEALL2" 
      5000 
   )
)
+Name: CALLSAVEDM
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( is-event-true-delay "Csave-noM" 15 ) 
      ( is-event-true-delay "Msave-noC" 15 ) 
      ( is-event-true-delay "CequalM" 15 ) 
      ( is-event-true-delay "CALLDEADM" 10 ) 
      ( is-event-true-delay "CALLSAVEDM" 15 ) 
   )
   ( ship-vanish 
      "Cruiser#three" 
      "Cruiser#four" 
   )
   ( set-object-position 
      "Com 1" 
      0 
      50000 
      0 
   )
   ( set-object-facing "Com 1" 0 51000 0 ) 
   ( hud-disable-except-messages 1 ) 
   ( training-msg "blipnoise" ) 
   ( close-sound-from-file ( true ) ) 
   ( send-message-list 
      "#SIMULATION" 
      "High" 
      "next" 
      3000 
   )
)
+Name: NEXT-1
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "NEXT-1" 4 ) 
   ( end-mission ) 
)
+Name: NEXT-2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time 
   ( and 
      ( is-event-true-delay "wingA" 0 ) 
      ( not 
         ( query-orders 
            "Beta" 
            "Engage enemy" 
            0 
         )
      )
   )
   ( clear-goals "Alpha" ) 
   ( add-goal 
      "Alpha" 
      ( ai-play-dead 150 ) 
   )
)
+Name: alphapause
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-departed-delay 0 "Cruiser#four" ) 
   ( modify-variable @c4-escape[0] 1 ) 
)
+Name: C4escape
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 0 "Ancillary M" ) 
   ( modify-variable 
      @ancillary-unused[1] 
      0 
   )
)
+Name: ANCarrive
+Repeat Count: 1
+Interval: 1
+Team: 0

#Goals		;! 0 total


#Waypoints		;! 1 lists total

$Name: Scorpiocircuit
$List: (		;! 6 points in list
	( -578.200012, -700.000000, 744.700012 )
	( -1028.599976, -500.000000, 8.200000 )
	( -571.200012, -200.000000, -992.700012 )
	( 595.327576, -0.000068, -1006.179321 )
	( 1034.699951, -300.000000, -2.500000 )
	( -11.723307, -800.000000, 919.486389 )
)

#Messages		;! 67 total


$Name: opening1
$Team: -1
$MessageNew:  XSTR("Welcome, Commander.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening1-alt
$Team: -1
$MessageNew:  XSTR("Welcome back, Commander.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening2
$Team: -1
$MessageNew:  XSTR("Take a moment to adjust. Acclimatisation may vary between individuals.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening2-alt
$Team: -1
$MessageNew:  XSTR("Take a moment to adjust. As you will remember, acclimatisation may take some time. ", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening3
$Team: -1
$MessageNew:  XSTR("WARNING: Overuse of simulators may be harmful to your health. Please do not exceed your allotted hours.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening4
$Team: -1
$MessageNew:  XSTR("This tutorial will prepare you for the simulation proper. You may skip it at any time by pressing Alt-X on your keyboard.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening5
$Team: -1
$MessageNew:  XSTR("In front of you now are four units. Three of them are the fighters of Alpha wing. The fourth is a transport that for the purposes of this simulation has been designated Primary.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening6
$Team: -1
$MessageNew:  XSTR("You have command over all units. But not your own, Commander.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening7
$Team: -1
$MessageNew:  XSTR("Your presence in this simulation is strictly indirect. You will give tactical guidance only.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening8
$Team: -1
$MessageNew:  XSTR("You may issue directions, as I am sure you know, through the communication menu. Access this with the [C] key on your interface.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: scout1
$Team: -1
$MessageNew:  XSTR("Commander, an enemy scout has entered the area. Order Alpha wing to destroy it before it can escape.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: opening4-1
$Team: -1
$MessageNew:  XSTR("Let's begin.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: scout2
$Team: -1
$MessageNew:  XSTR("Masterful.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: scout3
$Team: -1
$MessageNew:  XSTR("In a real conflict, pilots will of course react appropriately to such events without your guidance. For the purposes of this simulation, however, you must direct them explicitly.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: scout4
$Team: -1
$MessageNew:  XSTR("The scout had time to hail the enemy force before you destroyed it. An enemy wing is inbound - order your wing to protect the objective.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: wing1
$Team: -1
$MessageNew:  XSTR("These enemy fighters outnumber your pilots two-to-one. Beta wing is now available to reinforce. Call them in now.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: wing1a
$Team: -1
$MessageNew:  XSTR("Beta wing is on station. Order them to engage the enemy.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: wing2
$Team: -1
$MessageNew:  XSTR("Shed a tear for Alpha wing. But what could you have done, Commander?", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: wing3
$Team: -1
$MessageNew:  XSTR("These scenarios are designed to emulate plausible battlefield conditions. As such, there will always be a certain factor of chance involved. Some pilots are better than others. Some pilots are luckier than others. So are some Commanders.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: capture1
$Team: -1
$MessageNew:  XSTR("Ah - our goal is in sight.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: capture2
$Team: -1
$MessageNew:  XSTR("Military transports are able to capture enemy vessels. Order PRIMARY to do so now.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: capture3
$Team: -1
$MessageNew:  XSTR("Bombers, Commander. You know what to do, don't you?", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: 1fail
$Team: -1
$MessageNew:  XSTR("Resetting simulation.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: 1success
$Team: -1
$MessageNew:  XSTR("Of course you do.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: capital1
$Team: -1
$MessageNew:  XSTR("Though you may be familiar with the communications menu from your piloting days, Commander, here is something new.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: capital2
$Team: -1
$MessageNew:  XSTR("In a real conflict, this corvette would be helmed by an able and self-sufficient Captain. But for the purposes of this simulation, beam fire will be selective. You must choose.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: capital3
$Team: -1
$MessageNew:  XSTR("The corvette opens fire on a single target. But perhaps the other vessel is the greater threat? Select the corvette and press the [Q] key on your interface.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: capital4
$Team: -1
$MessageNew:  XSTR("On its next firing cycle, the corvette will target the second cruiser. You may use this feature at any time there is more than one beam target in range.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: capital5
$Team: -1
$MessageNew:  XSTR("Destroy both cruisers.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: capital6
$Team: -1
$MessageNew:  XSTR("Your people smiled.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: wing2-2
$Team: -1
$MessageNew:  XSTR("Alpha wing was lucky this time. But it will not always happen this way.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: training1
$Team: -1
$MessageNew:  XSTR("This concludes the tutorial. Prepare for the first tactical scenario of this module.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: one1
$Team: -1
$MessageNew:  XSTR("Twin convoys, Commander. On the left, military: on the right, civilian. They have been spied by the enemy and will be attacked in moments.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: one2
$Team: -1
$MessageNew:  XSTR("You have two fighter wings to assign as you see fit. In a moment you will be given access to a third fighter wing and a cruiser designated ANCILLARY which you may deploy at your leisure.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: one3
$Team: -1
$MessageNew:  XSTR("A reminder: this is a tactical simulation, Commander. Your decisions will have consequences. Deploy reinforcements too soon, and the enemy may have time to react - too late, and there may be nothing left to reinforce. And be wary of spreading your forces too thin.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: one4
$Team: -1
$MessageNew:  XSTR("Which has more value, Commander? Innocent lives, or military might?", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: one5
$Team: -1
$MessageNew:  XSTR("The scenario will begin once Epsilon wing is assigned to protect a specific vessel.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: leo1
$Team: -1
$MessageNew:  XSTR("Hostile fighters are approaching the convoys.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: troop
$Team: -1
$MessageNew:  XSTR("A troop transport is approaching the military freighter SECONDARY.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: PCdead
$Team: -1
$MessageNew:  XSTR("Civilian transport PRIMARY has been destroyed.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: SCdead
$Team: -1
$MessageNew:  XSTR("Science vessel SECONDARY has been destroyed. A man's life work is extinguished.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: SCdead2
$Team: -1
$MessageNew:  XSTR("Perhaps his daughter will take up the reins. But she will never forgive you, Commander.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: TCdead
$Team: -1
$MessageNew:  XSTR("Medical ship TERTIARY has been destroyed. Perhaps their sacrifice was necessary.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: PMdead
$Team: -1
$MessageNew:  XSTR("Military gas miner PRIMARY has been destroyed.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: SMdead
$Team: -1
$MessageNew:  XSTR("Military freighter SECONDARY has been destroyed. Oh, lives were lost here - but they will not be the last when our forces in Deneb do not receive their supplies.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: TMdead
$Team: -1
$MessageNew:  XSTR("Military transport TERTIARY has been destroyed. Where were those soldiers headed, I wonder?", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: C4arrive
$Team: -1
$MessageNew:  XSTR("An enemy cruiser has arrived to deal with yours.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: C3arrive
$Team: -1
$MessageNew:  XSTR("An enemy cruiser has arrived and its beam weaponry is trained on the convoy. You now have access to bomber wing Zeta.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: piscarrive
$Team: -1
$MessageNew:  XSTR("Pisces wing has arrived and is targeting your bombers.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: ariesarrive
$Team: -1
$MessageNew:  XSTR("An enemy wing of bombers has arrived to engage cruiser ANCILLARY.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: C4depart
$Team: -1
$MessageNew:  XSTR("Military transport TERTIARY has captured an enemy cruiser. But there were casualties, and now they will never arrive at their destination in time.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: Msave-noC
$Team: -1
$MessageNew:  XSTR("Well, Commander. You sacrificed the civilians to preserve the military. The soldiers will reach their destination, the line will hold a little longer - and though innocents died today they died for the greater good.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: Msave-noC2
$Team: -1
$MessageNew:  XSTR("It was worth it, Commander. Wasn't it?", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: Csave-noM
$Team: -1
$MessageNew:  XSTR("Well, Commander. You held the lives of the civilians above those of the military. Truly, an honourable choice. For what is the purpose of a soldier but to die for men who will never know their names?", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: Csave-noM2
$Team: -1
$MessageNew:  XSTR("In Deneb, war still rages. But you have saved lives here, Commander. And that's all that matters, isn't it?", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: next
$Team: -1
$MessageNew:  XSTR("Loading the next scenario . . .", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: fails
$Team: -1
$MessageNew:  XSTR("You failed to protect either convoy. Where is the solace in this for you, Commander? Perhaps there is none.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: blipnoise
$Team: -1
$MessageNew:  XSTR(" ", -1)
$end_multi_text
+Wave Name: reset.wav

$Name: one6
$Team: -1
$MessageNew:  XSTR("Scenario 1-3A commences.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: CequalM
$Team: -1
$MessageNew:  XSTR("Well, Commander. Equal losses. Equal survivors. You have evaded the choice, it seems - you held no man above the other.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: CequalM2
$Team: -1
$MessageNew:  XSTR("And though many innocents were lost and the military arrives crippled, you will always remember that you held to your principles and walked away from this without guilt. Will you not?", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: SAVEALL
$Team: -1
$MessageNew:  XSTR("Miraculous, Commander. You have taken no losses.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: SAVEALL2
$Team: -1
$MessageNew:  XSTR("Perhaps the scenario requires tuning.", -1)
$end_multi_text
+Wave Name: user_c.wav

$Name: PRIM2
$Team: -1
$MessageNew:  XSTR("PRIMARY will prioritise TWO.", -1)
$end_multi_text
+Wave Name: user_a.wav

$Name: PRIM1
$Team: -1
$MessageNew:  XSTR("PRIMARY will prioritise ONE.", -1)
$end_multi_text
+Wave Name: user_a.wav

$Name: ANC1
$Team: -1
$MessageNew:  XSTR("ANCILLARY will prioritise LEFT.", -1)
$end_multi_text
+Wave Name: user_a.wav

$Name: ANC2
$Team: -1
$MessageNew:  XSTR("ANCILLARY will prioritise RIGHT.", -1)
$end_multi_text
+Wave Name: user_a.wav

#Reinforcements		;! 4 total

$Name: Beta
$Type: Attack/Protect
$Num times: 1
+Arrival Delay: 0
+No Messages: ( )
+Yes Messages: ( )

$Name: Epsilon
$Type: Attack/Protect
$Num times: 1
+Arrival Delay: 0
+No Messages: ( )
+Yes Messages: ( )

$Name: Zeta
$Type: Attack/Protect
$Num times: 1
+Arrival Delay: 0
+No Messages: ( )
+Yes Messages: ( )

$Name: Ancillary M
$Type: Attack/Protect
$Num times: 1
+Arrival Delay: 0
+No Messages: ( )
+Yes Messages: ( )

#Background bitmaps		;! 0 total

$Num stars: 0
$Ambient light level: 16777215

$Bitmap List:
$Sun: SunWhite
+Angles: 0.000000 0.000000 0.000000
+Scale: 1.000000

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: None

#End

