#Mission Info

$Version: 0.10
$Name:  XSTR("Midnight Run", -1)
$Author: Herkie423
$Created: 11/15/18 at 15:10:12
$Modified: 07/28/22 at 18:44:15
$Notes:
Written by CT27
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 262208
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

+Disallow Support: 0
+Hull Repair Ceiling: 50.000000
+Subsystem Repair Ceiling: 100.000000

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$Load Screen 640:	TBGLoadS2a.png
$Load Screen 1024:	TBGLoad2a.png

$Skybox Model: Adhara.pof

$AI Profile: AF1

#Sexp_variables

$Variables:
(
		0		"ConvoyArrived"		"0"		"number"
		1		"ConvoyLost"		"0"		"number"
		2		"ConvoySurvived"		"0"		"number"
		3		"EscapedWarships"		"0"		"number"
		4		"MissionFailed"		"0"		"number"
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#Fiction Viewer

$File: BGMail2B.txt
$Font: font01.vf

#Command Briefing

$Stage Text:
 XSTR("$B{To The Men and Women of the 7th Battlegroup$}

I regret to inform you that we are now in conflict with the $R Vasudans. Earlier today, a Vasudan battlegroup had made their second intrusion here in $Y Gamma $Y Draconis and destroyed several ships from the $G{ 12th SOC Battlegroup $} that were guarding the node to $Y Adhara.  Their new leader, $V Supreme $V Admiral $V Akhmim has announced his intention $P{ to rid Vasudan territory of Terran influence $} and declared war since we won't surrender our ships in Vasudan territory to him or give him the massive financial reparations he says we owe them. And we have responded in kind. It is not known whether Akhmim will formally declare himself emperor in the near future, but his title does not matter much at this time.

Although the $B{ GTVA High Council, $} currently situated in $b{ Gamma Draconis Sector Comms, $} had not disbanded, our great experiment with the Vasudans has failed. Our alliance is over. Akhmim has declared his new government the $R{ Vasudan New Imperium. $} They have seized a number of military assets and have given Terran civilians two days to vacate Vasudan territory or be considered spies and enemies of their society. $b Khonsu $b II also had some nephews that could have become emperor but no one knows what has happened to them. For now, the initiative lies with Supreme Admiral Akhmim.
", -1)
$end_multi_text
$Ani Filename: cb_HQ.ani
+Wave Filename: none

$Stage Text:
 XSTR("Before communications were totally blocked out, we did received several last-minute news update and reports of our present situation. The $R Imperium have control on most of the systems though some are still being contested. I know what you all are probably thinking: why can't we quickly smash this problem with our superweapons?  Unfortunately, there are issues on that front. Out of a desire to try and bring us closer to the Vasudans, we previously invited them to work on some of our projects. This in turn, allowed some of the radicals to attempt and sabotage our endeavors. 

A small piece of good news is that Terran officials in the $B GTVI had secretly planned for this possibility and put in place the $P{ $quoteContingency Plan Firewall.$quote $} This involved things like $P{ $quoteScorched Earth$quote $} protocols, the quick internment of $R Vasudan $R elements on these projects, and the quick relocation of these weapons. We couldn't save all our military ships, but the $R Imperium didn't get everything. We didn't have the time or resources to save everything, so we had to give our assets different priority levels. The next few portions of this command briefing will give the latest report on the top priorities of Contingency Plan Firewall: $b Omega $b level $b assets.
", -1)
$end_multi_text
$Ani Filename: cb_HQ.ani
+Wave Filename: none

$Stage Text:
 XSTR("$b{The Super Dreadnaughts: $}

In $Y Delta $Y Serpentis, some rogue Vasudan personnel onboard the $G GTVA $G Archangel were able to damage the main weapons system of the asset but they were killed before they could detonate her engine and reactors. She can still fly but her primary cannon is out of action for the time being. Her secondary beams are still operational and deadly in their own right so if the situation gets bad enough it may get rushed back. Her sister ship, the $G GTVA $G Gabriel, nearing completion in $Y Beta $Y Aquilae, was able to undock and escape a Vasudan boarding effort and is in Delta Serpentis with the Archangel but it will need time before she's fully combat capable. As of present, the status of these assets are unknown for the link we have with Delta Serpentis and Beta Aquilae were severed.", -1)
$end_multi_text
$Ani Filename: cb_HQ.ani
+Wave Filename: none

$Stage Text:
 XSTR("$b{The GTXV Avenger: $}

The $R Vasudan $R workers were almost able to seize this corvette that was currently docked with $P Ethos ressuply station in $Y Adhara. To stop the Vasudans from acquiring the critical asset, $b Admiral $b Richter had no choice but to demolish this highly-prized ship by engaging its self-destruct mechanism. This led to the demolition of the station itself and took down a dozen heavy $R Vasudan $R warships and three $R hostile $R squadrons in the vicinty. The good admiral was able to escape aboard a shuttle in time and returned to $Y Gamma $Y Draconis. Richter assured us that we will soon get new $G Avenger corvettes and $G Boreas cruisers and we will have more than one strike groups taskforces.
", -1)
$end_multi_text
$Ani Filename: cb_HQ.ani
+Wave Filename: none

$Stage Text:
 XSTR("$B{The Sol Gate: $}

This arguably went the best of all $V Firewall $V Omega assets. There were no Vasudan military personnel on board, only Vasudan civilian scientists aiding in the project. They surrendered quickly and did no damage to the $b Sol $b Gate or the primary control station, $b Eden.  All of them proclaimed they had no idea about $R Akhmim's new regime or plans and they wanted to work with humanity on this project and for the sake of science. For now, if the protocols have been followed, they are merely being detained, and not treated as spies, while we investigate their records and keep them in constant surveillance. We can only hope that the enemy will not be able to penetrate further into $Y Delta $Y Serpentis and that the gate will be safe while this war is occuring.

", -1)
$end_multi_text
$Ani Filename: cb_HQ.ani
+Wave Filename: none

$Stage Text:
 XSTR("I know this is a tragedy for many of you. I've served with many Vasudans before and would trust many with my life. Many were serving in our military as part of the officer and pilot exchange programs we had in place during the $b{ Third Shivan War. $} Since there have been large numbers of sabotage acts reported in Vasudan territory, $B Terran $B Command doesn't want to take chances. Many of our friends and comrades have been detained and many without the benefit of fair trial.

We will not become like the $R{ Hammer of Light $} or the $R{ Neo Terran Front. $} Akhmim will see we are better than him. We will try to observe the principles of $P{ BETA AQUILAE CONVENTION, $} even if inconvenient. Perhaps if we can quickly defeat $R Akhmim's $R forces, more moderate Vasudans will rise up and take back the Vasudan government and we can return to our coexistence. You can call me naive if you want, but the $R NTF didn't represent all $G Terrans and I don't want to believe $R Akhmim represents all $V Vasudans.

$B{Admiral Neil Cartwright
Commander of the 7th Battlegroup
GTD Midway$}

", -1)
$end_multi_text
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#Briefing
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 XSTR("Before the $G Midway and other Terran forces can begin counter attacks against the Akhmim regime, we have to secure our positions in $Y Gamma $Y Draconis because we are really cut off from the rest of our Terran territories. For that to happen, we need ammunitions and supplies and additional personnel. Most of them will come from the Vasudan-controlled system of $Y Adhara. $b Admiral $b Cartwright is presently meeting with other fleet admiral to formulate a plan to break through Vasudan space to rejoin the rest of the $B GTA forces in $Y{ Beta Aquilae $} and $Y{ Delta Serpentis.$}

", -1)
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 XSTR("You will be stationed in sector $Y AD15 transit point in $Y Adhara and await the arrival of convoys making their hop jumps towards the $Y Gamma $Y Draconis jump node. Since the $R Imperium gave us two days to evacuate our $G Terran $G civilians, this is our oppurtunity to smuggle our military personnel and supplies. If we blow our cover they will certainly target them. So you will have to defend these convoys that will be jumping in to recharge their drives and then jump out to safety. Make sure that at least half of them departs to safety. That's is all. Good luck.

", -1)
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#Debriefing_info

$Num stages: 14

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
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   ( = @ConvoySurvived[0] 12 ) 
   ( is-destroyed-delay 
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      "Trebia" 
      "Siwa" 
      "Edfu" 
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)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Outstanding work there, Commander, you had $V{ saved every ship $} in the convoy and destroyed all attacking warships. You have good leadership and piloting skills. I know it's a cliche to say, but every little bit helps. Every hostile we destroy is one less ship $R Akhmim has to throw at us, one less we have to account for in planning out attacks and every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("That's a display of excellence.", -1)
$end_multi_text

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$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Marvelous work there, Commander, you had $V{ saved every ship $} and you destroyed most of the attacking warships, only one retreated and escaped. You did good. I know it's a cliche to say, but every little bit helps. Every hostile we destroy is one less ship $R Akhmim has to throw at us, one less we have to account for in planning out attacks and every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("You almost got it. If you manage to destroy all attacking warships, you will get the best debrief from Cartwright and a medal. Try targeting their key subsystems like $quoteWeapons.$quote or $quoteReactor.$quote. Most of the time, it works but some enemy warships might have upgraded back up subsystems. It dosen't hurt to try.", -1)
$end_multi_text

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$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Remarkable work there, Commander, you had $V{ saved every ship $} in the convoy and destroyed some of the attacking warships though the rest of them retreated and escaped. It will be a pain to see them back in action but you did pretty well. Every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("It's good but not the best outcome. If you manage to destroy all attacking warships, you will get the best debrief from Cartwright and a medal. Try targeting their key subsystems like $quoteWeapons.$quote or $quoteReactor.$quote. Most of the time, it works but some enemy warships might have upgraded back up subsystems. It dosen't hurt to try.", -1)
$end_multi_text

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$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Great work there, Commander, you had $V{ saved every ship $} in the convoy and routed the enemy, all of them had retreated and escaped with their tails between their legs. Still, it will be a pain to see them back in action but you did well all the same. Every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Just adequate. If you want the best outcome, you must destroy all attacking warships and you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( and 
      ( > @ConvoySurvived[0] 6 ) 
      ( != @ConvoySurvived[0] 12 ) 
   )
   ( is-destroyed-delay 
      0 
      "Carrhae" 
      "Trebia" 
      "Siwa" 
      "Edfu" 
   )
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Good work there, Commander, you had $V{ saved many ships $} in the convoy and you had destroyed all attacking warships. Still, I wished all our convoys were saved but well done all the same. I know it's a cliche to say, but every little bit helps. Every hostile we destroy is one less ship $R Akhmim has to throw at us, one less we have to account for in planning out attacks and every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("If you manage to save all the convoy and destroyed all the hostile warships, you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( and 
      ( > @ConvoySurvived[0] 6 ) 
      ( != @ConvoySurvived[0] 12 ) 
   )
   ( = @EscapedWarships[0] 1 ) 
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Good work there, Commander, you had $V{ saved many ships $} in the convoy and you had destroyed most of the attacking warships, only one retreated and escaped. Still, I wished all our convoys were saved but well done all the same. I know it's a cliche to say, but every little bit helps. Every hostile we destroy is one less ship $R Akhmim has to throw at us, one less we have to account for in planning out attacks and every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("If you manage to destroy all attacking warships and all the convoy survived, you will get the best debrief from Cartwright and a medal. It is easier to target their key subsystems like $quoteWeapons.$quote or $quoteReactor.$quote. Most of the time, it works but some enemy warships might have upgraded back up subsystems. It dosen't hurt to try.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( and 
      ( > @ConvoySurvived[0] 6 ) 
      ( != @ConvoySurvived[0] 12 ) 
   )
   ( and 
      ( > @EscapedWarships[0] 1 ) 
      ( != @EscapedWarships[0] 4 ) 
   )
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Nice work there, Commander, you had $V{ saved many ships $} in the convoy and destroyed some of the attacking warships though the rest of them retreated and escaped. It will be a pain to see them back in action. I wished all our convoys survived but you did your best. Every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("If you manage to destroy all attacking warships and all the convoy survived, you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( and 
      ( > @ConvoySurvived[0] 6 ) 
      ( != @ConvoySurvived[0] 12 ) 
   )
   ( = @EscapedWarships[0] 4 ) 
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Nice work there, Commander, you had $V{ saved many ships $} in the convoy and routed the enemy, all of them had retreated and escaped with their tails between their legs. Still, it will be a pain to see them back in action. I just wished we could saved all our convoys but I'm sure you did all you could. Every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("If you manage to destroy all attacking warships and all the convoy survived, you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( = @ConvoySurvived[0] 6 ) 
   ( is-destroyed-delay 
      0 
      "Carrhae" 
      "Trebia" 
      "Siwa" 
      "Edfu" 
   )
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Well, Commander, you only saved $V{ half of the convoy. $} Any less than that and the mission would be utterly useless. At least, you destroyed all the enemy. It is some consolation on our part. You know, every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting but what you accomplished today was barely adequate. $Y Shiva can not provide us because all we get from there are alien technology and stuff that we can not readily use. $Y Adhara is our only source. I pray that we will have enough time to get our resources before we face another attack.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("You barely succeeded the mission. The admiral was not really satisfied. If all the convoy survived, you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( = @ConvoySurvived[0] 6 ) 
   ( = @EscapedWarships[0] 1 ) 
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Well, Commander, you only saved $V{ half of the convoy. $} Any less than that and the mission would be utterly useless. At least, you destroyed most of the enemy and only one escaped. You know, every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting but what you really had accomplished today was barely adequate. $Y Shiva can not provide us because all we get from there are alien technology and stuff that we can not readily use. $Y Adhara is our only source. I pray that we will have enough time to get our resources before we face another attack.


Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("You barely succeeded the mission. The admiral was not really satisfied. If you manage to destroy all attacking warships and all the convoy survived, you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( = @ConvoySurvived[0] 6 ) 
   ( and 
      ( > @EscapedWarships[0] 1 ) 
      ( != @EscapedWarships[0] 4 ) 
   )
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Well, Commander, you only saved $V{ half of the convoy $} and you let some of the enemy escaped. It will be a pain to see those $R Vasudan $R warships again in action. You know, every pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting but what you really had accomplished today was just barely adequate. $Y Shiva can not provide us because all we get from there are alien technology and stuff that we can not readily use. $Y Adhara is our only source. I pray that we will have enough time to get our resources before we face another attack.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("You barely succeeded the mission. The admiral was not really satisfied. If you manage to destroy all attacking warships and all the convoy survived, you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( = @ConvoySurvived[0] 6 ) 
   ( = @EscapedWarships[0] 4 ) 
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Well, Commander, you only saved $V{ half of the convoy $} and you let all the enemy warships escaped. A little worse than that and it would be a disaster. And it will be a pain to see those $R Vasudan $R warships again in action. You know, every single pound of supplies and ship to carry them will help keep our forces armed and fed, ready to continue fighting but what you really had  accomplished today was barely adequate. $Y Shiva can not provide us because all we get from there are alien technology and stuff that we can not readily use. $Y Adhara is our only source. I pray that we will have enough time to get our resources before we face another attack.

Another thing, I have noticed some of your pilots may have a problem with people like $b Lieutenant $b Asim fighting with us. I would like to remind you that while most of the $P Vasudan $P fleet may have gone to the $R New $R Imperium, not everyone did. Asim and others have served alongside $G Terrans without incident for years. If you don't like it, you can take a dishonorable discharge. Trust me, our Intel Division isn't blind and stupid, many Vasudans on Terran craft have been detained and the ones still serving openly are still being watched closely. He wouldn't be here if he couldn't be trusted. Talk to your pilots.

I'm not going to lie and say things will be fine once $R Akhmim is defeated or that the $B Alliance will survive after this strife. However, let's keep our main focus on the New Imperium and if other Vasudans want to help us defeat them then why not let that happen?

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("You barely succeeded the mission. The admiral was not really satisfied. If you manage to destroy all attacking warships and all the convoy survived, you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Failure" 
      0 
   )
   ( and 
      ( >= @ConvoySurvived[0] 2 ) 
      ( <= @ConvoySurvived[0] 5 ) 
   )
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Your mission was a complete failure, Commander. The remaining convoy you saved is not enough to keep our engines running. We won't have enough crew or personnel to operate our ships nor enough engineers and technicians to repair them from the losses we had during our battles with the Shivan remnants. Along with that, we are already stretching our food supply. $Y Shiva can not provide us because all we get from there are alien technology and stuff that we can not readily use. And do you expect us to eat Shivan vegetables or Shivan livestocks? Remember we are cut off from the rest of $G Terran space and in between is a only a chain of hostile systems. If I were $R Akhmim, I will attack us now and that bastard will definitely attack sooner than we get our hands on our much needed resources.

And while you contemplate in your quarters now on our current predicament which I am sure you are, be ready for our imminent destruction. The Vasudan supreme admiral is very smart. He will learn of our situation and capitalize on it. It is only a matter of time and we won't have long.

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("You must be very quick. Arm yourself and your mates with the best ships and weapons. If you manage to destroy all attacking warships and all the convoy survived, you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

$Formula: ( and 
   ( is-event-true-delay 
      "Authorize Jump - Failure" 
      0 
   )
   ( = @ConvoySurvived[0] 1 ) 
)
$Multi text
    XSTR("$B{To Lt. Commander Courtney Aguilar
76th Ice Queens, 7th Battlegroup$}

Your mission was a disaster, Commander. You saved four ships and three of them carried only civilians. That leave us with one resource ship, not really good enough, barely enough to keep our engines running. We won't have enough personnel to operate our ships nor enough engineers and technicians to repair them from the losses we had during our battles with the Shivan remnants. Along with that, we are already stretching our food supply. $Y Shiva can not provide us because all we get from there are alien technology and stuff that we can not readily use. And do you expect us to eat Shivan vegetables or Shivan livestocks? Remember we are cut off from the rest of $G Terran space and in between is a only a chain of hostile systems. If I were $R Akhmim, I will attack us now and that bastard will definitely attack sooner than we get our hands on our much needed resources.

And while you contemplate in your quarters now on our current predicament which I am sure you are, be ready for our imminent destruction. The Vasudan supreme admiral is very smart. He will learn of our situation and capitalize on it. It is only a matter of time and we won't have long.

$B{Admiral Neil Cartwright
7th Battlegroup, GTVA$}
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("You must be very quick. Arm yourself and your mates with the best ships and weapons. If you manage to destroy all attacking warships and all the convoy survived, you will get the best debrief from Cartwright and a medal.", -1)
$end_multi_text

#Alternate Types:
$Alt: 76th Ice Queens
$Alt: Argo Transport
$Alt: 28th Battlegroup
$Alt: Pandora Gas Miner
$Alt: Demeter Freighter
$Alt: Neptune Freighter
$Alt: Neptune Transport
$Alt: VNCv Hathor
$Alt: Cradle Transport
$Alt: Odyssey Medicraft
$Alt: Tiger Mercenaries
$Alt: Nautilus Transport
$Alt: 64th Raptors

#end


#Callsigns:
$Callsign: Beta 1 (Ben)
$Callsign: Ben

#end


#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"GTF Phoenix"	8
	"GTF Avalanche"	8
	"GTF Raptor"	8
	"GTB Albatross"	4
)

+Weaponry Pool: (
	"Akheton SDG"	8
	"Maxim"	8
	"Skyrail"	8
	"Ripper"	16
	"Devastator"	16
	"Blizzard"	8
	"Hornet"	700
	"Tornado"	700
	"Harpoon"	200
	"Trebuchet"	100
	"Piranha"	100
	"Stiletto II"	100
	"Infyrno"	100
	"Cyclops"	500
	"Screamer"	3380
	"Hunter"	1140
	"UD-8 Kayser"	0
	"Widowmaker"	0
	"Helios"	0
)

#Objects		;! 69 total

$Name: Alpha 1		;! Object #0
$Class: GTF Dark Angel
$Alt: 76th Ice Queens

$Team: Friendly
$Location: -2543.295410, 48.276909, -1241.651001
$Orientation:
	0.179813, 0.000000, -0.983701,
	0.000000, 1.000000, 0.000000,
	0.983701, 0.000000, 0.179813
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Ripper" "Devastator" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 8

$Name: Alpha 2		;! Object #1
$Class: GTF Dark Angel
$Alt: 76th Ice Queens

$Team: Friendly
$Location: -2575.677490, 17.080807, -1183.584106
$Orientation:
	0.179813, 0.000000, -0.983701,
	-0.000000, 1.000000, 0.000000,
	0.983701, 0.000000, 0.179813
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Ripper" "Devastator" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 1

$Name: Alpha 3		;! Object #2
$Class: GTF Dark Angel
$Alt: 76th Ice Queens

$Team: Friendly
$Location: -2551.884521, 16.640144, -1299.241699
$Orientation:
	0.179813, 0.000000, -0.983701,
	-0.000000, 1.000000, 0.000000,
	0.983701, 0.000000, 0.179813
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Ripper" "Devastator" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 2

$Name: Alpha 4		;! Object #3
$Class: GTF Dark Angel
$Alt: 76th Ice Queens

$Team: Friendly
$Location: -2536.016846, -10.452724, -1356.383789
$Orientation:
	0.179813, 0.000000, -0.983701,
	-0.000000, 1.000000, 0.000000,
	0.983701, 0.000000, 0.179813
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Ripper" "Devastator" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 4

$Name: Beta 1		;! Object #4
$Class: GTF Dark Angel
$Alt: 76th Ice Queens

$Callsign: Ben

$Team: Friendly
$Location: -2432.671387, 69.973442, -1194.725708
$Orientation:
	0.179813, 0.000000, -0.983701,
	-0.000000, 1.000000, 0.000000,
	0.983701, 0.000000, 0.179813
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Ripper" "Devastator" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 3

$Name: Beta 2		;! Object #5
$Class: GTF Dark Angel
$Alt: 76th Ice Queens

$Team: Friendly
$Location: -2477.445313, 48.280025, -1112.093384
$Orientation:
	0.179813, 0.000000, -0.983701,
	-0.000000, 1.000000, 0.000000,
	0.983701, 0.000000, 0.179813
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Ripper" "Devastator" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 4

$Name: Beta 3		;! Object #6
$Class: GTF Dark Angel
$Alt: 76th Ice Queens

$Team: Friendly
$Location: -2470.626953, 43.966965, -1266.726074
$Orientation:
	0.179813, 0.000000, -0.983701,
	-0.000000, 1.000000, 0.000000,
	0.983701, 0.000000, 0.179813
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Ripper" "Devastator" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 0

$Name: Beta 4		;! Object #7
$Class: GTF Dark Angel
$Alt: 76th Ice Queens

$Team: Friendly
$Location: -2515.780029, 25.831631, -1041.981567
$Orientation:
	0.179813, 0.000000, -0.983701,
	-0.000000, 1.000000, 0.000000,
	0.983701, 0.000000, 0.179813
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Ripper" "Devastator" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 1

$Name: Frasier		;! Object #8
$Class: GTT Argo
$Alt: Argo Transport

$Team: Friendly
$Location: -1408.057861, 0.002654, -992.453735
$Orientation:
	0.733638, 0.293024, 0.613117,
	-0.526935, 0.815023, 0.240994,
	-0.429088, -0.499875, 0.752336
$AI Behavior: None
$Cargo 1:  XSTR("Adharan Refugees", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "EXIT CUE - Ist Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Capua		;! Object #9
$Class: GTT Argo
$Alt: Argo Transport

$Team: Friendly
$Location: -1475.669189, 89.369179, -1332.943848
$Orientation:
	0.733638, 0.293025, 0.613117,
	-0.526935, 0.815023, 0.240994,
	-0.429087, -0.499875, 0.752336
$AI Behavior: None
$Cargo 1:  XSTR("Adharan Refugees", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "EXIT CUE - Ist Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Croton		;! Object #10
$Class: GTT Argo
$Alt: Argo Transport

$Team: Friendly
$Location: -1162.650146, 275.777405, -1109.008423
$Orientation:
	0.733638, 0.293025, 0.613117,
	-0.526935, 0.815023, 0.240994,
	-0.429087, -0.499875, 0.752336
$AI Behavior: None
$Cargo 1:  XSTR("Adharan Refugees", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "EXIT CUE - Ist Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Gloria		;! Object #11
$Class: GTC Dauntless
$Alt: 28th Battlegroup

$Team: Friendly
$Location: 116.478882, -396.399902, -905.623169
$Orientation:
	0.167760, -0.736962, 0.654785,
	0.712612, 0.549613, 0.436016,
	-0.681206, 0.393461, 0.617371
$AI Behavior: None
+AI Class: Lieutenant
$AI Goals: ( goals ( ai-waypoints-once "Gloria Path" 50 ) )
$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 
   "CUE 2nd Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 9
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 2nd Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 1
+Score: 500

$Name: Fortuna		;! Object #12
$Class: GTM Odyssey
$Alt: Odyssey Medicraft

$Team: Friendly
$Location: 429.378296, -287.099915, -1506.723145
$Orientation:
	0.173269, -0.738294, 0.651844,
	0.713014, 0.550607, 0.434101,
	-0.679404, 0.389557, 0.621817
$AI Behavior: None
+AI Class: Lieutenant
$AI Goals: ( goals ( ai-waypoints-once "Fortuna Path" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: Turret01
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret07
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret08
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret09
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret10
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret11
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret12
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret13
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret14
+Subsystem: turret15
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret16
+Primary Banks: ( "Terran Turret" )
$Arrival Location: Hyperspace
+Arrival Delay: 1
$Arrival Cue: ( is-event-true-delay 
   "CUE 2nd Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 10
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 2nd Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 1
+Score: 50

$Name: Crysta		;! Object #13
$Class: GTT Neptune
$Alt: Neptune Transport

$Team: Friendly
$Location: 778.679932, -549.999878, -741.822876
$Orientation:
	0.172206, -0.738067, 0.652383,
	0.712866, 0.550437, 0.434559,
	-0.679829, 0.390227, 0.620931
$AI Behavior: None
+AI Class: Lieutenant
$AI Goals: ( goals ( ai-waypoints-once "Crysta Path" 50 ) )
$Cargo 1:  XSTR("Civilian Personnel", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret02
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret03
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret04
+Primary Banks: ( "Terran Turret" )
$Arrival Location: Hyperspace
+Arrival Delay: 2
$Arrival Cue: ( is-event-true-delay 
   "CUE 2nd Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 11
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 2nd Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 1
+Score: 50

$Name: Matsunagi		;! Object #14
$Class: GTG Pandora
$Alt: Pandora Gas Miner

$Team: Friendly
$Location: 1041.878662, -319.299927, -1170.822876
$Orientation:
	0.170448, -0.737609, 0.653361,
	0.712819, 0.550096, 0.435068,
	-0.680321, 0.391571, 0.619544
$AI Behavior: None
+AI Class: Lieutenant
$AI Goals: ( goals ( ai-waypoints-once "Matsunagi Path" 50 ) )
$Cargo 1:  XSTR("Antimatter Fuel", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret02
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret03
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret04
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret05
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret06
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret07
+Primary Banks: ( "Terran Turret" )
+Subsystem: turret08
+Primary Banks: ( "Terran Turret" )
$Arrival Location: Hyperspace
+Arrival Delay: 3
$Arrival Cue: ( is-event-true-delay 
   "CUE 2nd Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 12
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 2nd Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 1
+Score: 900

$Name: Cydonia		;! Object #15
$Class: GTC Vigilant
$Alt: 28th Battlegroup

$Team: Friendly
$Location: 658.173584, -326.698792, 741.038025
$Orientation:
	-0.372335, 0.499690, 0.782098,
	-0.597958, 0.515320, -0.613915,
	-0.709798, -0.696243, 0.106922
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Cydonia Path" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+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
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "CUE 3rd Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 9
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 3rd Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 500

$Name: Minnow		;! Object #16
$Class: GTT Cradle
$Alt: Cradle Transport

$Team: Friendly
$Location: 1152.072388, 56.901230, 277.338440
$Orientation:
	-0.371004, 0.500059, 0.782494,
	-0.598318, 0.515701, -0.613244,
	-0.710191, -0.695696, 0.107866
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Minnow Path" 50 ) )
$Cargo 1:  XSTR("Officers and Crew", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
+Arrival Delay: 1
$Arrival Cue: ( is-event-true-delay 
   "CUE 3rd Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 10
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 3rd Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 900

$Name: Trishia		;! Object #17
$Class: GTT Cradle
$Alt: Cradle Transport

$Team: Friendly
$Location: 393.771851, 321.901245, 637.338135
$Orientation:
	-0.369310, 0.500515, 0.783004,
	-0.598799, 0.516171, -0.612378,
	-0.710668, -0.695019, 0.109081
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Trishian Path" 50 ) )
$Cargo 1:  XSTR("Officers and Crew", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
+Arrival Delay: 2
$Arrival Cue: ( is-event-true-delay 
   "CUE 3rd Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 11
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 3rd Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 400

$Name: Horace		;! Object #18
$Class: GTT Cradle
$Alt: Cradle Transport

$Team: Friendly
$Location: 803.773682, 175.801239, 487.738281
$Orientation:
	-0.368143, 0.500845, 0.783342,
	-0.599099, 0.516512, -0.611797,
	-0.711021, -0.694528, 0.109906
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Horace Path" 50 ) )
$Cargo 1:  XSTR("Officers and Crew", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
+Arrival Delay: 3
$Arrival Cue: ( is-event-true-delay 
   "CUE 3rd Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 12
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 3rd Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 400

$Name: Volantes		;! Object #19
$Class: GTC Vigilant
$Alt: 28th Battlegroup

$Team: Friendly
$Location: -417.193481, -563.003052, 2028.071533
$Orientation:
	-0.563984, 0.000000, 0.825785,
	0.000000, 1.000000, 0.000000,
	-0.825785, 0.000000, -0.563984
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Volantes Path" 50 ) )
$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
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "CUE 4th Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 9
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 4th Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 180

$Name: Carina		;! Object #20
$Class: GTT Nautilus
$Alt: Nautilus Transport

$Team: Friendly
$Location: 161.819702, -194.390106, 1819.564453
$Orientation:
	-0.563985, 0.000000, 0.825785,
	0.000000, 1.000000, 0.000000,
	-0.825785, 0.000000, -0.563985
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Carina Path" 50 ) )
$Cargo 1:  XSTR("Technicians", -1)
+Initial Velocity: 33
+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
$Arrival Location: Hyperspace
+Arrival Delay: 1
$Arrival Cue: ( is-event-true-delay 
   "CUE 4th Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 10
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 4th Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Special Hitpoints: 40000
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1000

$Name: Sofia		;! Object #21
$Class: GTT Nautilus
$Alt: Nautilus Transport

$Team: Friendly
$Location: -77.061646, -363.930725, 2754.901123
$Orientation:
	-0.563985, 0.000000, 0.825785,
	0.000000, 1.000000, 0.000000,
	-0.825785, 0.000000, -0.563985
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Sofia Path" 50 ) )
$Cargo 1:  XSTR("Engineers", -1)
+Initial Velocity: 33
+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
$Arrival Location: Hyperspace
+Arrival Delay: 2
$Arrival Cue: ( is-event-true-delay 
   "CUE 4th Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 11
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 4th Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Special Hitpoints: 40000
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1000

$Name: Riverdale		;! Object #22
$Class: GTFr Demeter
$Alt: Demeter Freighter

$Team: Friendly
$Location: 585.103882, -0.033256, 2449.487061
$Orientation:
	-0.564475, 0.000000, 0.825452,
	-0.000000, 1.000000, 0.000000,
	-0.825452, 0.000000, -0.564475
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Riverdale Path" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+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
$Arrival Location: Hyperspace
+Arrival Delay: 3
$Arrival Cue: ( is-event-true-delay 
   "CUE 4th Convoy" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 12
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 4th Convoy" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 900

$Name: Cargo X-23		;! Object #23
$Class: TC-DEM
$Team: Friendly
$Location: 584.278442, -23.033257, 2448.922607
$Orientation:
	-0.564548, 0.000000, 0.825402,
	0.000000, 1.000000, 0.000000,
	-0.825402, 0.000000, -0.564548
$AI Behavior: None
$Cargo 1:  XSTR("Ammunitions", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Docked With: Riverdale
$Docker Point: Docking Point
$Dockee Point: Docking Point
+Group: 0
+Use Table Score:
+Score: 0

$Name: Carrhae		;! Object #24
$Class: VNC Anubis
$Team: Hostile
$Location: -3939.899902, 47.796524, -4692.200195
$Orientation:
	0.897608, 0.000000, -0.440795,
	0.033264, 0.997149, 0.067736,
	0.439538, -0.075463, 0.895048
$AI Behavior: None
+AI Class: Major
$AI Goals: ( goals ( ai-waypoints-once "A" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01-base
+Subsystem: turret02-base
+Subsystem: turret03-base
+Subsystem: turret04-base
+Subsystem: turret05-base
+Subsystem: turret06-base
+Subsystem: turret07-base
+Subsystem: turret08-base
+Subsystem: turret09-base
+Subsystem: turret10-base
+Subsystem: turret11-base
+Subsystem: turret12-base
+Subsystem: turret13-base
+Subsystem: turret14-base
+Subsystem: turret15-base
+Subsystem: turret16-base
+Subsystem: turret17-base
+Subsystem: turret18-base
+Subsystem: turret19-base
+Subsystem: turret20-base
+Subsystem: turret21-base
+Subsystem: turret22-base
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy cruisers and escorts" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1400

$Name: Trebia		;! Object #25
$Class: VNC Anubis
$Team: Hostile
$Location: -3583.899902, 163.716583, -5292.500000
$Orientation:
	0.907904, 0.000000, -0.419178,
	0.032105, 0.997063, 0.069536,
	0.417947, -0.076589, 0.905237
$AI Behavior: None
+AI Class: Major
$AI Goals: ( goals ( ai-waypoints-once "B" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01-base
+Subsystem: turret02-base
+Subsystem: turret03-base
+Subsystem: turret04-base
+Subsystem: turret05-base
+Subsystem: turret06-base
+Subsystem: turret07-base
+Subsystem: turret08-base
+Subsystem: turret09-base
+Subsystem: turret10-base
+Subsystem: turret11-base
+Subsystem: turret12-base
+Subsystem: turret13-base
+Subsystem: turret14-base
+Subsystem: turret15-base
+Subsystem: turret16-base
+Subsystem: turret17-base
+Subsystem: turret18-base
+Subsystem: turret19-base
+Subsystem: turret20-base
+Subsystem: turret21-base
+Subsystem: turret22-base
$Arrival Location: Hyperspace
+Arrival Delay: 1
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy cruisers and escorts" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1400

$Name: Siwa		;! Object #26
$Class: VNC Anubis
$Team: Hostile
$Location: -2960.899902, 373.700012, -5077.000000
$Orientation:
	0.904151, 0.000000, -0.427214,
	0.036636, 0.996316, 0.077536,
	0.425640, -0.085756, 0.900820
$AI Behavior: None
+AI Class: Major
$AI Goals: ( goals ( ai-waypoints-once "C" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01-base
+Subsystem: turret02-base
+Subsystem: turret03-base
+Subsystem: turret04-base
+Subsystem: turret05-base
+Subsystem: turret06-base
+Subsystem: turret07-base
+Subsystem: turret08-base
+Subsystem: turret09-base
+Subsystem: turret10-base
+Subsystem: turret11-base
+Subsystem: turret12-base
+Subsystem: turret13-base
+Subsystem: turret14-base
+Subsystem: turret15-base
+Subsystem: turret16-base
+Subsystem: turret17-base
+Subsystem: turret18-base
+Subsystem: turret19-base
+Subsystem: turret20-base
+Subsystem: turret21-base
+Subsystem: turret22-base
$Arrival Location: Hyperspace
+Arrival Delay: 2
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy cruisers and escorts" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1400

$Name: Edfu		;! Object #27
$Class: VNCv Hathor
$Alt: VNCv Hathor

$Team: Hostile
$Location: 2465.300049, -563.000000, 4130.700195
$Orientation:
	-0.582296, 0.000000, 0.812977,
	-0.000002, 1.000000, -0.000001,
	-0.812977, -0.000002, -0.582296
$AI Behavior: None
+AI Class: Major
$AI Goals: ( goals ( ai-waypoints-once "Volantes Path" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01-base
+Subsystem: turret02-base
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09-base
+Subsystem: turret10-base
+Subsystem: turret11-base
+Subsystem: turret12-base
+Subsystem: turret13-base
+Subsystem: turret14-base
+Subsystem: turret15-base
+Subsystem: turret16-base
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Subsystem: turret27
+Subsystem: turret28
+Subsystem: turret29
+Subsystem: turret30
+Subsystem: turret31
+Subsystem: turret32
+Subsystem: turret33
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy corvette and escort" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( and 
   ( is-event-true-delay 
      "Edfu backs out" 
      0 
   )
   ( has-arrived-delay 
      120 
      "Epsilon" 
      "Delta" 
   )
   ( not 
      ( is-subsystem-destroyed-delay 
         "Edfu" 
         "Navigation" 
         0 
      )
   )
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 500

$Name: Archon 1		;! Object #28
$Class: VNF Serapis
$Team: Hostile
$Location: -330.600006, -880.200012, 3716.100098
$Orientation:
	-0.860455, 0.000000, -0.509527,
	-0.345850, 0.734354, 0.584048,
	0.374173, 0.678767, -0.631878
$AI Behavior: None
+AI Class: Major
$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: 1
+Use Table Score:
+Score: 12

$Name: Archon 2		;! Object #29
$Class: VNF Serapis
$Team: Hostile
$Location: -52.552246, -849.047180, 3694.857422
$Orientation:
	-0.917327, 0.000000, -0.398135,
	-0.278789, 0.713912, 0.642345,
	0.284234, 0.700236, -0.654890
$AI Behavior: None
+AI Class: Major
$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: 1
+Use Table Score:
+Score: 12

$Name: Archon 3		;! Object #30
$Class: VNF Serapis
$Team: Hostile
$Location: -366.730865, -805.351135, 3999.576172
$Orientation:
	-0.885127, 0.000000, -0.465348,
	-0.286548, 0.787925, 0.545036,
	0.366660, 0.615772, -0.697414
$AI Behavior: None
+AI Class: Major
$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: 1
+Use Table Score:
+Score: 12

$Name: Bezaro 1		;! Object #31
$Class: VNF Serapis
$Team: Hostile
$Location: -776.099976, -842.500000, 4157.500000
$Orientation:
	-0.656850, 0.000000, 0.754021,
	0.562413, 0.666074, 0.489935,
	-0.502234, 0.745886, -0.437511
$AI Behavior: None
+AI Class: Major
$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: 1
+Use Table Score:
+Score: 12

$Name: Bezaro 2		;! Object #32
$Class: VNF Serapis
$Team: Hostile
$Location: -1070.711060, -682.799438, 4164.335938
$Orientation:
	-0.730981, 0.000000, 0.682398,
	0.516363, 0.653775, 0.553125,
	-0.446135, 0.756689, -0.477897
$AI Behavior: None
+AI Class: Major
$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: 1
+Use Table Score:
+Score: 12

$Name: Bezaro 3		;! Object #33
$Class: VNF Serapis
$Team: Hostile
$Location: -1228.218628, -810.661621, 4440.517578
$Orientation:
	-0.824107, 0.000000, 0.566434,
	0.428025, 0.654977, 0.622736,
	-0.371001, 0.755649, -0.539772
$AI Behavior: None
+AI Class: Major
$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: 1
+Use Table Score:
+Score: 12

$Name: Cygnus 1		;! Object #34
$Class: VNB Osiris
$Team: Hostile
$Location: -416.200012, -797.400024, 3382.500000
$Orientation:
	-0.781100, 0.000000, -0.624406,
	-0.440767, 0.708312, 0.551378,
	0.442274, 0.705899, -0.553263
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Helios" "Cyclops" "Raccus" )
+Subsystem: Turret01
+Subsystem: Turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 1
+Use Table Score:
+Score: 8

$Name: Cygnus 2		;! Object #35
$Class: VNB Osiris
$Team: Hostile
$Location: -634.129272, -631.397461, 3349.041016
$Orientation:
	-0.713154, 0.000000, -0.701007,
	-0.452113, 0.764226, 0.459947,
	0.535728, 0.644948, -0.545012
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Helios" "Cyclops" "Raccus" )
+Subsystem: Turret01
+Subsystem: Turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 1
+Use Table Score:
+Score: 8

$Name: Cygnus 3		;! Object #36
$Class: VNB Osiris
$Team: Hostile
$Location: -758.218018, -511.735596, 3598.387207
$Orientation:
	-0.740901, 0.000000, -0.671615,
	-0.378622, 0.825946, 0.417682,
	0.554717, 0.563749, -0.611944
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Helios" "Cyclops" "Raccus" )
+Subsystem: Turret01
+Subsystem: Turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 1
+Use Table Score:
+Score: 8

$Name: Cygnus 4		;! Object #37
$Class: VNB Osiris
$Team: Hostile
$Location: -730.675171, -676.561035, 3816.321289
$Orientation:
	-0.787952, 0.000000, -0.615737,
	-0.356517, 0.815321, 0.456232,
	0.502023, 0.579009, -0.642434
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Helios" "Cyclops" "Raccus" )
+Subsystem: Turret01
+Subsystem: Turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 1
+Use Table Score:
+Score: 8

$Name: Dipida 1		;! Object #38
$Class: VNB Osiris
$Team: Hostile
$Location: -1194.500000, -624.099976, 3817.399902
$Orientation:
	-0.665478, 0.000000, 0.746417,
	0.601448, 0.592215, 0.536229,
	-0.442039, 0.805780, -0.394106
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Helios" "Cyclops" "Raccus" )
+Subsystem: Turret01
+Subsystem: Turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 1
+Use Table Score:
+Score: 8

$Name: Dipida 2		;! Object #39
$Class: VNB Osiris
$Team: Hostile
$Location: -1464.881592, -491.340454, 3865.027832
$Orientation:
	-0.769372, 0.000000, 0.638801,
	0.521519, 0.577482, 0.628118,
	-0.368896, 0.816404, -0.444298
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Helios" "Cyclops" "Raccus" )
+Subsystem: Turret01
+Subsystem: Turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 1
+Use Table Score:
+Score: 8

$Name: Dipida 3		;! Object #40
$Class: VNB Osiris
$Team: Hostile
$Location: -1497.731445, -678.558472, 4100.906250
$Orientation:
	-0.834400, 0.000000, 0.551159,
	0.446383, 0.586569, 0.675780,
	-0.323293, 0.809899, -0.489433
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Helios" "Cyclops" "Raccus" )
+Subsystem: Turret01
+Subsystem: Turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 1
+Use Table Score:
+Score: 8

$Name: Dipida 4		;! Object #41
$Class: VNB Osiris
$Team: Hostile
$Location: -1508.211182, -746.489258, 4326.830078
$Orientation:
	-0.872868, 0.000000, 0.487957,
	0.383912, 0.617241, 0.686750,
	-0.301187, 0.786774, -0.538770
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Helios" "Cyclops" "Raccus" )
+Subsystem: Turret01
+Subsystem: Turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 1
+Use Table Score:
+Score: 8

$Name: Eluna 1		;! Object #42
$Class: VNF Horus
$Team: Hostile
$Location: -2262.420166, 310.718903, -4614.834473
$Orientation:
	0.896053, 0.000000, -0.443948,
	0.000000, 1.000000, 0.000000,
	0.443948, 0.000000, 0.896053
$AI Behavior: None
+AI Class: Major
$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: Eluna 2		;! Object #43
$Class: VNF Horus
$Team: Hostile
$Location: -2219.484619, 270.664856, -4495.451660
$Orientation:
	0.896053, 0.000000, -0.443948,
	0.000000, 1.000000, 0.000000,
	0.443948, 0.000000, 0.896053
$AI Behavior: None
+AI Class: Major
$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: Ferrun 2		;! Object #44
$Class: VNF Horus
$Team: Hostile
$Location: -3906.863770, 341.145416, -3787.637939
$Orientation:
	0.896053, 0.000000, -0.443948,
	0.000000, 1.000000, 0.000000,
	0.443948, 0.000000, 0.896053
$AI Behavior: None
+AI Class: Major
$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: Ferrun 1		;! Object #45
$Class: VNF Horus
$Team: Hostile
$Location: -4078.803711, 403.655792, -3750.615479
$Orientation:
	0.896053, 0.000000, -0.443948,
	0.000000, 1.000000, 0.000000,
	0.443948, 0.000000, 0.896053
$AI Behavior: None
+AI Class: Major
$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: Giedi 1		;! Object #46
$Class: VNF Horus
$Team: Hostile
$Location: 2217.100098, -318.399994, 3615.800049
$Orientation:
	-0.543797, 0.000000, 0.839217,
	-0.027814, 0.999451, -0.018023,
	-0.838756, -0.033143, -0.543498
$AI Behavior: None
+AI Class: Major
$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: Giedi 2		;! Object #47
$Class: VNF Horus
$Team: Hostile
$Location: 2347.795898, -387.675385, 3548.943604
$Orientation:
	-0.529393, 0.000000, 0.848377,
	-0.019959, 0.999723, -0.012454,
	-0.848142, -0.023526, -0.529247
$AI Behavior: None
+AI Class: Major
$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: Giedi 3		;! Object #48
$Class: VNF Horus
$Team: Hostile
$Location: 2243.391113, -229.755554, 3819.260254
$Orientation:
	-0.561160, 0.000000, 0.827707,
	-0.036689, 0.999017, -0.024874,
	-0.826894, -0.044327, -0.560608
$AI Behavior: None
+AI Class: Major
$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: Giedi 4		;! Object #49
$Class: VNF Horus
$Team: Hostile
$Location: 2255.571289, -591.643921, 3386.072510
$Orientation:
	-0.518951, 0.000000, 0.854804,
	0.003359, 0.999992, 0.002039,
	-0.854798, 0.003929, -0.518947
$AI Behavior: None
+AI Class: Major
$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: Hellus 1		;! Object #50
$Class: VNF Horus
$Team: Hostile
$Location: 1952.666748, -393.841217, 3926.140869
$Orientation:
	-0.589224, 0.000000, 0.807970,
	-0.018631, 0.999734, -0.013587,
	-0.807755, -0.023059, -0.589067
$AI Behavior: None
+AI Class: Major
$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: Hellus 2		;! Object #51
$Class: VNF Horus
$Team: Hostile
$Location: 2136.191162, -284.078308, 3924.291260
$Orientation:
	-0.577323, 0.000000, 0.816516,
	-0.030417, 0.999306, -0.021507,
	-0.815949, -0.037252, -0.576922
$AI Behavior: None
+AI Class: Major
$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: Hellus 3		;! Object #52
$Class: VNF Horus
$Team: Hostile
$Location: 1929.746094, -461.273834, 4110.288086
$Orientation:
	-0.606740, 0.000000, 0.794900,
	-0.010889, 0.999906, -0.008311,
	-0.794825, -0.013698, -0.606683
$AI Behavior: None
+AI Class: Major
$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: Hellus 4		;! Object #53
$Class: VNF Horus
$Team: Hostile
$Location: 1734.246826, -619.709595, 4093.728271
$Orientation:
	-0.618220, 0.000000, 0.786005,
	0.006137, 0.999970, 0.004827,
	-0.785981, 0.007808, -0.618201
$AI Behavior: None
+AI Class: Major
$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: Tiger 1		;! Object #54
$Class: TF Tiger
$Alt: Tiger Mercenaries

$Team: Friendly
$Location: 922.077087, 0.006833, 2060.030762
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+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: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40
+Persona Index: 3

$Name: Tiger 2		;! Object #55
$Class: TF Tiger
$Alt: Tiger Mercenaries

$Team: Friendly
$Location: 859.242004, 0.006734, 2056.073486
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+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: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40
+Persona Index: 2

$Name: Epsilon 1		;! Object #56
$Class: GTB Albatross
$Alt: 64th Raptors

$Team: Friendly
$Location: -3180.495117, -0.002158, 3395.518066
$Orientation:
	-0.835589, 0.000000, -0.549356,
	0.193524, 0.935897, -0.294356,
	0.514140, -0.352274, -0.782025
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" )
+Secondary Banks: ( "Widowmaker" "Helios" "Helios" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 1
$Texture Replace:
+old: albwingsb
+new: albwingsrp

$Name: Epsilon 2		;! Object #57
$Class: GTB Albatross
$Alt: 64th Raptors

$Team: Friendly
$Location: -3097.387695, -84.908035, 3426.531250
$Orientation:
	-0.835589, 0.000000, -0.549356,
	0.193524, 0.935897, -0.294356,
	0.514140, -0.352274, -0.782025
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" )
+Secondary Banks: ( "Widowmaker" "Helios" "Helios" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 2
$Texture Replace:
+old: albwingsb
+new: albwingsrp

$Name: Epsilon 3		;! Object #58
$Class: GTB Albatross
$Alt: 64th Raptors

$Team: Friendly
$Location: -3302.026367, 34.653938, 3378.701416
$Orientation:
	-0.835588, 0.000000, -0.549355,
	0.193524, 0.935897, -0.294356,
	0.514140, -0.352274, -0.782024
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" )
+Secondary Banks: ( "Widowmaker" "Helios" "Helios" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 3
$Texture Replace:
+old: albwingsb
+new: albwingsrp

$Name: Epsilon 4		;! Object #59
$Class: GTB Albatross
$Alt: 64th Raptors

$Team: Friendly
$Location: -2996.038330, -178.517441, 3449.701904
$Orientation:
	-0.835589, 0.000000, -0.549356,
	0.193524, 0.935897, -0.294356,
	0.514140, -0.352274, -0.782025
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" )
+Secondary Banks: ( "Widowmaker" "Helios" "Helios" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 4
$Texture Replace:
+old: albwingsb
+new: albwingsrp

$Name: Delta 1		;! Object #60
$Class: GTB Albatross
$Alt: 64th Raptors

$Team: Friendly
$Location: -2733.289795, 58.104664, 3721.370361
$Orientation:
	-0.835589, 0.000000, -0.549356,
	0.193524, 0.935897, -0.294356,
	0.514140, -0.352274, -0.782025
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" )
+Secondary Banks: ( "Widowmaker" "Helios" "Helios" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 0
$Texture Replace:
+old: albwingsb
+new: albwingsrp

$Name: Delta 2		;! Object #61
$Class: GTB Albatross
$Alt: 64th Raptors

$Team: Friendly
$Location: -2766.428223, -0.002197, 3634.633301
$Orientation:
	-0.835589, 0.000000, -0.549356,
	0.193524, 0.935897, -0.294356,
	0.514140, -0.352274, -0.782025
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" )
+Secondary Banks: ( "Widowmaker" "Helios" "Helios" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 2
$Texture Replace:
+old: albwingsb
+new: albwingsrp

$Name: Delta 3		;! Object #62
$Class: GTB Albatross
$Alt: 64th Raptors

$Team: Friendly
$Location: -2837.390381, -70.682892, 3569.991455
$Orientation:
	-0.835589, 0.000000, -0.549356,
	0.193524, 0.935897, -0.294356,
	0.514140, -0.352274, -0.782025
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" )
+Secondary Banks: ( "Widowmaker" "Helios" "Helios" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 5
$Texture Replace:
+old: albwingsb
+new: albwingsrp

$Name: Delta 4		;! Object #63
$Class: GTB Albatross
$Alt: 64th Raptors

$Team: Friendly
$Location: -2903.178223, -160.913895, 3495.068604
$Orientation:
	-0.835589, 0.000000, -0.549356,
	0.193524, 0.935897, -0.294356,
	0.514140, -0.352274, -0.782025
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" )
+Secondary Banks: ( "Widowmaker" "Helios" "Helios" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10
+Persona Index: 3
$Texture Replace:
+old: albwingsb
+new: albwingsrp

$Name: Carrhae - Directive		;! Object #64
$Class: GTF Ulysses
$Team: Hostile
$Location: 10300.043945, -0.000332, 1399.067871
$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: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-arrival-warp" "no-departure-warp" "invulnerable" "hidden-from-sensors" "vaporize" "stealth" "friendly-stealth-invisible" )
+Flags2: ( "primaries-locked" "secondaries-locked" "lock-all-turrets" "afterburners-locked" "immobile" "cloaked" "ship-locked" "weapons-locked" "no-collide" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8

$Name: Trebia - Directive		;! Object #65
$Class: GTF Ulysses
$Team: Hostile
$Location: 10299.899414, -0.000323, 1500.452148
$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: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-arrival-warp" "no-departure-warp" "invulnerable" "hidden-from-sensors" "vaporize" "stealth" "friendly-stealth-invisible" )
+Flags2: ( "primaries-locked" "secondaries-locked" "lock-all-turrets" "afterburners-locked" "immobile" "cloaked" "ship-locked" "weapons-locked" "no-collide" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8

$Name: Siwa - Directive		;! Object #66
$Class: GTF Ulysses
$Team: Hostile
$Location: 10300.680664, -0.000340, 1601.461670
$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: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-arrival-warp" "no-departure-warp" "invulnerable" "hidden-from-sensors" "vaporize" "stealth" "friendly-stealth-invisible" )
+Flags2: ( "primaries-locked" "secondaries-locked" "lock-all-turrets" "afterburners-locked" "immobile" "cloaked" "ship-locked" "weapons-locked" "no-collide" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8

$Name: Edfu - Directive		;! Object #67
$Class: GTF Ulysses
$Team: Hostile
$Location: 10398.709961, -0.000012, 1500.402832
$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: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-arrival-warp" "no-departure-warp" "invulnerable" "hidden-from-sensors" "vaporize" "stealth" "friendly-stealth-invisible" )
+Flags2: ( "primaries-locked" "secondaries-locked" "lock-all-turrets" "afterburners-locked" "immobile" "cloaked" "ship-locked" "weapons-locked" "no-collide" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 8

$Name: Main Objective		;! Object #68
$Class: GTF Ulysses
$Team: Hostile
$Location: 10200.579102, 0.000158, 1499.060303
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "Failure Threshold Reached" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-arrival-warp" "no-departure-warp" "invulnerable" "hidden-from-sensors" "vaporize" "stealth" "friendly-stealth-invisible" )
+Flags2: ( "immobile" "cloaked" "no-collide" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 8

#Wings		;! 13 total

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Alpha 1"
	"Alpha 2"
	"Alpha 3"
	"Alpha 4"
)
+Hotkey: 0
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Beta 1"
	"Beta 2"
	"Beta 3"
	"Beta 4"
)
+Hotkey: 1
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy bombers and fighters" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Archon 1"
	"Archon 2"
	"Archon 3"
)
$AI Goals: ( goals ( ai-guard-wing "Cygnus" 60 ) ( ai-chase-any 50 ) )
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy bombers and fighters" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Bezaro 1"
	"Bezaro 2"
	"Bezaro 3"
)
$AI Goals: ( goals ( ai-guard-wing "Dipida" 60 ) ( ai-chase-any 50 ) )
+Flags: ( )

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

$Arrival Location: Hyperspace
+Arrival delay: 1
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy bombers and fighters" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Cygnus 1"
	"Cygnus 2"
	"Cygnus 3"
	"Cygnus 4"
)
$AI Goals: ( goals ( ai-waypoints-once "Cygnus Attack Point" 89 ) )
+Flags: ( )

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

$Arrival Location: Hyperspace
+Arrival delay: 1
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy bombers and fighters" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Dipida 1"
	"Dipida 2"
	"Dipida 3"
	"Dipida 4"
)
$AI Goals: ( goals ( ai-waypoints-once "Dipida Attack Point" 89 ) )
+Flags: ( )

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

$Arrival Location: Hyperspace
+Arrival delay: 3
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy cruisers and escorts" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Eluna 1"
	"Eluna 2"
)
$AI Goals: ( goals ( ai-guard "Siwa" 60 ) ( ai-chase-any 50 ) )
+Flags: ( )

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

$Arrival Location: Hyperspace
+Arrival delay: 3
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy cruisers and escorts" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Ferrun 1"
	"Ferrun 2"
)
$AI Goals: ( goals ( ai-guard "Carrhae" 60 ) ( ai-chase-any 50 ) )
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy corvette and escort" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 3
$Departure Cue: ( or 
   ( is-destroyed-delay 0 "Edfu" ) 
   ( has-departed-delay 0 "Edfu" ) 
)
$Ships: (		;! 4 total
	"Giedi 1"
	"Giedi 2"
	"Giedi 3"
	"Giedi 4"
)
$AI Goals: ( goals ( ai-guard "Edfu" 60 ) ( ai-chase-any 50 ) )
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "CUE Enemy corvette and escort" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 4
$Departure Cue: ( or 
   ( is-destroyed-delay 0 "Edfu" ) 
   ( has-departed-delay 0 "Edfu" ) 
)
$Ships: (		;! 4 total
	"Hellus 1"
	"Hellus 2"
	"Hellus 3"
	"Hellus 4"
)
$AI Goals: ( goals ( ai-guard "Edfu" 60 ) ( ai-chase-any 50 ) )
+Flags: ( )

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

$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Riverdale
+Arrival delay: 10
$Arrival Cue: ( is-event-true-delay 
   "CUE 4th Convoy" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "AREA CLEAR - 4th Convoy" 
   0 
)
$Ships: (		;! 2 total
	"Tiger 1"
	"Tiger 2"
)
+Flags: ( )

$Name: Epsilon
$Waves: 1
$Wave Threshold: 0
$Special Ship: 3		;! Epsilon 4

$Arrival Location: Hyperspace
$Arrival Cue: ( or 
   ( is-event-true-delay 
      "CUE 64th Raptors" 
      0 
   )
   ( is-event-true-delay 
      "CUE 64th Raptors - Failure" 
      0 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Epsilon 1"
	"Epsilon 2"
	"Epsilon 3"
	"Epsilon 4"
)
$AI Goals: ( goals ( ai-chase "Edfu" 89 ) )
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( or 
   ( is-event-true-delay 
      "CUE 64th Raptors" 
      0 
   )
   ( is-event-true-delay 
      "CUE 64th Raptors - Failure" 
      0 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Delta 1"
	"Delta 2"
	"Delta 3"
	"Delta 4"
)
$AI Goals: ( goals ( ai-chase "Edfu" 89 ) )
+Flags: ( )

#Events		;! 159 total

$Formula: ( when 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( do-nothing ) 
)
+Name: CONTINUE
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" )

$Formula: ( when 
   ( true ) 
   ( never-warp "Alpha 1" ) 
   ( modify-variable 
      @ConvoySurvived[0] 
      0 
   )
   ( modify-variable 
      @EscapedWarships[0] 
      0 
   )
   ( modify-variable @MissionFailed[0] 0 ) 
   ( modify-variable @ConvoyLost[0] 0 ) 
   ( modify-variable @ConvoyArrived[0] 0 ) 
)
+Name: INIT
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" )

$Formula: ( when 
   ( true ) 
   ( ship-guardian-threshold 
      ( rand-multiple 30 65 ) 
      "Alpha 2" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 30 65 ) 
      "Alpha 4" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 30 65 ) 
      "Beta 1" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 30 65 ) 
      "Beta 2" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 30 65 ) 
      "Beta 3" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Alpha 2" 
      "<all engines>" 
      "Weapons" 
      "Sensors" 
      "Navigation" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Alpha 4" 
      "<all engines>" 
      "Weapons" 
      "Sensors" 
      "Navigation" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Beta 1" 
      "<all engines>" 
      "Weapons" 
      "Sensors" 
      "Navigation" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Beta 2" 
      "<all engines>" 
      "Weapons" 
      "Sensors" 
      "Navigation" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Beta 3" 
      "<all engines>" 
      "Weapons" 
      "Sensors" 
      "Navigation" 
   )
)
+Name: Protect Actors
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 0 "Edfu" ) 
   ( ship-subsys-no-replace 
      "Edfu" 
      ( true ) 
      "<all engines>" 
   )
   ( ship-subsys-no-live-debris 
      "Edfu" 
      ( true ) 
      "<all engines>" 
   )
)
+Name: Hathor Texture Fix
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: =====MISSION EVENTS============
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "We got here as soon" 
      6 
   )
   ( modify-variable @ConvoyArrived[0] 1 ) 
)
+Name: EXIT CUE - Ist Convoy
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-event-true-delay 
      "This is unbelievable" 
      19 
   )
   ( modify-variable @ConvoyArrived[0] 2 ) 
)
+Name: CUE 2nd Convoy
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 
      2 
      "Gloria" 
      "Fortuna" 
      "Crysta" 
      "Matsunagi" 
   )
   ( cap-waypoint-speed "Gloria" 15 ) 
   ( cap-waypoint-speed "Fortuna" 15 ) 
   ( cap-waypoint-speed "Crysta" 15 ) 
   ( cap-waypoint-speed "Matsunagi" 15 ) 
   ( ship-subsys-guardian-threshold 
      95 
      "Gloria" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Fortuna" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Crysta" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Matsunagi" 
      "<all engines>" 
   )
   ( ship-guardian-threshold 
      10 
      "Matsunagi" 
   )
)
+Name: Set 2nd convoy ships
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-event-true-delay 
      "this is the GTC Gloria" 
      12 
   )
   ( do-nothing ) 
)
+Name: CUE Enemy bombers and fighters
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Matsunagi" 88 ) 
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Crysta" 87 ) 
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Fortuna" 86 ) 
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Gloria" 85 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Gloria" 88 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Fortuna" 88 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Crysta" 88 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Matsunagi" 88 ) 
   )
)
+Name: Bomber Additional Orders
+Repeat Count: 1
+Interval: 1
+Chained: 7
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( < ( hits-left "Matsunagi" ) 50 ) 
   ( do-nothing ) 
)
+Name: Matsunagi critical
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( explosion-effect 
      ( get-object-x "Matsunagi" ) 
      ( get-object-y "Matsunagi" ) 
      ( get-object-z "Matsunagi" ) 
      200 
      3000 
      600 
      1000 
      10000 
      800 
      2 
      7 
   )
   ( play-sound-from-table 0 0 0 "371" ) 
   ( sabotage-subsystem 
      "Matsunagi" 
      "Hull" 
      100 
   )
   ( training-msg "KABOOM 2" ) 
)
+Name: Matsunagi Explodes
+Repeat Count: 1
+Interval: 1
+Chained: 6
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( self-destruct 
      "Gloria" 
      "Fortuna" 
      "Crysta" 
   )
)
+Name: Kill the convoy
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( modify-variable @ConvoyLost[0] 4 ) 
)
+Name: Set Variable ConvoyLost to 4
+Repeat Count: 1
+Interval: 1
+Chained: 2
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( or 
      ( and 
         ( is-destroyed-delay 
            0 
            "Archon" 
            "Bezaro" 
            "Cygnus" 
            "Dipida" 
         )
         ( not 
            ( is-destroyed-delay 0 "Matsunagi" ) 
         )
      )
      ( is-event-true-delay 
         "Let's not lose any more ships" 
         8 
      )
   )
   ( do-nothing ) 
)
+Name: AREA CLEAR - 2nd Convoy
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( modify-variable @ConvoyArrived[0] 3 ) 
)
+Name: CUE 3rd Convoy
+Repeat Count: 1
+Interval: 1
+Chained: 25
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 
      2 
      "Cydonia" 
      "Minnow" 
      "Trishia" 
      "Horace" 
   )
   ( cap-waypoint-speed "Cydonia" 15 ) 
   ( cap-waypoint-speed "Minnow" 15 ) 
   ( cap-waypoint-speed "Trishia" 15 ) 
   ( cap-waypoint-speed "Horace" 15 ) 
   ( ship-subsys-guardian-threshold 
      95 
      "Cydonia" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Minnow" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Trishia" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Horace" 
      "<all engines>" 
   )
)
+Name: Set 3rd Convoy ships
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 
      14 
      "Cydonia" 
      "Minnow" 
      "Trishia" 
      "Horace" 
   )
   ( do-nothing ) 
)
+Name: CUE Enemy cruisers and escorts
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 
      1 
      "Carrhae" 
      "Trebia" 
      "Siwa" 
   )
   ( cap-waypoint-speed "Carrhae" 50 ) 
   ( cap-waypoint-speed "Trebia" 50 ) 
   ( cap-waypoint-speed "Siwa" 50 ) 
   ( turret-lock 
      "Carrhae" 
      "turret01-base" 
      "turret07-base" 
      "turret13-base" 
   )
   ( turret-lock 
      "Trebia" 
      "turret01-base" 
      "turret07-base" 
      "turret13-base" 
   )
   ( turret-lock 
      "Siwa" 
      "turret01-base" 
      "turret07-base" 
      "turret13-base" 
   )
)
+Name: Set enemy cruisers
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( < ( distance "Carrhae" "A:2" ) 1000 ) 
   ( cap-waypoint-speed "Carrhae" 40 ) 
)
+Name: Adjust Carrhae speed
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( < ( distance "Trebia" "B:2" ) 1000 ) 
   ( cap-waypoint-speed "Trebia" 40 ) 
)
+Name: Adjust Trebia speed
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( < ( distance "Siwa" "C:2" ) 1000 ) 
   ( cap-waypoint-speed "Siwa" 40 ) 
)
+Name: Adjust Siwa speed
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( or 
      ( is-event-true-delay 
         "Adjust Carrhae speed" 
         45 
      )
      ( is-event-true-delay 
         "Adjust Trebia speed" 
         45 
      )
      ( is-event-true-delay 
         "Adjust Siwa speed" 
         45 
      )
   )
   ( beam-free-all 
      "Carrhae" 
      "Trebia" 
      "Siwa" 
   )
   ( turret-free 
      "Carrhae" 
      "turret01-base" 
      "turret07-base" 
      "turret13-base" 
   )
   ( turret-free 
      "Trebia" 
      "turret01-base" 
      "turret07-base" 
      "turret13-base" 
   )
   ( turret-free 
      "Siwa" 
      "turret01-base" 
      "turret07-base" 
      "turret13-base" 
   )
)
+Name: Enemy cruisers weapon ready
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: -------------------------------
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "Carrhae" 
      "weapons" 
      0 
   )
   ( sabotage-subsystem 
      "Carrhae" 
      "<all turrets>" 
      100 
   )
)
+Name: Carrhae's Weapons Subs killed
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( and 
      ( or 
         ( and 
            ( is-subsystem-destroyed-delay 
               "Carrhae" 
               "turret01-base" 
               7 
            )
            ( is-subsystem-destroyed-delay 
               "Carrhae" 
               "turret06-base" 
               7 
            )
            ( is-subsystem-destroyed-delay 
               "Carrhae" 
               "turret07-base" 
               7 
            )
            ( is-subsystem-destroyed-delay 
               "Carrhae" 
               "turret13-base" 
               7 
            )
         )
         ( is-subsystem-destroyed-delay 
            "Carrhae" 
            "weapons" 
            7 
         )
         ( is-destroyed-delay 
            10 
            "Cydonia" 
            "Minnow" 
            "Trishia" 
            "Horace" 
         )
         ( and 
            ( < 
               ( hits-left-subsystem-specific 
                  "Carrhae" 
                  "engine01" 
               )
               50 
            )
            ( < 
               ( hits-left-subsystem-specific 
                  "Carrhae" 
                  "engine02" 
               )
               50 
            )
            ( < 
               ( hits-left-subsystem-specific 
                  "Carrhae" 
                  "engine03" 
               )
               50 
            )
         )
      )
      ( not 
         ( is-subsystem-destroyed-delay 
            "Carrhae" 
            "navigation" 
            0 
         )
      )
   )
   ( clear-goals "Carrhae" ) 
   ( add-goal 
      "Carrhae" 
      ( ai-warp-out 89 ) 
   )
)
+Name: Carrhae escapes
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "Trebia" 
      "weapons" 
      0 
   )
   ( sabotage-subsystem 
      "Trebia" 
      "<all turrets>" 
      100 
   )
)
+Name: Trebia's Weapons Subs killed
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" )

$Formula: ( when 
   ( and 
      ( or 
         ( and 
            ( is-subsystem-destroyed-delay 
               "Trebia" 
               "turret01-base" 
               7 
            )
            ( is-subsystem-destroyed-delay 
               "Trebia" 
               "turret06-base" 
               7 
            )
            ( is-subsystem-destroyed-delay 
               "Trebia" 
               "turret07-base" 
               7 
            )
            ( is-subsystem-destroyed-delay 
               "Trebia" 
               "turret13-base" 
               7 
            )
         )
         ( is-subsystem-destroyed-delay 
            "Trebia" 
            "weapons" 
            7 
         )
         ( is-destroyed-delay 
            12 
            "Cydonia" 
            "Minnow" 
            "Trishia" 
            "Horace" 
         )
         ( and 
            ( < 
               ( hits-left-subsystem-specific 
                  "Trebia" 
                  "engine01" 
               )
               50 
            )
            ( < 
               ( hits-left-subsystem-specific 
                  "Trebia" 
                  "engine02" 
               )
               50 
            )
            ( < 
               ( hits-left-subsystem-specific 
                  "Trebia" 
                  "engine03" 
               )
               50 
            )
         )
      )
      ( not 
         ( is-subsystem-destroyed-delay 
            "Trebia" 
            "navigation" 
            0 
         )
      )
   )
   ( clear-goals "Trebia" ) 
   ( add-goal 
      "Trebia" 
      ( ai-warp-out 89 ) 
   )
)
+Name: Trebia escapes
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" )

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "Trebia" 
      "weapons" 
      0 
   )
   ( sabotage-subsystem 
      "Trebia" 
      "<all turrets>" 
      100 
   )
)
+Name: Siwa's Weapons Subs killed
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" )

$Formula: ( when 
   ( and 
      ( or 
         ( and 
            ( is-subsystem-destroyed-delay 
               "Siwa" 
               "turret01-base" 
               7 
            )
            ( is-subsystem-destroyed-delay 
               "Siwa" 
               "turret06-base" 
               7 
            )
            ( is-subsystem-destroyed-delay 
               "Siwa" 
               "turret07-base" 
               7 
            )
            ( is-subsystem-destroyed-delay 
               "Siwa" 
               "turret13-base" 
               7 
            )
         )
         ( is-subsystem-destroyed-delay 
            "Siwa" 
            "weapons" 
            7 
         )
         ( is-destroyed-delay 
            14 
            "Cydonia" 
            "Minnow" 
            "Trishia" 
            "Horace" 
         )
         ( and 
            ( < 
               ( hits-left-subsystem-specific 
                  "Siwa" 
                  "engine01" 
               )
               50 
            )
            ( < 
               ( hits-left-subsystem-specific 
                  "Siwa" 
                  "engine02" 
               )
               50 
            )
            ( < 
               ( hits-left-subsystem-specific 
                  "Siwa" 
                  "engine03" 
               )
               50 
            )
         )
      )
      ( not 
         ( is-subsystem-destroyed-delay 
            "Siwa" 
            "navigation" 
            0 
         )
      )
   )
   ( clear-goals "Siwa" ) 
   ( add-goal "Siwa" ( ai-warp-out 89 ) ) 
)
+Name: Siwa escapes
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" )

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "Carrhae" 
      "reactor" 
      0 
   )
   ( self-destruct "Carrhae" ) 
)
+Name: Carrhae explodes - Reactor dmg
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" )

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "Trebia" 
      "reactor" 
      0 
   )
   ( self-destruct "Trebia" ) 
)
+Name: Trebia explodes - Reactor dmg
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" )

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "Siwa" 
      "reactor" 
      0 
   )
   ( self-destruct "Siwa" ) 
)
+Name: Siwa explodes - Reactor dmg
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" )

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: -------------------------------
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( or 
         ( is-destroyed-delay 0 "Carrhae" ) 
         ( has-departed-delay 0 "Carrhae" ) 
      )
      ( or 
         ( is-destroyed-delay 0 "Trebia" ) 
         ( has-departed-delay 0 "Trebia" ) 
      )
      ( or 
         ( is-destroyed-delay 0 "Siwa" ) 
         ( has-departed-delay 0 "Siwa" ) 
      )
      ( is-destroyed-delay 
         0 
         "Eluna" 
         "Ferrun" 
      )
      ( = @MissionFailed[0] 0 ) 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 5 12 ) 
      "Cydonia" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 5 12 ) 
      "Minnow" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 5 12 ) 
      "Trishia" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 5 12 ) 
      "Horace" 
   )
)
+Name: AREA CLEAR - 3rd Convoy
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( != @MissionFailed[0] 1 ) 
      ( or 
         ( is-event-true-delay 
            "You're almost done" 
            15 
         )
         ( is-event-true-delay 
            "try not to lose any more" 
            15 
         )
      )
   )
   ( modify-variable @ConvoyArrived[0] 4 ) 
)
+Name: CUE 4th Convoy
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 
      2 
      "Volantes" 
      "Carina" 
      "Sofia" 
      "Riverdale" 
   )
   ( cap-waypoint-speed "Volantes" 15 ) 
   ( cap-waypoint-speed "Carina" 15 ) 
   ( cap-waypoint-speed "Sofia" 15 ) 
   ( cap-waypoint-speed "Riverdale" 15 ) 
   ( ship-subsys-guardian-threshold 
      95 
      "Volantes" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Carina" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Sofia" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      95 
      "Riverdale" 
      "<all engines>" 
   )
)
+Name: Set 4th convoy ships
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "CUE 4th Convoy" 
      10 
   )
   ( do-nothing ) 
)
+Name: CUE Enemy corvette and escort
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 1 "Edfu" ) 
   ( cap-waypoint-speed "Edfu" 30 ) 
   ( turret-lock 
      "Edfu" 
      "turret01-base" 
      "turret02-base" 
      "turret03" 
      "turret04" 
      "turret05" 
      "turret06" 
      "turret07" 
      "turret08" 
      "turret17" 
      "turret20" 
      "turret21" 
      "turret24" 
      "turret25" 
   )
   ( ship-guardian-threshold 
      ( rand 14 25 ) 
      "Edfu" 
   )
   ( set-armor-type 
      "Edfu" 
      ( true ) 
      "Weak VS NORM and PUNC DMG" 
      "Weapons" 
   )
)
+Name: Set Edfu
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( < 
         ( distance "Edfu" "Volantes" ) 
         1789 
      )
      ( < ( distance "Edfu" "Carina" ) 1582 ) 
      ( < ( distance "Edfu" "Sofia" ) 1170 ) 
      ( < 
         ( distance "Edfu" "Riverdale" ) 
         962 
      )
   )
   ( cap-waypoint-speed "Edfu" 15 ) 
)
+Name: Edfu Adjust Speed
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "The Raptors will be arriving" 
      100 
   )
   ( turret-free 
      "Edfu" 
      "turret01-base" 
      "turret02-base" 
      "turret03" 
      "turret04" 
      "turret05" 
      "turret06" 
      "turret07" 
      "turret08" 
      "turret17" 
      "turret20" 
      "turret21" 
      "turret24" 
      "turret25" 
   )
   ( beam-free-all "Edfu" ) 
)
+Name: Edfu Ready to Fire
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( != @MissionFailed[0] 1 ) 
      ( is-event-true-delay 
         "The Raptors will be arriving" 
         180 
      )
   )
   ( do-nothing ) 
)
+Name: CUE 64th Raptors
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 
      2 
      "Epsilon" 
      "Delta" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 45 85 ) 
      "Epsilon 1" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 45 85 ) 
      "Epsilon 2" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 45 85 ) 
      "Epsilon 3" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 45 85 ) 
      "Epsilon 4" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 45 85 ) 
      "Delta 1" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 45 85 ) 
      "Delta 2" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 45 85 ) 
      "Delta 3" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 45 85 ) 
      "Delta 4" 
   )
   ( add-goal 
      "Epsilon" 
      ( ai-chase "Edfu" 89 ) 
   )
   ( add-goal 
      "Delta" 
      ( ai-chase "Edfu" 89 ) 
   )
)
+Name: Set Up 64th Raptors
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 
      0 
      "Epsilon" 
      "Delta" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 5 12 ) 
      "Volantes" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 5 12 ) 
      "Carina" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 5 12 ) 
      "Sofia" 
   )
   ( ship-guardian-threshold 
      ( rand-multiple 5 12 ) 
      "Riverdale" 
   )
)
+Name: Mission Safety Net
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "Edfu" 
      "Weapons" 
      0 
   )
   ( sabotage-subsystem 
      "Edfu" 
      "<all turrets>" 
      100 
   )
)
+Name: Edfu's Weapons Subs killed
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( and 
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret01-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret02-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret03" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret04" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret05" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret06" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret07" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret08" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret17" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret20" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret21" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret24" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret25" 
            0 
         )
      )
      ( is-subsystem-destroyed-delay 
         "Edfu" 
         "Weapons" 
         0 
      )
      ( = @MissionFailed[0] 1 ) 
   )
   ( clear-goals "Edfu" ) 
   ( add-goal 
      "Edfu" 
      ( ai-waypoints-once "Escape Point" 89 ) 
   )
   ( cap-waypoint-speed "Edfu" 20 ) 
)
+Name: Edfu backs out
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( is-destroyed-delay 0 "Edfu" ) 
      ( has-departed-delay 0 "Edfu" ) 
   )
   ( change-soundtrack "<No Music>" ) 
   ( play-sound-from-file "FraAMB.ogg" 1 ) 
)
+Name: AREA CLEAR - 4th Convoy
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( is-event-true-delay 
         "Authorize Jump - Success" 
         2 
      )
      ( is-event-true-delay 
         "Authorize Jump - Failure" 
         2 
      )
   )
   ( clear-goals 
      "Alpha" 
      "Beta" 
      "Epsilon" 
      "Delta" 
   )
   ( add-goal "Alpha" ( ai-warp-out 89 ) ) 
   ( add-goal "Beta" ( ai-warp-out 89 ) ) 
   ( add-goal 
      "Epsilon" 
      ( ai-warp-out 89 ) 
   )
   ( add-goal "Delta" ( ai-warp-out 89 ) ) 
)
+Name: All Ships Jump Out
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: -----COUNTERS------------------
+Repeat Count: 1
+Interval: 1

$Formula: ( when-argument 
   ( any-of 
      "Gloria" 
      "Fortuna" 
      "Crysta" 
      "Matsunagi" 
      "Cydonia" 
      "Minnow" 
      "Trishia" 
      "Horace" 
      "Volantes" 
      "Carina" 
      "Sofia" 
      "Riverdale" 
   )
   ( is-destroyed-delay 0 "<argument>" ) 
   ( modify-variable 
      @ConvoyLost[0] 
      ( + @ConvoyLost[0] 1 ) 
   )
   ( invalidate-argument "<argument>" ) 
)
+Name: COUNT convoy losses
+Repeat Count: -1
+Trigger Count: 12
+Interval: 0

$Formula: ( when-argument 
   ( any-of 
      "Gloria" 
      "Fortuna" 
      "Crysta" 
      "Matsunagi" 
      "Cydonia" 
      "Minnow" 
      "Trishia" 
      "Horace" 
      "Volantes" 
      "Carina" 
      "Sofia" 
      "Riverdale" 
   )
   ( has-departed-delay 0 "<argument>" ) 
   ( modify-variable 
      @ConvoySurvived[0] 
      ( + @ConvoySurvived[0] 1 ) 
   )
   ( invalidate-argument "<argument>" ) 
)
+Name: COUNT convoy Survivors
+Repeat Count: -1
+Trigger Count: 12
+Interval: 0

$Formula: ( when-argument 
   ( any-of 
      "Carrhae" 
      "Trebia" 
      "Siwa" 
      "Edfu" 
   )
   ( has-departed-delay 0 "<argument>" ) 
   ( invalidate-argument "<argument>" ) 
   ( modify-variable 
      @EscapedWarships[0] 
      ( + @EscapedWarships[0] 1 ) 
   )
)
+Name: COUNT departing enemy warships
+Repeat Count: -1
+Trigger Count: 4
+Interval: 0

$Formula: ( when 
   ( > @ConvoyLost[0] 6 ) 
   ( modify-variable @MissionFailed[0] 1 ) 
   ( ship-invulnerable 
      "Cydonia" 
      "Minnow" 
      "Trishia" 
      "Horace" 
      "Volantes" 
      "Carina" 
      "Sofia" 
      "Riverdale" 
   )
)
+Name: Failure Threshold Reached
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: -----SPECIAL SITUATIONS-------
+Repeat Count: 1
+Interval: 1

$Formula: ( when-argument 
   ( any-of 
      "Cygnus 1" 
      "Cygnus 2" 
      "Cygnus 3" 
      "Cygnus 4" 
   )
   ( and 
      ( < 
         ( distance "Alpha 1" "<argument>" ) 
         1200 
      )
      ( not 
         ( < 
            ( distance 
               "Cygnus Attack Point:1" 
               "<argument>" 
            )
            700 
         )
      )
   )
   ( clear-goals "Dipida" ) 
   ( add-goal 
      "Dipida" 
      ( ai-chase "Matsunagi" 89 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Fortuna" 88 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Crysta" 87 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Gloria" 86 ) 
   )
   ( clear-goals "Cygnus" ) 
   ( add-goal 
      "Cygnus" 
      ( ai-waypoints-once 
         "Cygnus Lure Point" 
         89 
      )
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Matsunagi" 88 ) 
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Fortuna" 87 ) 
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Crysta" 86 ) 
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Gloria" 85 ) 
   )
   ( invalidate-argument "<argument>" ) 
)
+Name: Cygnus lure Player- Dipida Kill
+Repeat Count: 1
+Interval: 1

$Formula: ( when-argument 
   ( any-of 
      "Dipida 1" 
      "Dipida 2" 
      "Dipida 3" 
      "Dipida 4" 
   )
   ( and 
      ( < 
         ( distance "Alpha 1" "<argument>" ) 
         1200 
      )
      ( not 
         ( < 
            ( distance 
               "Dipida Attack Point:1" 
               "<argument>" 
            )
            700 
         )
      )
   )
   ( clear-goals "Cygnus" ) 
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Matsunagi" 89 ) 
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Fortuna" 88 ) 
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Crysta" 87 ) 
   )
   ( add-goal 
      "Cygnus" 
      ( ai-chase "Gloria" 86 ) 
   )
   ( clear-goals "Dipida" ) 
   ( add-goal 
      "Dipida" 
      ( ai-waypoints-once 
         "Dipida Lure Point" 
         89 
      )
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Matsunagi" 88 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Fortuna" 87 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Crysta" 86 ) 
   )
   ( add-goal 
      "Dipida" 
      ( ai-chase "Gloria" 85 ) 
   )
   ( invalidate-argument "<argument>" ) 
)
+Name: Dipida lure Player- Cygnus Kill
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( is-subsystem-destroyed-delay 
         "Edfu" 
         "turret17" 
         0 
      )
      ( < 
         ( distance "Riverdale" "Edfu" ) 
         1100 
      )
      ( < ( distance "Sofia" "Edfu" ) 1315 ) 
      ( < ( distance "Carina" "Edfu" ) 1743 ) 
      ( < 
         ( distance "Volantes" "Edfu" ) 
         1957 
      )
   )
   ( clear-goals "Edfu" ) 
   ( add-goal 
      "Edfu" 
      ( ai-waypoints-once "Divert point" 89 ) 
   )
)
+Name: Edfu flanking maneuver
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( is-subsystem-destroyed-delay 
         "Edfu" 
         "turret05" 
         0 
      )
      ( is-subsystem-destroyed-delay 
         "Edfu" 
         "turret20" 
         0 
      )
      ( is-subsystem-destroyed-delay 
         "Edfu" 
         "turret24" 
         0 
      )
   )
   ( ship-rot-maneuver 
      "Edfu" 
      7000 
      0 
      0 
      -100 
      ( true ) 
   )
)
+Name: Edfu rotate maneuver
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "You may call me Asim" 
      7 
   )
   ( ship-change-callsign 
      "Asim" 
      "Delta 3" 
   )
)
+Name: Change Delta 3 call sign
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( has-arrived-delay 
         0 
         "Epsilon" 
         "Delta" 
      )
      ( is-event-true-delay 
         "Failure Threshold Reached" 
         0 
      )
   )
   ( ship-guardian-threshold 0 "Edfu" ) 
)
+Name: Unguardian Edfu
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: -----DIRECTIVE CUE SHIPS-----
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( and 
         ( is-subsystem-destroyed-delay 
            "Carrhae" 
            "turret01-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Carrhae" 
            "turret06-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Carrhae" 
            "turret07-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Carrhae" 
            "turret13-base" 
            0 
         )
      )
      ( is-subsystem-destroyed-delay 
         "Carrhae" 
         "weapons" 
         0 
      )
      ( is-destroyed-delay 0 "Carrhae" ) 
   )
   ( self-destruct "Carrhae - Directive" ) 
)
+Name: Complete Directive - Carrhae
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( and 
         ( is-subsystem-destroyed-delay 
            "Trebia" 
            "turret01-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Trebia" 
            "turret06-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Trebia" 
            "turret07-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Trebia" 
            "turret13-base" 
            0 
         )
      )
      ( is-subsystem-destroyed-delay 
         "Trebia" 
         "weapons" 
         0 
      )
      ( is-destroyed-delay 0 "Trebia" ) 
   )
   ( self-destruct "Trebia - Directive" ) 
)
+Name: Complete Directive - Trebia
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( and 
         ( is-subsystem-destroyed-delay 
            "Siwa" 
            "turret01-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Siwa" 
            "turret06-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Siwa" 
            "turret07-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Siwa" 
            "turret13-base" 
            0 
         )
      )
      ( is-subsystem-destroyed-delay 
         "Siwa" 
         "weapons" 
         0 
      )
      ( is-destroyed-delay 0 "Siwa" ) 
   )
   ( self-destruct "Siwa - Directive" ) 
)
+Name: Complete Directive - Siwa
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( and 
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret01-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret02-base" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret03" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret04" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret05" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret06" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret07" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret08" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret17" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret20" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret21" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret24" 
            0 
         )
         ( is-subsystem-destroyed-delay 
            "Edfu" 
            "turret25" 
            0 
         )
      )
      ( is-subsystem-destroyed-delay 
         "Edfu" 
         "Weapons" 
         0 
      )
      ( is-destroyed-delay 0 "Edfu" ) 
   )
   ( self-destruct "Edfu - Directive" ) 
)
+Name: Complete Directive - Edfu
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "Mission complete" 
      0 
   )
   ( self-destruct "Main Objective" ) 
)
+Name: Complete Objective
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-departed-delay 0 "Carrhae" ) 
   ( clear-goals "Carrhae - Directive" ) 
   ( add-goal 
      "Carrhae - Directive" 
      ( ai-warp-out 89 ) 
   )
)
+Name: Fail Directive - Carrhae
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-departed-delay 0 "Trebia" ) 
   ( clear-goals "Trebia - Directive" ) 
   ( add-goal 
      "Trebia - Directive" 
      ( ai-warp-out 89 ) 
   )
)
+Name: Fail Directive - Trebia
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-departed-delay 0 "Siwa" ) 
   ( clear-goals "Siwa - Directive" ) 
   ( add-goal 
      "Siwa - Directive" 
      ( ai-warp-out 89 ) 
   )
)
+Name: Fail Directive - Siwa
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-departed-delay 0 "Edfu" ) 
   ( clear-goals "Edfu - Directive" ) 
   ( add-goal 
      "Edfu - Directive" 
      ( ai-warp-out 89 ) 
   )
)
+Name: Fail Directive - Edfu
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: -----SUCCESS SCENARIOS-----
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "Mission complete" 
      8 
   )
   ( show-subtitle-image 
      "JumpOn.png" 
      0 
      28 
      ( true ) 
      ( false ) 
      0 
      0 
      5000 
   )
   ( allow-warp "Alpha 1" ) 
)
+Name: Authorize Jump - Success
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-departed-delay 0 "Alpha 1" ) 
   ( do-nothing ) 
)
+Name: RTB - Success
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Return to Base", -1)

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: -----FAILURE SCENARIOS-------
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "Failure Threshold Reached" 
      10 
   )
   ( clear-goals 
      "Cydonia" 
      "Minnow" 
      "Trishia" 
      "Horace" 
   )
   ( add-goal 
      "Cydonia" 
      ( ai-warp-out 89 ) 
   )
   ( add-goal 
      "Minnow" 
      ( ai-warp-out 89 ) 
   )
   ( add-goal 
      "Trishia" 
      ( ai-warp-out 89 ) 
   )
   ( add-goal 
      "Horace" 
      ( ai-warp-out 89 ) 
   )
)
+Name: Remaining 3rd Convoy Exits
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "Failure Threshold Reached" 
      10 
   )
   ( clear-goals 
      "Volantes" 
      "Carina" 
      "Sofia" 
      "Riverdale" 
   )
   ( add-goal 
      "Volantes" 
      ( ai-warp-out 89 ) 
   )
   ( add-goal 
      "Carina" 
      ( ai-warp-out 89 ) 
   )
   ( add-goal "Sofia" ( ai-warp-out 89 ) ) 
   ( add-goal 
      "Riverdale" 
      ( ai-warp-out 89 ) 
   )
)
+Name: Remaining 4th Convoy Exits
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( clear-goals "Edfu" ) 
   ( add-goal "Edfu" ( ai-warp-out 89 ) ) 
)
+Name: Edfu Exits
+Repeat Count: 1
+Interval: 1
+Chained: 45

$Formula: ( when 
   ( and 
      ( = @MissionFailed[0] 1 ) 
      ( is-event-true-delay "Damn it!" 10 ) 
   )
   ( do-nothing ) 
)
+Name: CUE 64th Raptors - Failure
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( is-event-true-delay 
         "This area is no longer secure" 
         12 
      )
      ( is-event-true-delay 
         "This area is no longer secure 2" 
         12 
      )
   )
   ( show-subtitle-image 
      "JumpOn.png" 
      0 
      28 
      ( true ) 
      ( false ) 
      0 
      0 
      5000 
   )
   ( allow-warp "Alpha 1" ) 
)
+Name: Authorize Jump - Failure
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-departed-delay 0 "Alpha 1" ) 
   ( do-nothing ) 
)
+Name: RTB - Failure
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Return to Base", -1)

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: =====DIALOGUES=================
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-time-elapsed 5 ) 
   ( send-message 
      "Frasier" 
      "High" 
      "Frasier A" 
   )
)
+Name: You're late 76th
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney A" 
   )
)
+Name: We got here as soon
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( when 
   ( has-departed-delay 
      0 
      "Frasier" 
      "Capua" 
      "Croton" 
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Beta 1 A" 
   )
   ( disable-builtin-messages ) 
)
+Name: show a little gratitude
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney B" 
   )
)
+Name: should have been a pro athlete
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney C" 
   )
)
+Name: we're necessary tools
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Beta 1 CHAT A" 
   )
)
+Name: not like Stephen Curry
+Repeat Count: 1
+Interval: 1
+Chained: 15

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney CHAT A" 
   )
)
+Name: missing the point
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Alpha 2 CHAT A" 
   )
)
+Name: Stephen, who?
+Repeat Count: 1
+Interval: 1
+Chained: 3

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Beta 1 CHAT B" 
   )
)
+Name: the basketball star
+Repeat Count: 1
+Interval: 1
+Chained: 3

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 3" 
      "High" 
      "Alpha 3 CHAT A" 
   )
)
+Name: Golden State Warriors
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 2" 
      "High" 
      "Beta 2 CHAT A" 
   )
)
+Name: read that in the archives
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney CHAT B" 
   )
   ( enable-builtin-messages ) 
)
+Name: This is unbelievable
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when 
   ( has-arrived-delay 4 "Gloria" ) 
   ( send-message 
      "Gloria" 
      "High" 
      "Gloria A" 
   )
)
+Name: this is the GTC Gloria
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "CUE Enemy bombers and fighters" 
      5 
   )
   ( send-message 
      "Crysta" 
      "High" 
      "Crysta A" 
   )
)
+Name: miner here really needs protect
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney D" 
   )
)
+Name: You heard him
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( when 
   ( has-arrived-delay 
      5 
      "Cydonia" 
      "Minnow" 
      "Trishia" 
      "Horace" 
   )
   ( send-message 
      "#Command" 
      "High" 
      "Command A" 
   )
)
+Name: three Imperium cruisers
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "AREA CLEAR - 3rd Convoy" 
         10 
      )
      ( = @ConvoyLost[0] 0 ) 
   )
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney E" 
   )
)
+Name: Vasudans may get lucky
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "Command B" 
   )
)
+Name: You're almost done
+Repeat Count: 1
+Interval: 1
+Chained: 12

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "AREA CLEAR - 3rd Convoy" 
         10 
      )
      ( >= @ConvoyLost[0] 1 ) 
   )
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney E 2" 
   )
)
+Name: We already have losses
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "Command B 2" 
   )
)
+Name: try not to lose any more
+Repeat Count: 1
+Interval: 1
+Chained: 12

$Formula: ( when 
   ( has-arrived-delay 0 "Edfu" ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney F" 
   )
)
+Name: corvette has just jumped in
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "Command C" 
   )
)
+Name: We're diverting in Delta wing
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "Command D" 
   )
)
+Name: The Raptors will be arriving
+Repeat Count: 1
+Interval: 1
+Chained: 14

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: -----Extra Dialogue Lines------
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 
      0 
      "Cygnus" 
      "Dipida" 
   )
   ( send-message 
      "Alpha 2" 
      "High" 
      "Alpha 2 EX B" 
   )
)
+Name: Incoming enemy bombers!
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( is-event-true-delay 
         "Carrhae explodes - Reactor dmg" 
         0 
      )
      ( is-event-true-delay 
         "Trebia explodes - Reactor dmg" 
         0 
      )
      ( is-event-true-delay 
         "Siwa explodes - Reactor dmg" 
         0 
      )
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Beta 1 EX A" 
   )
)
+Name: Go for the reactor!
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( or 
         ( is-event-true-delay 
            "Carrhae escapes" 
            0 
         )
         ( is-event-true-delay 
            "Trebia escapes" 
            0 
         )
         ( is-event-true-delay 
            "Siwa escapes" 
            0 
         )
      )
      ( not 
         ( is-destroyed-delay 
            0 
            "Cydonia" 
            "Minnow" 
            "Trishia" 
            "Horace" 
         )
      )
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Beta 1 EX B" 
   )
)
+Name: enemy cruiser is backing out.
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "Matsunagi critical" 
      0 
   )
   ( send-message 
      "Matsunagi" 
      "High" 
      "Matsunagi BOOM" 
   )
)
+Name: We're gonna blow!
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "Kill the convoy" 
         5 
      )
      ( is-destroyed-delay 
         0 
         "Archon" 
         "Bezaro" 
         "Cygnus" 
         "Dipida" 
      )
   )
   ( send-message 
      "Alpha 2" 
      "High" 
      "Alpha 2 EX A" 
   )
)
+Name: entire convoy was wiped out
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Beta 1 EX E" 
   )
)
+Name: fuel for an entire fleet
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney EX A" 
   )
)
+Name: Let's not lose any more ships
+Repeat Count: 1
+Interval: 1
+Chained: 14

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "Edfu backs out" 
         0 
      )
      ( not 
         ( is-event-true-delay 
            "we already lost many ships 2" 
            0 
         )
      )
   )
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney EX B" 
   )
)
+Name: enemy corvette is disengaging
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 0 "Edfu" ) 
      ( != @MissionFailed[0] 0 ) 
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Beta 1 EX D" 
   )
)
+Name: destroyed the enemy corvette
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: -----Success Events Lines----
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( has-arrived-delay 
         0 
         "Epsilon" 
         "Delta" 
      )
      ( = @MissionFailed[0] 0 ) 
   )
   ( send-message 
      "Delta 1" 
      "High" 
      "Delta 1 A" 
   )
   ( disable-builtin-messages ) 
)
+Name: Delta Wing of the 64th Raptors
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Alpha 2 A" 
   )
)
+Name: isn't that the wing with
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Delta 1" 
      "High" 
      "Delta 1 B" 
   )
   ( enable-builtin-messages ) 
)
+Name: If you have a problem
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when 
   ( is-event-true-delay 
      "AREA CLEAR - 4th Convoy" 
      12 
   )
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney G" 
   )
   ( disable-builtin-messages ) 
)
+Name: convoy jumped to safety
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Alpha 2 B" 
   )
)
+Name: Delta 3 is Vasudan!
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney H" 
   )
)
+Name: What?!
+Repeat Count: 1
+Interval: 1
+Chained: 8

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Delta 3" 
      "High" 
      "Delta 3 A" 
   )
)
+Name: You may call me Asim
+Repeat Count: 1
+Interval: 1
+Chained: 2

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Alpha 2 C" 
   )
)
+Name: Why didn't you tell us
+Repeat Count: 1
+Interval: 1
+Chained: 17

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Delta 1" 
      "High" 
      "Delta 1 C" 
   )
)
+Name: Stand down, Alpha 2!
+Repeat Count: 1
+Interval: 1
+Chained: 14

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Delta 3" 
      "High" 
      "Delta 3 B" 
   )
)
+Name: It is a great pity
+Repeat Count: 1
+Interval: 1
+Chained: 21

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Delta 3" 
      "High" 
      "Delta 3 C" 
   )
)
+Name: He may had distrust of you
+Repeat Count: 1
+Interval: 1
+Chained: 11

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Delta 3" 
      "High" 
      "Delta 3 D" 
   )
)
+Name: only to disaster for Vasudans
+Repeat Count: 1
+Interval: 1
+Chained: 11

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "Command E" 
   )
   ( enable-builtin-messages ) 
)
+Name: Mission complete
+Repeat Count: 1
+Interval: 1
+Chained: 15

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: -----Failure Events Lines------
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "Failure Threshold Reached" 
         0 
      )
      ( = @ConvoyArrived[0] 3 ) 
   )
   ( send-message 
      "Alpha 2" 
      "High" 
      "Alpha 2 FAIL A" 
   )
   ( disable-builtin-messages ) 
)
+Name: we already lost many ships
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Beta 1 FAIL A" 
   )
)
+Name: not that good enough
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney FAIL B" 
   )
)
+Name: Knock it off, Ben!
+Repeat Count: 1
+Interval: 1
+Chained: 4

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "Command FAILURE" 
   )
   ( enable-builtin-messages ) 
)
+Name: This area is no longer secure
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "Failure Threshold Reached" 
         0 
      )
      ( = @ConvoyArrived[0] 4 ) 
   )
   ( send-message 
      "Alpha 2" 
      "High" 
      "Alpha 2 FAIL A" 
   )
)
+Name: we already lost many ships 2
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney FAIL C" 
   )
)
+Name: Damn it!
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when 
   ( and 
      ( has-arrived-delay 
         0 
         "Epsilon" 
         "Delta" 
      )
      ( = @MissionFailed[0] 1 ) 
      ( not 
         ( or 
            ( is-destroyed-delay 0 "Edfu" ) 
            ( has-departed-delay 0 "Edfu" ) 
         )
      )
   )
   ( send-message 
      "Delta 1" 
      "High" 
      "Delta 1 A" 
   )
)
+Name: This is Delta Wing
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( has-arrived-delay 
         0 
         "Epsilon" 
         "Delta" 
      )
      ( = @MissionFailed[0] 1 ) 
      ( or 
         ( is-destroyed-delay 0 "Edfu" ) 
         ( has-departed-delay 0 "Edfu" ) 
      )
   )
   ( send-message 
      "Delta 1" 
      "High" 
      "Delta 1 FAIL  A" 
   )
   ( disable-builtin-messages ) 
)
+Name: what happen here?
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#COURTNEY" 
      "High" 
      "Courtney FAIL A" 
   )
)
+Name: Don't ask
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when 
   ( true ) 
   ( send-message 
      "<any wingman>" 
      "High" 
      "Delta 1 FAIL B" 
   )
)
+Name: Uh ha. Right
+Repeat Count: 1
+Interval: 1
+Chained: 3

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "Command FAILURE" 
   )
   ( enable-builtin-messages ) 
)
+Name: This area is no longer secure 2
+Repeat Count: 1
+Interval: 1
+Chained: 4

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: =====DIRECTIVES================
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-destroyed-delay 0 "Archon" ) 
   ( do-nothing ) 
)
+Name: Destroy Archon
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Archon", -1)

$Formula: ( when 
   ( is-destroyed-delay 0 "Bezaro" ) 
   ( do-nothing ) 
)
+Name: Destroy Bezaro
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Bezaro", -1)

$Formula: ( when 
   ( is-destroyed-delay 0 "Cygnus" ) 
   ( do-nothing ) 
)
+Name: Destroy Cygnus
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Cygnus", -1)

$Formula: ( when 
   ( is-destroyed-delay 0 "Dipida" ) 
   ( do-nothing ) 
)
+Name: Destroy Dipida
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Dipida", -1)

$Formula: ( when 
   ( has-arrived-delay 
      4 
      "Carrhae" 
      "Trebia" 
      "Siwa" 
   )
   ( do-nothing ) 
)
+Name: Trigger - Cruisers Directive
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Carrhae - Directive" 
      "Trebia - Directive" 
      "Siwa - Directive" 
   )
   ( do-nothing ) 
)
+Name: Neutralize Cruisers
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Neutralize Cruisers", -1)

$Formula: ( when 
   ( is-destroyed-delay 0 "Eluna" ) 
   ( do-nothing ) 
)
+Name: Destroy Eluna
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Eluna", -1)

$Formula: ( when 
   ( is-destroyed-delay 0 "Ferrun" ) 
   ( do-nothing ) 
)
+Name: Destroy Ferrun
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Ferrun", -1)

$Formula: ( when 
   ( has-arrived-delay 0 "Edfu" ) 
   ( do-nothing ) 
)
+Name: Trigger - Edfu Directive
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Edfu - Directive" 
   )
   ( do-nothing ) 
)
+Name: Neutralize Edfu
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Neutralize Edfu", -1)

$Formula: ( when 
   ( is-destroyed-delay 0 "Giedi" ) 
   ( do-nothing ) 
)
+Name: Destroy Giedi
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Giedi", -1)

$Formula: ( when 
   ( is-destroyed-delay 0 "Hellus" ) 
   ( do-nothing ) 
)
+Name: Destroy Hellus
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Hellus", -1)

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: =====PLAYER ACTIONS============
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( key-pressed "Alt-J" ) 
      ( not 
         ( or 
            ( is-event-true-delay 
               "Authorize Jump - Success" 
               0 
            )
            ( is-event-true-delay 
               "Authorize Jump - Failure" 
               0 
            )
         )
      )
   )
   ( show-subtitle-image 
      "JumpX.png" 
      0 
      28 
      ( true ) 
      ( false ) 
      0 
      0 
      5000 
   )
   ( key-reset "Alt-J" ) 
)
+Name: Player Alt-J Action
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( key-pressed "Alt-J" ) 
      ( or 
         ( is-event-true-delay 
            "Authorize Jump - Success" 
            0 
         )
         ( is-event-true-delay 
            "Authorize Jump - Failure" 
            0 
         )
      )
   )
   ( clear-subtitles ) 
   ( key-reset "Alt-J" ) 
)
+Name: Clear MSG on Jump
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( false ) ( do-nothing ) ) 
+Name: =====MISSION WRAP UP===========
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "Authorize Jump - Success" 
      0 
   )
   ( script-eval 
      "jsv('Personal Log', 't2c')" 
   )
)
+Name: Update Journal
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "Authorize Jump - Success" 
         0 
      )
      ( = @ConvoySurvived[0] 12 ) 
      ( is-destroyed-delay 
         0 
         "Carrhae" 
         "Trebia" 
         "Siwa" 
         "Edfu" 
      )
      ( or 
         ( or 
            ( is-event-true-delay 
               "Carrhae's Weapons Subs killed" 
               0 
            )
            ( is-event-true-delay 
               "Trebia's Weapons Subs killed" 
               0 
            )
            ( is-event-true-delay 
               "Siwa's Weapons Subs killed" 
               0 
            )
         )
         ( or 
            ( is-event-true-delay 
               "Carrhae explodes - Reactor dmg" 
               0 
            )
            ( is-event-true-delay 
               "Trebia explodes - Reactor dmg" 
               0 
            )
            ( is-event-true-delay 
               "Siwa explodes - Reactor dmg" 
               0 
            )
         )
      )
   )
   ( grant-medal 
      "Distinguished Flying Cross" 
   )
)
+Name: Give Medal
+Repeat Count: 1
+Interval: 1

#Goals		;! 3 total

$Type: Primary
+Name: Protect Convoy
$MessageNew:  XSTR("Protect the convoys while in transit between jumps. Save as many as you can.", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 
   0 
   "Main Objective" 
)
+No music

$Type: Secondary
+Name: All Convoy Lives
$MessageNew:  XSTR("Make sure that all convoy ships survives", -1)
$end_multi_text
$Formula: ( has-departed-delay 
   0 
   "Frasier" 
   "Capua" 
   "Croton" 
   "Gloria" 
   "Fortuna" 
   "Crysta" 
   "Matsunagi" 
   "Cydonia" 
   "Minnow" 
   "Trishia" 
   "Horace" 
   "Volantes" 
   "Carina" 
   "Sofia" 
   "Riverdale" 
)
+No music

$Type: Bonus
+Name: Destroy all hostiles
$MessageNew:  XSTR("Destroy all Vasudan crafts", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 
   0 
   "Archon" 
   "Bezaro" 
   "Cygnus" 
   "Dipida" 
   "Carrhae" 
   "Trebia" 
   "Siwa" 
   "Eluna" 
   "Ferrun" 
   "Edfu" 
   "Giedi" 
   "Hellus" 
)
+No music

#Waypoints		;! 21 lists total

$Name: Gloria Path
$List: (		;! 2 points in list
	( -1348.195557, 449.589783, 421.798584 )
	( -2710.156494, 1230.772705, 1657.336426 )
)

$Name: Fortuna Path
$List: (		;! 2 points in list
	( -1011.399658, 539.016357, -188.065430 )
	( -2380.648193, 1321.927246, 1059.143066 )
)

$Name: Crysta Path
$List: (		;! 2 points in list
	( -746.534607, 325.485229, 651.251465 )
	( -2112.859375, 1106.517090, 1896.253784 )
)

$Name: Matsunagi Path
$List: (		;! 2 points in list
	( -403.524048, 512.628174, 145.454407 )
	( -1780.369019, 1300.635498, 1398.041504 )
)

$Name: Cydonia Path
$List: (		;! 2 points in list
	( -629.929565, -1590.204102, 935.074707 )
	( -2044.959839, -2975.648926, 1150.687988 )
)

$Name: Minnow Path
$List: (		;! 2 points in list
	( -185.566528, -1253.439209, 480.504395 )
	( -1601.502197, -2640.058594, 695.979492 )
)

$Name: Trishian Path
$List: (		;! 2 points in list
	( -946.127136, -988.494507, 843.001465 )
	( -2366.230225, -2379.735352, 1058.593750 )
)

$Name: Horace Path
$List: (		;! 2 points in list
	( -533.204041, -1130.164307, 694.400635 )
	( -1960.229370, -2528.126953, 911.099609 )
)

$Name: Volantes Path
$List: (		;! 2 points in list
	( -1486.651123, -563.011353, 1300.110352 )
	( -3973.365967, -563.011597, -395.507324 )
)

$Name: Carina Path
$List: (		;! 2 points in list
	( -877.620300, -194.385315, 1106.926758 )
	( -3356.006592, -194.385498, -590.708618 )
)

$Name: Sofia Path
$List: (		;! 2 points in list
	( -1115.752808, -363.926208, 2036.453857 )
	( -3595.706299, -363.926270, 341.637512 )
)

$Name: Riverdale Path
$List: (		;! 2 points in list
	( -463.672974, -0.024528, 1742.647949 )
	( -2948.738525, -0.024955, 46.850159 )
)

$Name: A
$List: (		;! 4 points in list
	( -2631.449463, -176.952347, -2027.752197 )
	( -1476.302124, -481.951996, 458.906494 )
	( -1670.731567, -861.525269, 1280.364990 )
	( -3010.380371, -1999.488159, 2757.352295 )
)

$Name: B
$List: (		;! 4 points in list
	( -2162.883789, -96.686646, -2214.698242 )
	( -1001.013428, -403.517456, 282.130127 )
	( -1055.306030, -723.883301, 1127.741821 )
	( -1753.034302, -1830.334961, 2246.486084 )
)

$Name: C
$List: (		;! 4 points in list
	( -1685.174561, 116.672363, -2377.067627 )
	( -532.459473, -187.736847, 105.206787 )
	( -471.702179, -473.146790, 979.157532 )
	( -842.120361, -1182.829834, 1895.951782 )
)

$Name: Divert point
$List: (		;! 1 points in list
	( -3270.500000, -1065.299316, 1208.400024 )
)

$Name: Escape Point
$List: (		;! 1 points in list
	( -5418.636230, 0.001250, 4532.676270 )
)

$Name: Cygnus Attack Point
$List: (		;! 1 points in list
	( 676.017700, 945.851440, 2016.190796 )
)

$Name: Dipida Attack Point
$List: (		;! 1 points in list
	( -2387.692871, 1550.934570, 2753.592773 )
)

$Name: Cygnus Lure Point
$List: (		;! 1 points in list
	( 920.967041, -0.008663, -1921.852905 )
)

$Name: Dipida Lure Point
$List: (		;! 1 points in list
	( -3983.490967, 1349.688843, 808.318054 )
)

#Messages		;! 56 total


$Name: Frasier A
$Team: -1
$MessageNew:  XSTR("You're late 76th. Thank the cosmos no Vasudans showed up yet and that we're almost ready to leave anyway.", -1)
$end_multi_text
+AVI Name: Head-ANGRY

$Name: Courtney A
$Team: -1
$MessageNew:  XSTR("We got here as soon as we got the order. It's not our fault you here early.", -1)
$end_multi_text

$Name: Beta 1 A
$Team: -1
$MessageNew:  XSTR("Sheesh, you think they could show a little gratitude for us being here.", -1)
$end_multi_text
+AVI Name: head-BEN

$Name: Courtney B
$Team: -1
$MessageNew:  XSTR("You should have been a pro athlete if you want to be worshipped. We soldiers, aside from a few exceptions like Richter nowadays, are just tools. ", -1)
$end_multi_text

$Name: Courtney C
$Team: -1
$MessageNew:  XSTR("Sometimes we're necessary tools but tools nonetheless. This job is not for glory. Besides, maybe that transport captain just wanted to show off for his crew so he has to sound tough.", -1)
$end_multi_text

$Name: Gloria A
$Team: -1
$MessageNew:  XSTR("This is the GTC Gloria.  We're the escort for this convoy.  All of us should be ready to jump in a couple minutes.", -1)
$end_multi_text
+AVI Name: Head-CM5

$Name: Crysta A
$Team: -1
$MessageNew:  XSTR("Pilots, we should be able to defend ourselves but our gas miner here really needs protection. If that thing blows we will all go with it.", -1)
$end_multi_text
+AVI Name: Head-NLFR3

$Name: Courtney D
$Team: -1
$MessageNew:  XSTR("You heard him. Ice Queens, move in! I guess our little secret is out.", -1)
$end_multi_text

$Name: Command A
$Team: -1
$MessageNew:  XSTR("This is Command. We have vectored three Imperium cruisers coming your way. Don't let their beams and meson cannons carve up the convoy!", -1)
$end_multi_text
+AVI Name: head-NEIL

$Name: Courtney E
$Team: -1
$MessageNew:  XSTR("Command, how much more do we have to defend?  The Vasudans may get lucky against some of these lightly defended ships.", -1)
$end_multi_text

$Name: Command B
$Team: -1
$MessageNew:  XSTR("You're almost done with your watch. One more convoy left to take care of. These are relatively well armed so it shouldn't be too much trouble against fighters.
", -1)
$end_multi_text
+AVI Name: head-NEIL

$Name: Courtney F
$Team: -1
$MessageNew:  XSTR("Command, a Vasudan corvette has just jumped in with fighter escort!  Designation is VNCv Edfu!
", -1)
$end_multi_text

$Name: Command C
$Team: -1
$MessageNew:  XSTR("Commander, the convoy escort can't take down that corvette quickly enough. We're diverting the 64th Raptors bombing squadron from AD24 to take it out.", -1)
$end_multi_text
+AVI Name: head-NEIL

$Name: Command D
$Team: -1
$MessageNew:  XSTR("Protect the convoy from enemy fighters and disarm that corvette while you can. The Raptors will be arriving in three minutes.", -1)
$end_multi_text
+AVI Name: head-NEIL

$Name: Delta 1 A
$Team: -1
$MessageNew:  XSTR("This is Delta Wing of the 64th Raptors, 14th Battlegroup, on station. Targeting the enemy warship.", -1)
$end_multi_text
+AVI Name: Head-TP1

$Name: Alpha 2 A
$Team: -1
$MessageNew:  XSTR("Commander, 64th Delta, isn't that the wing with...", -1)
$end_multi_text
+AVI Name: head-ALPHA2

$Name: Delta 1 B
$Team: -1
$MessageNew:  XSTR("If you have a problem with one of my pilots, discuss it at your debriefing. We have a job to do!
", -1)
$end_multi_text
+AVI Name: Head-TP1

$Name: Courtney G
$Team: -1
$MessageNew:  XSTR("The last convoy has jumped to safety. Hell of a day.  Now, Alpha 2, what's the trouble?", -1)
$end_multi_text

$Name: Alpha 2 B
$Team: -1
$MessageNew:  XSTR("Commander, Delta 3 is Vasudan! I knew him when I was with the 64th!", -1)
$end_multi_text
+AVI Name: head-ALPHA2

$Name: Courtney H
$Team: -1
$MessageNew:  XSTR("What?!", -1)
$end_multi_text

$Name: Delta 3 A
$Team: -1
$MessageNew:  XSTR("That is correct, Commander Aguilar. You may call me Asim, I am a Lieutenant. I was one of the last members of the officer exchange program before these recent troubles. The 64th has been my home for a while.", -1)
$end_multi_text
+AVI Name: Head-ASIM

$Name: Alpha 2 C
$Team: -1
$MessageNew:  XSTR("Why didn't you tell us about this situation?! What is this? You know we are fighting Vasudans and there's one right alongside us? I'm not sure if I can trust him.", -1)
$end_multi_text
+AVI Name: head-ALPHA2

$Name: Delta 1 C
$Team: -1
$MessageNew:  XSTR("Stand down, Alpha 2! Asim here has been a great asset for us. Details are classified but we were on a recon mission in the Shiva system when this war started so we didn't hear about this insurrection or whatever you want to call it until recently.", -1)
$end_multi_text
+AVI Name: Head-TP1

$Name: Delta 3 B
$Team: -1
$MessageNew:  XSTR("It is a great pity. Akhmim was a great military mind during the Second and Third Shivan Wars. No one could have predicted this though.
", -1)
$end_multi_text
+AVI Name: Head-ASIM

$Name: Delta 3 C
$Team: -1
$MessageNew:  XSTR("He may had distrust of you, Terrans but I never suspected he would go to war. It is a sad fact that many officers followed him on this course.", -1)
$end_multi_text
+AVI Name: Head-ASIM

$Name: Delta 3 D
$Team: -1
$MessageNew:  XSTR("However, I could not in my good conscience. Terran politics I can find disagreeable at times, but Akhim's course of action will lead only to disaster for Vasudans.", -1)
$end_multi_text
+AVI Name: Head-ASIM

$Name: Command E
$Team: -1
$MessageNew:  XSTR("Pilots, you can discuss all this back at base. Mission complete, return home.", -1)
$end_multi_text
+AVI Name: head-NEIL

$Name: ------------------------------
$Team: -1
$MessageNew:  XSTR("<put description here>", -1)
$end_multi_text

$Name: KABOOM 2
$Team: -1
$MessageNew:  XSTR("Massive Detonation Detected", -1)
$end_multi_text
+Wave Name: Kaboom2.ogg

$Name: Beta 1 EX A
$Team: -1
$MessageNew:  XSTR("That's it! Go for the reactor! It's the only way to take them down quickly.", -1)
$end_multi_text
+AVI Name: head-BEN

$Name: Beta 1 EX B
$Team: -1
$MessageNew:  XSTR("The enemy cruiser is backing out.", -1)
$end_multi_text
+AVI Name: head-BEN

$Name: Beta 1 EX C
$Team: -1
$MessageNew:  XSTR("Edfu is withdrawing!", -1)
$end_multi_text
+AVI Name: head-BEN

$Name: Beta 1 EX D
$Team: -1
$MessageNew:  XSTR("We destroyed the enemy corvette.", -1)
$end_multi_text
+AVI Name: head-BEN

$Name: Command FAILURE
$Team: -1
$MessageNew:  XSTR("This is command. This area is no longer secure. We are ordering the convoys to postpone their transit. All pilots, return to base.", -1)
$end_multi_text
+AVI Name: head-NEIL

$Name: Alpha 2 EX A
$Team: -1
$MessageNew:  XSTR("Damn! The entire convoy was wiped out with Matsunagi's explosion! What was it carrying?", -1)
$end_multi_text
+AVI Name: head-ALPHA2

$Name: Beta 1 EX E
$Team: -1
$MessageNew:  XSTR("A month's worth of fuel for an entire fleet. Seven thousand metric tons of processed Iridium ready for conversion to antimatter. Highly explosive.", -1)
$end_multi_text
+AVI Name: head-BEN

$Name: Courtney EX A
$Team: -1
$MessageNew:  XSTR("Right. Let's not lose any more ships, shall we?", -1)
$end_multi_text

$Name: Courtney EX B
$Team: -1
$MessageNew:  XSTR("The enemy corvette is disengaging.", -1)
$end_multi_text

$Name: Delta 1 FAIL  A
$Team: -1
$MessageNew:  XSTR("This is Delta Wing Leader. What happen here, Commander? ", -1)
$end_multi_text
+AVI Name: Head-TP1

$Name: Courtney FAIL A
$Team: -1
$MessageNew:  XSTR("Don't ask...", -1)
$end_multi_text

$Name: Delta 1 FAIL B
$Team: -1
$MessageNew:  XSTR("Uh ha. Right...", -1)
$end_multi_text
+AVI Name: Head-TP1

$Name: Alpha 2 FAIL A
$Team: -1
$MessageNew:  XSTR("Commander, we already lost many ships.", -1)
$end_multi_text
+AVI Name: head-ALPHA2

$Name: Beta 1 FAIL A
$Team: -1
$MessageNew:  XSTR("I guess we are really not that good enough...", -1)
$end_multi_text
+AVI Name: head-BEN

$Name: Courtney FAIL B
$Team: -1
$MessageNew:  XSTR("Knock it off, Ben!", -1)
$end_multi_text

$Name: Courtney FAIL C
$Team: -1
$MessageNew:  XSTR("Damn it!", -1)
$end_multi_text

$Name: Alpha 2 EX B
$Team: -1
$MessageNew:  XSTR("Incoming enemy bombers! They are in attack formation!", -1)
$end_multi_text
+AVI Name: head-ALPHA2

$Name: Matsunagi BOOM
$Team: -1
$MessageNew:  XSTR("Iridium containment's ruptured. We're gonna blow!", -1)
$end_multi_text
+AVI Name: Head-NLFR2

$Name: Beta 1 CHAT A
$Team: -1
$MessageNew:  XSTR("Yeah, pro athletes. Them with the enhancements and implants, not like Stephen Curry. Now, that's a real athlete.
", -1)
$end_multi_text
+AVI Name: head-BEN

$Name: Courtney CHAT A
$Team: -1
$MessageNew:  XSTR("You're completely missing the point.", -1)
$end_multi_text

$Name: Alpha 2 CHAT A
$Team: -1
$MessageNew:  XSTR("Stephen, who?", -1)
$end_multi_text
+AVI Name: head-ALPHA2

$Name: Beta 1 CHAT B
$Team: -1
$MessageNew:  XSTR("Stephen Curry, the basketball star. That's right, you absolutely don't know him.", -1)
$end_multi_text
+AVI Name: head-BEN

$Name: Alpha 3 CHAT A
$Team: -1
$MessageNew:  XSTR("Golden State Warriors, in ancient times, more than three hundred years ago. Back when humans still play the $quotereal$quote basketball.", -1)
$end_multi_text
+AVI Name: head-ALPHA3

$Name: Beta 2 CHAT A
$Team: -1
$MessageNew:  XSTR("Yeah, I read that in the archives. So unlike today with those moving rings, shock lasers and levitating shoes.", -1)
$end_multi_text
+AVI Name: head-BETA2

$Name: Courtney CHAT B
$Team: -1
$MessageNew:  XSTR("This is unbelievable. You are all missing my point. Jeez. Pilots, get out of the clouds and focus. The second convoy will be here any moment.", -1)
$end_multi_text

$Name: Courtney E 2
$Team: -1
$MessageNew:  XSTR("Command, how much more do we have to defend? We already have losses. The Vasudans are beating up these lightly defended ships.", -1)
$end_multi_text

$Name: Command B 2
$Team: -1
$MessageNew:  XSTR("You're almost done with your watch. One more convoy left to take care of. And please, try not to lose any more.", -1)
$end_multi_text
+AVI Name: head-NEIL

#Reinforcements		;! 0 total


#Background bitmaps		;! 9 total

$Num stars: 500
$Ambient light level: 7895160

$Bitmap List:
$Sun: SunTaniaAustralisA
+Angles: 0.000000 6.178466 4.363323
+Scale: 2.000000
$Sun: SunWhite
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+Scale: 2.000000
$Starbitmap: NebulA7-Whisp
+Angles: 0.663225 6.248279 0.418879
+ScaleX: 6.000000
+ScaleY: 6.000000
+DivX: 1
+DivY: 1
$Starbitmap: NebulA1-Main
+Angles: 0.000000 0.052360 4.712385
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+ScaleY: 6.000000
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$Starbitmap: dneb01
+Angles: 0.925024 5.113811 5.323250
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$Starbitmap: NebulA3-Whisp
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$Starbitmap: NebulA9-Whisp
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$Starbitmap: NebulA10-Whisp
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$Starbitmap: dneb01
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#Asteroid Fields

#Music

$Event Music: 9: Paranoia
$Briefing Music: Brief10
$Fiction Viewer Music: Reconciliation

#End

