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Merge branch 'master' into slots

Conflicts:
	dat/outfit.xml
	dat/ship.xml
	src/board.c
	src/dev_uniedit.c
	src/equipment.c
	src/map.c
	src/nlua_naev.c
	src/options.c
	src/outfit.c
	src/pilot.c
	src/pilot.h
	src/pilot_ew.c
	src/pilot_outfit.c
	src/pilot_weapon.c
	src/pilot_weapon.h
	src/player_autonav.c
	src/ship.c
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commit 94ef1390ca742afabda59535b10dc4be58eb4a8a 2 parents 45be87f + cc02759
BTAxis authored
Showing with 7,626 additions and 13,168 deletions.
  1. +8 −7 Makefile.am
  2. +224 −0 ai/include/atk_drone.lua
  3. +5 −1 ai/include/attack.lua
  4. +2 −21 configure.ac
  5. +0 −13,139 dat/asset.xml
  6. +17 −0 dat/assets/abandoned_station.xml
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Sorry, we could not display the entire diff because too many files (1,214) changed.
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15 Makefile.am
@@ -11,6 +11,7 @@ appicondir = $(datadir)/pixmaps
appicon_DATA = extras/logos/naev.png
Graphicsdir = $(datadir)/applications
Graphics_DATA = naev.desktop
+dist_pkgdata_DATA = naev-confupdate.sh
dist_man6_MANS = naev.6
dist_doc_DATA = AUTHORS README TODO LICENSE
@@ -48,14 +49,14 @@ $(MKSPR):
$(DATA_ARCHIVE): $(PACK) VERSION
@echo " PACK $(DATA_ARCHIVE)"
cd "$(top_srcdir)" && \
- $(abs_top_builddir)/$(PACK) "$(abs_top_builddir)/$(DATA_ARCHIVE)" \
- AUTHORS VERSION \
- $$(find ai -type f -name '*.lua'; \
- find gfx -type f -name '*.png'; \
+ (find AUTHORS VERSION naev-confupdate.sh -print0; \
+ find ai -type f -name '*.lua' -print0; \
+ find gfx -type f -name '*.png' -print0; \
find snd -type f \
- \( -name '*.ogg' -o -name '*.wav' -o -name '*.lua' \); \
- find scripts -type f -name '*.lua'; \
- find dat -type f);
+ \( -name '*.ogg' -o -name '*.wav' -o -name '*.lua' \) -print0; \
+ find scripts -type f -name '*.lua' -print0; \
+ find dat -type f -print0) | xargs -0 \
+ $(abs_top_builddir)/$(PACK) "$(abs_top_builddir)/$(DATA_ARCHIVE)";
else
utils:
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224 ai/include/atk_drone.lua
@@ -0,0 +1,224 @@
+--[[This file contains the attack profiles by ship type.
+--commonly used range and condition-based attack patterns are found in another file
+--Think functions for determining who to attack are found in another file
+--]]
+
+-- Initializes the drone
+function atk_drone_init ()
+ mem.atk_think = atk_drone_think
+ mem.atk = atk_drone
+end
+
+
+--[[
+-- Mainly targets small drones.
+--]]
+function atk_drone_think ()
+ local target = ai.target()
+
+ -- Stop attacking if it doesn't exist
+ if not ai.exists(target) then
+ ai.poptask()
+ return
+ end
+
+ local enemy = ai.getenemy_size(0, 200) -- find a small ship to attack
+ local nearest_enemy = ai.getenemy()
+ local dist = 0
+ local sizedist = 0
+
+ if enemy ~= nil then
+ sizedist = ai.dist(enemy)
+ end
+ if nearest_enemy ~= nil then
+ dist = ai.dist(nearest_enemy)
+ end
+
+ local range = ai.getweaprange(3, 0)
+ -- Get new target if it's closer
+ --prioritize targets within the size limit
+ if enemy ~= target and enemy ~= nil then
+ -- Shouldn't switch targets if close
+ if sizedist > range * mem.atk_changetarget then
+ ai.pushtask("attack", enemy )
+ end
+
+ elseif nearest_enemy ~= target and nearest_enemy ~= nil then
+ -- Shouldn't switch targets if close
+ if dist > range * mem.atk_changetarget then
+ ai.pushtask("attack", nearest_enemy )
+ end
+ end
+end
+
+
+--[[
+-- Enters ranged combat with the target - modified version for drones
+--]]
+function _atk_drone_ranged( target, dist )
+ --local dir = ai.face(target) -- Normal face the target
+ local dir = ai.aim(target) -- Aim for the target
+ -- TODO: should modify this line
+
+ -- Check if in range
+ if dist < ai.getweaprange( 4 ) and dir < 30 then
+ ai.weapset( 4 )
+ end
+
+ -- Always launch fighters
+ ai.weapset( 5 )
+
+ -- Approach for melee
+ if dir < 10 then
+ ai.accel()
+ end
+end
+
+--[[
+-- Main control function for drone behavior.
+--]]
+function atk_drone ()
+ local target = _atk_com_think()
+ if target == nil then return end
+
+ -- Targeting stuff
+ ai.hostile(target) -- Mark as hostile
+ ai.settarget(target)
+
+ -- Get stats about enemy
+ local dist = ai.dist( target ) -- get distance
+ local range = ai.getweaprange(3, 0) -- get my weapon range (?)
+
+ -- We first bias towards range
+ if dist > range * mem.atk_approach then
+ _atk_drone_ranged( target, dist ) -- Use generic ranged function
+
+ -- Otherwise melee
+ else
+ if ai.shipmass(target) < 200 then
+ _atk_d_space_sup( target, dist )
+ else
+ _atk_d_flyby( target, dist )
+ end
+ end
+end
+
+
+--[[
+-- Execute a sequence of close-in flyby attacks
+-- Uses a combination of facing and distance to determine what action to take
+-- This version is slightly less aggressive and cruises by the target
+--]]
+function _atk_d_flyby( target, dist )
+ local range = ai.getweaprange(3)
+ local dir = 0
+ ai.weapset( 3 ) -- Forward/turrets
+
+ -- Far away, must approach
+ if dist > (3 * range) then
+ dir = ai.idir(target)
+ if dir < 10 and dir > -10 then
+ --_atk_keep_distance()
+ atk_spiral_approach(target, dist) -- mod
+ ai.accel()
+ else
+ dir = ai.iface(target)
+ end
+
+ -- Midrange
+ elseif dist > (0.75 * range) then
+
+ --dir = ai.idir(target)
+ dir = ai.aim(target) -- drones need to aim more to avoid circling
+ --test if we're facing the target. If we are, keep approaching
+ if dir <= 30 and dir > -30 then
+ ai.iface(target)
+ if dir < 10 and dir > -10 then
+ ai.accel()
+ end
+ elseif dir > 30 and dir < 180 then
+ ai.turn(1)
+ ai.accel()
+ else
+ ai.turn(-1)
+ ai.accel()
+ end
+
+ --otherwise we're close to the target and should attack until we start to zip away
+ else
+
+ dir = ai.aim(target)
+ --not accellerating here is the only difference between the aggression levels. This can probably be an aggression AI parameter
+ if mem.aggressive == true then
+ ai.accel()
+ end
+
+ -- Shoot if should be shooting.
+ if dir < 10 then
+ ai.shoot()
+ end
+ ai.shoot(true)
+
+ end
+end
+
+
+--[[
+-- Attack Profile for a maneuverable ship engaging a maneuverable target
+--
+--This is designed for drones engaging other drones
+--]]
+function _atk_d_space_sup( target, dist )
+ local range = ai.getweaprange(3)
+ local dir = 0
+ ai.weapset( 3 ) -- Forward/turrets
+
+ --if we're far away from the target, then turn and approach
+ if dist > (1.1*range) then
+ dir = ai.idir(target)
+ if dir < 10 and dir > -10 then
+ _atk_keep_distance()
+ ai.accel()
+ else
+ dir = ai.iface(target)
+ ai.accel()
+ end
+
+ elseif dist > 0.8* range then
+ --drifting away from target, so emphasize intercept
+ --course facing and accelerate to close
+ --dir = ai.iface(target)
+ dir = ai.aim(target)
+ if dir < 15 and dir > -15 and ai.relvel(target) > -10 then
+ ai.accel()
+ end
+
+ --within close range; aim and blast away with everything
+ elseif dist > 0.4*range then
+ dir = ai.aim(target)
+ local dir2 = ai.idir(target)
+
+ --accelerate and try to close
+ --but only accel if it will be productive
+ if dir2 < 15 and dir2 > -15 and ai.relvel(target) > -10 then
+ ai.accel()
+ end
+
+ -- Shoot if should be shooting.
+ if dir < 10 then
+ ai.shoot()
+ end
+ ai.shoot(true)
+
+ --within really close range (?); aim and blast away with everything
+ else
+ dir = ai.aim(target)
+ -- Shoot if should be shooting.
+ if dir < 15 then -- mod: was 10
+ ai.shoot()
+ end
+ ai.shoot(true)
+ end
+end
+
+
View
6 ai/include/attack.lua
@@ -20,6 +20,7 @@ include("ai/include/atk_corvette.lua")
include("ai/include/atk_capital.lua")
--include("ai/include/atk_cruiser.lua")
--include("ai/include/atk_carrier.lua")
+include("ai/include/atk_drone.lua")
-- Set attack variables
mem.atk_changetarget = 2 -- Distance at which target changes
@@ -77,9 +78,12 @@ function attack_choose ()
if class == "Bomber" then
atk_bomber_init()
- elseif class == "Fighter" or class == "Drone" then
+ elseif class == "Fighter" then
atk_fighter_init()
+ elseif class == "Drone" then
+ atk_drone_init()
+
-- Medium ships
elseif class == "Corvette" then
atk_corvette_init()
View
23 configure.ac
@@ -2,7 +2,7 @@
# Process this file with autoconf to produce a configure script.
AC_PREREQ([2.61])
-AC_INIT([naev], [0.5.0], [bobbens@gmail.com])
+AC_INIT([naev], [0.5.1], [bobbens@gmail.com])
AC_CONFIG_SRCDIR([src/naev.c])
AC_CONFIG_HEADERS([src/config.h])
AC_CONFIG_MACRO_DIR([m4])
@@ -229,20 +229,6 @@ AS_IF([test -z "$ndata_path" || test "$ndata_path" = "yes"], [
])
AC_SUBST([ndata_path])
-# --with-preferences-dir
-prefsdir=".$PACKAGE_NAME"
-expand_variable prefsdir
-
-AC_MSG_CHECKING([for preferences directory])
-AC_ARG_WITH([preferences-dir],
- AC_HELP_STRING([--with-preferences-dir=DIR], [preferences directory]),
- [prefsdir="$withval"], [])
-AC_MSG_RESULT([$prefsdir])
-AS_IF([test -z "$prefsdir" || test "$prefsdir" = "yes"], [
- AC_ERROR([The preferences directory must be explicitly specified])
-])
-AC_SUBST([prefsdir])
-
#
# Checks for libraries.
#
@@ -543,7 +529,7 @@ case "$host" in
AC_DEFINE([FREEBSD], 1, [Define to 1 if running on FreeBSD])
;;
*-mingw*)
- AC_CHECK_TOOL(WINDRES, windres)
+ AC_CHECK_TOOL(WINDRES, windres)
AC_DEFINE([WIN32], 1, [Define to 1 if running on Windows])
;;
*-darwin*)
@@ -555,10 +541,6 @@ esac
AC_DEFINE_UNQUOTED([NDATA_DEF], ["$ndata_path"],
[Define to the path to the data file])
-# PREFSDIR_DEF
-AC_DEFINE_UNQUOTED([PREFSDIR_DEF], ["$prefsdir"],
- [Define to preferences directory])
-
# GIT_COMMIT
AS_IF([test -n "$GIT_COMMIT"], [
AC_DEFINE_UNQUOTED([GIT_COMMIT], ["$GIT_COMMIT"],
@@ -608,7 +590,6 @@ AC_OUTPUT
echo
AC_MSG_NOTICE([prefix: $prefix])
AC_MSG_NOTICE([ndata: $ndata_path])
-AC_MSG_NOTICE([prefsdir: $prefsdir])
echo
AC_MSG_NOTICE([sound backends:])
AC_MSG_NOTICE([ OpenAL: $have_openal])
View
13,139 dat/asset.xml
0 additions, 13,139 deletions not shown
View
17 dat/assets/abandoned_station.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Abandoned Station">
+ <pos>
+ <x>4165.379150</x>
+ <y>1484.788722</y>
+ </pos>
+ <GFX>
+ <space>002.png</space>
+ <exterior>station03.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
27 dat/assets/adham.xml
@@ -0,0 +1,27 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Adham">
+ <pos>
+ <x>27913.769923</x>
+ <y>5174.627773</y>
+ </pos>
+ <GFX>
+ <space>P03.png</space>
+ <exterior>snow.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Dvaered</faction>
+ <value>10.000000</value>
+ <range>1</range>
+ </presence>
+ <general>
+ <class>P</class>
+ <population>100</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ </services>
+ <commodities/>
+ <description>Adham is a cold, lifeless planet. The only reason why there is a landing strip here at all is that the planet hosts the three arctic-themed arenas for Totoran's gladiatiorial games. While the landing zone and a small buffer around it is considered neutral territory, most of the planet's surface is subject to the destructive sport that is so popular among Totoran's visitors.</description>
+ </general>
+</asset>
View
30 dat/assets/adrian.xml
@@ -0,0 +1,30 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Adrian">
+ <pos>
+ <x>-179.477707</x>
+ <y>5286.959359</y>
+ </pos>
+ <GFX>
+ <space>P04.png</space>
+ <exterior>snow.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Sirius</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>P</class>
+ <population>4000000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ </services>
+ <commodities/>
+ <description>A cold and unpleasant world, the Sirius established their colony on Adrian in the days when they were just expanding into Eiderdown. At the time the system was controlled by the Empire, but with a firm beachhead in the system it was a matter of a few cycles before the Sirii came to power. Today, Adrian persists, despite having served its only purpose.</description>
+ <bar>Heating on P class worlds is often a costly affair, so the temperature is kept at an acceptable, though uncomfortable low. Most patrons of this spaceport bar are in full winter getups.</bar>
+ </general>
+</asset>
View
17 dat/assets/aesir_iv.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Aesir IV">
+ <pos>
+ <x>10900.000000</x>
+ <y>-13900.000000</y>
+ </pos>
+ <GFX>
+ <space>J04.png</space>
+ <exterior>lava.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
34 dat/assets/aillis.xml
@@ -0,0 +1,34 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Aillis">
+ <pos>
+ <x>7879.119607</x>
+ <y>-14515.904442</y>
+ </pos>
+ <GFX>
+ <space>moon-J01.png</space>
+ <exterior>mining6.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Empire</faction>
+ <value>50.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>M</class>
+ <population>1000000</population>
+ <hide>0.500000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Industrial Goods</commodity>
+ </commodities>
+ <description>Aillis is the base of operations for miners who mine Koralis VI. Koralis VI itself is highly radioactive, so no human habitation is, or will ever be, possible. However, some of the heavy elements of the planet are quite valuable, and so Aillis offers a fair living for those who don't shun heavy, dangerous labor.</description>
+ <bar>Though this bar is not exactly inhospitable, it also doesn't make you feel very welcome. Running costs are kept low, which means maintenance and service suffer. Nevertheless, it's quite possible to have a good time here.</bar>
+ </general>
+</asset>
View
17 dat/assets/alteris_i.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Alteris I">
+ <pos>
+ <x>3161.494856</x>
+ <y>-2251.603909</y>
+ </pos>
+ <GFX>
+ <space>K02.png</space>
+ <exterior>aquatic2.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/alteris_iv.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Alteris IV">
+ <pos>
+ <x>11009.542695</x>
+ <y>14054.105967</y>
+ </pos>
+ <GFX>
+ <space>moon-A01.png</space>
+ <exterior>forest.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.500000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/alteris_v.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Alteris V">
+ <pos>
+ <x>15451.388889</x>
+ <y>-3935.185185</y>
+ </pos>
+ <GFX>
+ <space>P03.png</space>
+ <exterior>station03.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/amaroq_i.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Amaroq I">
+ <pos>
+ <x>-3780.000000</x>
+ <y>-4050.000000</y>
+ </pos>
+ <GFX>
+ <space>G03.png</space>
+ <exterior>methane.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/amaroq_iii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Amaroq III">
+ <pos>
+ <x>8550.000000</x>
+ <y>-22770.000000</y>
+ </pos>
+ <GFX>
+ <space>M09.png</space>
+ <exterior>aquatic2.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
41 dat/assets/ambre.xml
@@ -0,0 +1,41 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Ambre">
+ <pos>
+ <x>6807.927752</x>
+ <y>7498.946100</y>
+ </pos>
+ <GFX>
+ <space>M08.png</space>
+ <exterior>forest.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Dvaered</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>M</class>
+ <population>6000000000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Luxury Goods</commodity>
+ </commodities>
+ <description>Ambre was one of the planets that played a key role in the workers' revolts that eventually led to the establishment of House Dvaered. In those days, the planet was home to a considerable percentage of the Imperial workforce in this sector of space. Without laborers to work the mines and construction yards, the Empire stood to lose astronomical amounts of money each cycle. This was an important reason for the Emperor to grant House Dvaered its independence.</description>
+ <bar>Ambre's spaceport bar is never quiet. At regular intervals, all other noise in the bar is drowned out by the sound of cargo pods trundling across the railway just below. This is because the bar was built relatively late in the planet's development, as the Imperial government didn't see the need for one when Ambre was still little more than a labor camp. As a result, the bar had to be squeezed into one the only remaining space available, which was right over the freight lines.</bar>
+ </general>
+ <tech>
+ <item>Kinetic 1</item>
+ <item>Basic Outfits 1</item>
+ <item>Missiles 1</item>
+ <item>Low Tech Upgrades</item>
+ </tech>
+</asset>
View
40 dat/assets/ammu.xml
@@ -0,0 +1,40 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Ammu">
+ <pos>
+ <x>8159.024083</x>
+ <y>10841.160191</y>
+ </pos>
+ <GFX>
+ <space>A04.png</space>
+ <exterior>lava.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Empire</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>A</class>
+ <population>60000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Ore</commodity>
+ <commodity>Industrial Goods</commodity>
+ </commodities>
+ <description>Ammu is a generally calm planet, once one is accustomed to the constant rumbling of the lava flows. Lava eruptions are often felt in the subterranean spaceport, but the way it doesn't seem to faze the locals reassures you.</description>
+ <bar>The Ammu Spaceport Bar, known as "The Heatsink" due to its frigid temperatures, in contrast to the rest of the station. While primarily known for their temperature, that's not to say they can't whip up a mean Pan-Galactic Gargle Blaster.</bar>
+ </general>
+ <tech>
+ <item>Laser 1</item>
+ <item>Basic Outfits 1</item>
+ </tech>
+</asset>
View
17 dat/assets/anarbalis_ii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Anarbalis II">
+ <pos>
+ <x>-535.769627</x>
+ <y>-8433.275285</y>
+ </pos>
+ <GFX>
+ <space>K04.png</space>
+ <exterior>desertic2.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/anarbalis_iii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Anarbalis III">
+ <pos>
+ <x>10212.291799</x>
+ <y>-1801.492703</y>
+ </pos>
+ <GFX>
+ <space>O03.png</space>
+ <exterior>station05.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/andee_ii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Andee II">
+ <pos>
+ <x>-17080.000000</x>
+ <y>630.000000</y>
+ </pos>
+ <GFX>
+ <space>K00.png</space>
+ <exterior>traderoom.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/andee_iia.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Andee IIa">
+ <pos>
+ <x>-17730.525819</x>
+ <y>343.637937</y>
+ </pos>
+ <GFX>
+ <space>moon-H02.png</space>
+ <exterior>mining2.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.500000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/andee_iii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Andee III">
+ <pos>
+ <x>14420.000000</x>
+ <y>-6300.000000</y>
+ </pos>
+ <GFX>
+ <space>X00.png</space>
+ <exterior>mining5.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/andee_iiia.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Andee IIIa">
+ <pos>
+ <x>13929.329926</x>
+ <y>-6969.106766</y>
+ </pos>
+ <GFX>
+ <space>moon-P00.png</space>
+ <exterior>mining2.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.500000</hide>
+ <services/>
+ </general>
+</asset>
View
42 dat/assets/anecu.xml
@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Anecu">
+ <pos>
+ <x>-30000.000000</x>
+ <y>-10800.000000</y>
+ </pos>
+ <GFX>
+ <space>O00.png</space>
+ <exterior>aquatic.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Dvaered</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>O</class>
+ <population>70000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Medicine</commodity>
+ <commodity>Ore</commodity>
+ <commodity>Luxury Goods</commodity>
+ <commodity>Industrial Goods</commodity>
+ </commodities>
+ <description>Anecu is a completely aquatic planet. Its surface is covered completely by water. In the shallow areas great underwater cities are constructed, as the climate above the water can be very harsh (waves been recorded to be up to 2 kilometres high). The planet boasts extensive ship-designing facilities, using the high-pressure of the water as a benchmark against which ships are measured.</description>
+ <bar>The spaceport bar is approximately 3 kilometres below the surface of the planet. The walls are constructed from a hardened, transparent polymer that allows you to see into the darkness of the water. Every so often you can see gelatinous creatures sliding around, barely illuminated by the bar lighting.</bar>
+ </general>
+ <tech>
+ <item>Kinetic 1</item>
+ <item>Basic Outfits 1</item>
+ </tech>
+</asset>
View
17 dat/assets/anifta.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Anifta">
+ <pos>
+ <x>2190.000000</x>
+ <y>5450.000000</y>
+ </pos>
+ <GFX>
+ <space>G02.png</space>
+ <exterior>station00.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/anku_i.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="An'ku I">
+ <pos>
+ <x>-11900.000000</x>
+ <y>-350.000000</y>
+ </pos>
+ <GFX>
+ <space>G02.png</space>
+ <exterior>traderoom.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/anku_ii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="An'ku II">
+ <pos>
+ <x>3570.000000</x>
+ <y>-20440.000000</y>
+ </pos>
+ <GFX>
+ <space>L00.png</space>
+ <exterior>desertic2.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/anku_iii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="An'ku III">
+ <pos>
+ <x>-31780.000000</x>
+ <y>-8260.000000</y>
+ </pos>
+ <GFX>
+ <space>C00.png</space>
+ <exterior>station00.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
43 dat/assets/antica.xml
@@ -0,0 +1,43 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Antica">
+ <pos>
+ <x>9550.000000</x>
+ <y>-3700.000000</y>
+ </pos>
+ <GFX>
+ <space>O01.png</space>
+ <exterior>aquatic3.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Empire</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>O</class>
+ <population>450000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ <shipyard/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Medicine</commodity>
+ <commodity>Ore</commodity>
+ <commodity>Industrial Goods</commodity>
+ </commodities>
+ <description>Though the orbiting military installation is all business, Antica mixes business and pleasure quite readily. Given its location, a vast number of transports stop at Antica to sell their wares before venturing deeper into Empire space.</description>
+ <bar>The Antican bar is a rather lavish affair, quite in contrast to the stark exterior of the orbiting military station. Serving some of the Empire's finest food and drink, this Arcturian bar is often a traveller's introduction to Empire cuisine.</bar>
+ </general>
+ <tech>
+ <item>Laser 1</item>
+ <item>Basic Outfits 1</item>
+ <item>Basic Civilian Ships</item>
+ </tech>
+</asset>
View
46 dat/assets/anubis.xml
@@ -0,0 +1,46 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Anubis">
+ <pos>
+ <x>-18055.631906</x>
+ <y>49.276734</y>
+ </pos>
+ <GFX>
+ <space>Y00.png</space>
+ <exterior>lava.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Dvaered</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>Y</class>
+ <population>1000000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ <shipyard/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Ore</commodity>
+ <commodity>Industrial Goods</commodity>
+ </commodities>
+ <description>Named after the Egyptian god of death, Anubis was established as a mining base by a mining faction even before the Faction Wars. The abundance of radioactive and heavy elements made the planet a good location to produce weapons, a lucrative business given its proximity to Sol. During the Faction Wars, Anubis was annexed by the Empire, but the local population subsequently joined the protest movement that eventually led to the establishment of House Dvaered. Today, the Dvaered use Anubis to produce ammunition and light combat ships to supply Raelid Outpost.</description>
+ <bar>What is beautiful is often dangerous, but sometimes it also works the other way around. The spaceport bar on Anubis has a view over a ravine in the planet's surface, and the radioactive storms that frequently rage through it are quite a sight to behold. It is only offworlders who appreciate it, though, as most locals know how unpleasant it is to have to work in conditions like that.</bar>
+ </general>
+ <tech>
+ <item>Kinetic 1</item>
+ <item>Kinetic 2</item>
+ <item>Basic Trade Ships</item>
+ <item>Light Civilian Combat Ships</item>
+ <item>Basic Outfits 1</item>
+ <item>Missiles 1</item>
+ <item>Missiles 2</item>
+ </tech>
+</asset>
View
17 dat/assets/apez_ii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Apez II">
+ <pos>
+ <x>7491.526812</x>
+ <y>-8027.260412</y>
+ </pos>
+ <GFX>
+ <space>J04.png</space>
+ <exterior>traderoom.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/apez_v.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Apez V">
+ <pos>
+ <x>-5998.401103</x>
+ <y>10755.037640</y>
+ </pos>
+ <GFX>
+ <space>L00.png</space>
+ <exterior>station01.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/arai.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Arai">
+ <pos>
+ <x>8430.520088</x>
+ <y>16821.213540</y>
+ </pos>
+ <GFX>
+ <space>J05.png</space>
+ <exterior>station00.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
43 dat/assets/arch_arai.xml
@@ -0,0 +1,43 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Arch Arai">
+ <pos>
+ <x>9162.462434</x>
+ <y>16600.550706</y>
+ </pos>
+ <GFX>
+ <space>moon-P03.png</space>
+ <exterior>traderoom.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Sirius</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>P</class>
+ <population>5000000</population>
+ <hide>0.500000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ <shipyard/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Medicine</commodity>
+ <commodity>Ore</commodity>
+ <commodity>Industrial Goods</commodity>
+ </commodities>
+ <description>Once an independent world home to pirates and black market traders, Arch Arai has long since fallen under the spell of the Touched. Now it is a fairly law-abiding Sirius world, earning its existence through trade and industry like every other planet.</description>
+ <bar>This bar is a quiet place. Though it is certainly not lacking in patronage, the people who come here don't seem about to make a fuss over anything. The effect is contagious, making newcomers follow the example of those who are already there almost instinctively.</bar>
+ </general>
+ <tech>
+ <item>Ion 1</item>
+ <item>Basic Outfits 1</item>
+ <item>Basic Civilian Ships</item>
+ </tech>
+</asset>
View
35 dat/assets/arck.xml
@@ -0,0 +1,35 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Arck">
+ <pos>
+ <x>13328.000000</x>
+ <y>-35428.000000</y>
+ </pos>
+ <GFX>
+ <space>M01.png</space>
+ <exterior>oceanic2.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Dvaered</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>M</class>
+ <population>9000000000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Medicine</commodity>
+ <commodity>Luxury Goods</commodity>
+ </commodities>
+ <description>With nine billion inhabitants, Arck is one of the most densely populated worlds in the galaxy. Most of the planet's surface is covered by a gigantic, sprawling city. Naturally, with so much inhabitation comes massive environmental pollution, and many skeptics believe that what the Dvaered are doing here is a form of reverse terraforming - an attempt to turn Arck into an X class planet.</description>
+ <bar>The spaceport on Arck is located right in the middle of a particularly densely populated urban center. The associated spaceport bar has been expanded and turned into a general leisure facility for the local inhabitants, something that often irritates traders who come here to do business, only to find themselves in the middle of a Dvaered Turborave party.</bar>
+ </general>
+</asset>
View
51 dat/assets/arcturus_gamma.xml
@@ -0,0 +1,51 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Arcturus Gamma">
+ <pos>
+ <x>11296.801928</x>
+ <y>6891.698934</y>
+ </pos>
+ <GFX>
+ <space>station-fleetbase2.png</space>
+ <exterior>station03.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Empire</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>1</class>
+ <population>52000</population>
+ <hide>0.750000</hide>
+ <services>
+ <land>emp_mil_restricted</land>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ <shipyard/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Medicine</commodity>
+ <commodity>Ore</commodity>
+ <commodity>Luxury Goods</commodity>
+ <commodity>Industrial Goods</commodity>
+ </commodities>
+ <description>Arcturus Gamma is the Empire's first line of defense when it comes to their core systems. Piracy is nearly non-existent in the core systems due to the large standing force stationed here, and their routine patrols.</description>
+ <bar>A truly utilitarian place, the Arcturus Gamma bar is metallic grey, meticulously maintained, and full of off-duty Empire soldiers.</bar>
+ </general>
+ <tech>
+ <item>Laser 1</item>
+ <item>Laser 2</item>
+ <item>Laser 3</item>
+ <item>Basic Outfits 1</item>
+ <item>Basic Outfits 2</item>
+ <item>Heavy Weapons 1</item>
+ <item>High Tech Upgrades 1</item>
+ <item>Basic Civilian Ships</item>
+ <item>Heavy Civilian Combat Ships</item>
+ <item>Empire Military Ships</item>
+ </tech>
+</asset>
View
17 dat/assets/arcturus_i.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Arcturus I">
+ <pos>
+ <x>-4256.504551</x>
+ <y>1153.374908</y>
+ </pos>
+ <GFX>
+ <space>moon-G01.png</space>
+ <exterior>aquatic.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.500000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/arcturus_ii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Arcturus II">
+ <pos>
+ <x>2004.349784</x>
+ <y>10011.747075</y>
+ </pos>
+ <GFX>
+ <space>D02.png</space>
+ <exterior>station04.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
34 dat/assets/arrakis.xml
@@ -0,0 +1,34 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Arrakis">
+ <pos>
+ <x>-8182.701784</x>
+ <y>-5241.257434</y>
+ </pos>
+ <GFX>
+ <space>H00.png</space>
+ <exterior>desertic.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Empire</faction>
+ <value>75.000000</value>
+ <range>1</range>
+ </presence>
+ <general>
+ <class>H</class>
+ <population>32000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Ore</commodity>
+ </commodities>
+ <description>Arrakis is a desert planet with no natural precipitation. The locals are continuously discussing sandworms, though you're not sure what to make of it.</description>
+ <bar>The Arrakeen canteen is one of the shadier bars in Empire space. Lying on the border of the Empire, few patrols come through, and many scoundrels and mercenaries can be found plying their trade. The spice must flow, they said. It may not, but at least the rum does.</bar>
+ </general>
+</asset>
View
34 dat/assets/arrentil.xml
@@ -0,0 +1,34 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Arrentil">
+ <pos>
+ <x>-12160.000000</x>
+ <y>6880.000000</y>
+ </pos>
+ <GFX>
+ <space>Y00.png</space>
+ <exterior>gas.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Soromid</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>Y</class>
+ <population>150000000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Ore</commodity>
+ </commodities>
+ <description>As is typical for Soromid worlds, Arrentil would be considered utterly inhospitable by the rest of humanity. The atmosphere is toxic and the surface unstable, but the Soromid have managed to tame this world. Of course even they need to live in sheltered habitats, but in spite of that the population is thriving and the economy is stable. By all means, Arrentil is an example of Soromid persistence.</description>
+ <bar>(null)</bar>
+ </general>
+</asset>
View
41 dat/assets/atalanta.xml
@@ -0,0 +1,41 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Atalanta">
+ <pos>
+ <x>25805.000000</x>
+ <y>-5070.000000</y>
+ </pos>
+ <GFX>
+ <space>P03.png</space>
+ <exterior>aquatic.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Frontier</faction>
+ <value>60.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>P</class>
+ <population>2000000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Ore</commodity>
+ <commodity>Industrial Goods</commodity>
+ </commodities>
+ <description>Atalanta is named directly after the colony ship that settled it, Atalanta. Though the planet is too cold to be of any real value, the population is making a decent enough living thanks to the caches of heavy elements trapped under the ice.</description>
+ <bar>Like all structures on the planet Atalanta's bar is built under the ice, but it is quite close to the surface. This is because a spectacular lighting effect can be observed overhead when the sun shines directly on the ice. Atalanta's orbit makes this a rare occurrence, but the bar's profits soar during every cycle.</bar>
+ </general>
+ <tech>
+ <item>Basic Outfits 1</item>
+ <item>Missiles 1</item>
+ <item>Missiles 2</item>
+ </tech>
+</asset>
View
32 dat/assets/avoss.xml
@@ -0,0 +1,32 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Avoss">
+ <pos>
+ <x>-26250.000000</x>
+ <y>28770.000000</y>
+ </pos>
+ <GFX>
+ <space>A03.png</space>
+ <exterior>lava.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Frontier</faction>
+ <value>60.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>A</class>
+ <population>600000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land>land_lowclass</land>
+ <refuel/>
+ <commodity/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Ore</commodity>
+ <commodity>Industrial Goods</commodity>
+ </commodities>
+ <description>Avoss was originally a mediocre, but habitable world. So, when the fourteenth colony ship, Petrovsk, arrived, its colonists considered themselved fairly fortunate to have found a place they could call home. However, some fifty years after the expedition had touched down, the world began to change. Seismic activity becan escalating off the charts everywhere, causing earthquakes and volcanic eruptions all over the world. Now, the world is devastated, a mere shadow of its former self. The colonists have managed to survive however, and remain even today.</description>
+ </general>
+</asset>
View
17 dat/assets/babylon_i.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Babylon I">
+ <pos>
+ <x>15900.000000</x>
+ <y>4620.000000</y>
+ </pos>
+ <GFX>
+ <space>M09.png</space>
+ <exterior>aquatic2.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/babylon_ii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Babylon II">
+ <pos>
+ <x>-15600.000000</x>
+ <y>-3120.000000</y>
+ </pos>
+ <GFX>
+ <space>P03.png</space>
+ <exterior>traderoom.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/babylon_iia.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Babylon IIa">
+ <pos>
+ <x>-13380.000000</x>
+ <y>-3240.000000</y>
+ </pos>
+ <GFX>
+ <space>moon-J00.png</space>
+ <exterior>mining5.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.500000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/basel_i.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Basel I">
+ <pos>
+ <x>-1001.400659</x>
+ <y>-860.838607</y>
+ </pos>
+ <GFX>
+ <space>moon-A00.png</space>
+ <exterior>forest.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.500000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/beeklo_ii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Beeklo II">
+ <pos>
+ <x>-924.000000</x>
+ <y>21582.000000</y>
+ </pos>
+ <GFX>
+ <space>G03.png</space>
+ <exterior>snow.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
40 dat/assets/beene.xml
@@ -0,0 +1,40 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Beene">
+ <pos>
+ <x>9360.000000</x>
+ <y>-6320.000000</y>
+ </pos>
+ <GFX>
+ <space>G01.png</space>
+ <exterior>mining5.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Soromid</faction>
+ <value>100.000000</value>
+ <range>0</range>
+ </presence>
+ <general>
+ <class>A</class>
+ <population>300000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land>land_lowclass</land>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ <shipyard/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Ore</commodity>
+ </commodities>
+ <description>Beene is rich in all sorts of common minerals, so the Soromid are using this world the same way anyone would: as a source of raw materials. The elements mined here are processed into standard packages used by the Soromid bioships, which means Beene is quite an important strategic location for the Soromid fleet.</description>
+ <bar>Pilots are advised to wear air-sealed suits when visiting Beene's bar. The planet's atmosphere can cause serious problems for normal humans, and the Soromid haven't bothered installing decontamination filters for the local population. As such, having a drink in Beene's bar is a bit of an ordeal. It's one of the less popular places among traders.</bar>
+ </general>
+ <tech>
+ <item>Basic Outfits 1</item>
+ <item>Basic Trade Ships</item>
+ </tech>
+</asset>
View
17 dat/assets/blunderbuss_ii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Blunderbuss II">
+ <pos>
+ <x>22600.000000</x>
+ <y>2200.000000</y>
+ </pos>
+ <GFX>
+ <space>moon-H00.png</space>
+ <exterior>oceanic2.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.500000</hide>
+ <services/>
+ </general>
+</asset>
View
38 dat/assets/bon_sebb.xml
@@ -0,0 +1,38 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Bon Sebb">
+ <pos>
+ <x>149.553594</x>
+ <y>1795.840346</y>
+ </pos>
+ <GFX>
+ <space>M06.png</space>
+ <exterior>forest.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Independent</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>M</class>
+ <population>40000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <missions/>
+ <commodity/>
+ <outfits/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Medicine</commodity>
+ </commodities>
+ <description>Bon Sebb is a mysterious place. Objects from all over the galaxy have a habit of turning up here. In fact, a large area of the planet's surface is a gigantic junk yard, known as the "Junkle", where the locals "hunt" for useful equipment they can sell to each other, or to passing travelers.</description>
+ <bar>The bar on Bon Sebb is built out of things scavenged from the Junkle. The walls and furniture are all patchworks of various designs and materials. The only somewhat symmetrical feature of the bar is a holoportrait of the Creator of the Universe, hanging over the lopsided bar.</bar>
+ </general>
+ <tech>
+ <item>All Outfits</item>
+ </tech>
+</asset>
View
29 dat/assets/brandt_station.xml
@@ -0,0 +1,29 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Brandt Station">
+ <pos>
+ <x>25493.195808</x>
+ <y>13169.297828</y>
+ </pos>
+ <GFX>
+ <space>station-battlestation.png</space>
+ <exterior>station05.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Sirius</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>0</class>
+ <population>1000</population>
+ <hide>0.750000</hide>
+ <services>
+ <land>srs_mil_restricted</land>
+ <refuel/>
+ <bar/>
+ </services>
+ <commodities/>
+ <description>Serving as a local security checkpoint, Brandt Station sports two squadrons of light response ships. The station is responsible mainly for Niger, Lazuli and Anarbalis, as the ships here are not equipped to handle the stress of the border conflicts with the Dvaered at Eye of Night.</description>
+ <bar>Curiously, this spacedock bar seems to make no distinction between the three Sirian echelons in any way. However, the soldiers and sailors stationed on Brandt Station all know their place, and treat each other accordingly.</bar>
+ </general>
+</asset>
View
17 dat/assets/brimstone_i.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Brimstone I">
+ <pos>
+ <x>11870.221386</x>
+ <y>-10437.336689</y>
+ </pos>
+ <GFX>
+ <space>I02.png</space>
+ <exterior>methane.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/brimstone_ia.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Brimstone Ia">
+ <pos>
+ <x>12677.992672</x>
+ <y>-10635.425534</y>
+ </pos>
+ <GFX>
+ <space>moon-D02.png</space>
+ <exterior>station01.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.500000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/brimstone_ib.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Brimstone Ib">
+ <pos>
+ <x>12985.797915</x>
+ <y>-10726.166185</y>
+ </pos>
+ <GFX>
+ <space>moon-J02.png</space>
+ <exterior>forest2.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.500000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/brimstone_ii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Brimstone II">
+ <pos>
+ <x>-12602.170307</x>
+ <y>3097.932606</y>
+ </pos>
+ <GFX>
+ <space>J04.png</space>
+ <exterior>station03.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
17 dat/assets/brimstone_iii.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Brimstone III">
+ <pos>
+ <x>8289.790282</x>
+ <y>5206.549724</y>
+ </pos>
+ <GFX>
+ <space>A01.png</space>
+ <exterior>desertic4.png</exterior>
+ </GFX>
+ <general>
+ <class>A</class>
+ <population>0</population>
+ <hide>0.250000</hide>
+ <services/>
+ </general>
+</asset>
View
40 dat/assets/brooks.xml
@@ -0,0 +1,40 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Brooks">
+ <pos>
+ <x>-10667.555844</x>
+ <y>-4262.926639</y>
+ </pos>
+ <GFX>
+ <space>M08.png</space>
+ <exterior>aquatic2.png</exterior>
+ </GFX>
+ <presence>
+ <faction>Empire</faction>
+ <value>100.000000</value>
+ <range>2</range>
+ </presence>
+ <general>
+ <class>M</class>
+ <population>7000000000</population>
+ <hide>0.250000</hide>
+ <services>
+ <land/>
+ <refuel/>
+ <bar/>
+ <commodity/>
+ <outfits/>
+ </services>
+ <commodities>
+ <commodity>Food</commodity>
+ <commodity>Luxury Goods</commodity>
+ </commodities>
+ <description>Brooks is a bustling, highly populated Imperial civilian planet. With the decline of the Empire, it has found itself on the border with dangerous space, a rather uncomfortable position. As Brooks is a rich planet with a lot of economical and political weight within the Empire, the Imperial Navy protects Arcturus for Brooks' sake as much as for the Imperial core systems.</description>
+ <bar>On Brooks, everything is expensive, something that comes with most economically booming worlds. However, most traders put up with the inflated prices for refreshments and services at the spaceport bar, because Brooks is a place where profit is made.</bar>
+ </general>
+ <tech>
+ <item>Laser 1</item>
+ <item>Basic Outfits 1</item>
+ <item>Basic Outfits 2</item>
+ <item>Missiles 2</item>
+ </tech>
+</asset>
View
40 dat/assets/buritt.xml
@@ -0,0 +1,40 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<asset name="Buritt">