lol mist so einfach ist das also -.- Naja was solls hauptsache es funktioniert jetzt. Danke Steiner!!!
<GroundCompany Name="Imperial_Pod_Walker_Company"> <Variant_Of_Existing_Type>Rebel_Pod_Walker_Company</Variant_Of_Existing_Type> <Encyclopedia_Good_Against> Rebel_Trooper </Encyclopedia_Good_Against>


<GroundVehicle Name="Pod_Walker">
<GroundInfantry Name="Pod_Walker">
</GroundInfantry>

<Affiliation>Empire</Affiliation> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Special_Structures /> <Required_Planets /> <Build_Cost_Credits>100</Build_Cost_Credits>
<GroundVehicles>
<GroundVehicle Name="Pod_Walker">
<LOD_Bias>4</LOD_Bias>
<Text_ID>TEXT_UNIT_POD_WALKER</Text_ID>
<Variant_Of_Existing_Type>Pod_Walker</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against> T2B_Tank MAL_Rocket_Vehicle </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> T4B_Tank Canderous_Assault_Tank UC_Rebel_Buildable_Anti_Vehicle_Turret </Encyclopedia_Vulnerable_To>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_PODWALKER</Encyclopedia_Text>
<Land_Model_Name>EV_PODWALKER.ALO</Land_Model_Name>
<Affiliation>Empire</Affiliation>
<Tech_Level>1</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Special_Structures />
<Required_Planets />
<Build_Cost_Credits>100</Build_Cost_Credits>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>WALK_LOCOMOTOR,TARGETING,IDLE,WEAPON,POWERED,REVEAL,HIDE_WHEN_FOGGED,UNIT_AI,TELEKINESIS_TARGET,STUNNABLE, SQUASH, HUNT,
AFFECTED_BY_SHIELD, DAMAGE_TRACKING</LandBehavior>
<Property_Flags>GoodInfantryCrusher</Property_Flags>
<Autoresolve_Health>200</Autoresolve_Health>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Walk_Transition>Yes</Walk_Transition>
<Movement_Animation_Speed> 0.8117 </Movement_Animation_Speed>
<Rotation_Animation_Speed> 1.5 </Rotation_Animation_Speed>
<Max_Speed>1.1</Max_Speed>
<Max_Rate_Of_Turn>4</Max_Rate_Of_Turn>
<Stopped_Rate_Of_Turn>3.75</Stopped_Rate_Of_Turn>
<Walk_Transition>Yes</Walk_Transition>
<Has_Pre_Turn_Anim> yes </Has_Pre_Turn_Anim>
<Min_Speed_Fraction_For_Turn> .4 </Min_Speed_Fraction_For_Turn>
<Space_Layer> Land </Space_Layer>
<UnitCollisionClass> Large Vehicle </UnitCollisionClass>
<Custom_Hard_XExtent> 9.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 12.0 </Custom_Hard_YExtent>
<MovementPredictionInterval> 12 </MovementPredictionInterval>
<MinimumPushReturnDistance> 60 </MinimumPushReturnDistance>
<FormationOrder> 6 </FormationOrder>
<FormationGrouping> Standard </FormationGrouping>
<FormationSpacing> .8 </FormationSpacing>
<Min_Speed> .3 </Min_Speed>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null,SFX_Grenade_Detonation,SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>true</Remove_Upon_Death>
<Locomotor_Has_Animation_Priority>yes</Locomotor_Has_Animation_Priority>
<Attack_Animation_Is_Overlay>yes</Attack_Animation_Is_Overlay>
<Deploys>No</Deploys>
<Select_Box_Scale>50</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Size_Value>75</Size_Value>
<Armor_Type> Armor_ATST </Armor_Type>
<Damage>20</Damage>
<Shield_Points>0</Shield_Points>
<Tactical_Health>300</Tactical_Health>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collidable_By_Projectile_Dead>No</Collidable_By_Projectile_Dead>
<Projectile_Types>Proj_M1_Laser_Cannon</Projectile_Types>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.8</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>0.8</Projectile_Fire_Recharge_Seconds>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>240.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>
<Targeting_Fire_Inaccuracy> Infantry, 10.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<Vehicle_Thief_Inside_Clone>Pod_Walker_Captured</Vehicle_Thief_Inside_Clone>
<Death_Explosions>Small_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Select>Unit_Select_Pod_Walker</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pod_Walker</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Pod_Walker</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pod_Walker</SFXEvent_Guard>
<SFXEvent_Fire>Unit_AT_ST_Fire</SFXEvent_Fire>
<SFXEvent_Assist_Move> Unit_Assist_Move_Pod_Walker </SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack> Unit_Assist_Attack_Pod_Walker</SFXEvent_Assist_Attack>
<CategoryMask> Vehicle | AntiVehicle </CategoryMask>
<Icon_Name>i_button_pod_walker.tga</Icon_Name>
<MovementClass>Walker</MovementClass>
<OccupationStyle>1x1</OccupationStyle>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>2</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>2</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Ground_Vehicle_Turret_Target> Yes </Ground_Vehicle_Turret_Target>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Overall_Length>20.0</Overall_Length> <!-- Hand tweaked for vehicle pitching up and down on terrain -->
<Overall_Width>0.0</Overall_Width> <!-- 0.0 means don't roll left and right on terrain -->
<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
<AI_Combat_Power>100</AI_Combat_Power>
<Weather_Category>Walker</Weather_Category>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
<Influences_Capture_Point> False </Influences_Capture_Point>
<Cheap_Bribe_Cost>120</Cheap_Bribe_Cost>
<Tactical_Bribe_Cost>300</Tactical_Bribe_Cost>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<Death_Clone>Damage_Normal, Pod_Walker_Death_Clone</Death_Clone>
<Score_Cost_Credits> 400 </Score_Cost_Credits>
<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>
</GroundVehicle>
<UniqueUnit Name="Pod_Walker_Death_Clone">
<Variant_Of_Existing_Type>Pod_Walker</Variant_Of_Existing_Type>
<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Custom_Hard_XExtent_Offset> -15.0 </Custom_Hard_XExtent_Offset>
<Custom_Hard_XExtent> 15.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 6.0 </Custom_Hard_YExtent>
<Death_Persistence_Duration> 20 </Death_Persistence_Duration>
<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>
<Specific_Death_Anim_Index> 0 </Specific_Death_Anim_Index>
<IsDeathClone> true </IsDeathClone>
</UniqueUnit>
<GroundVehicle Name="Pod_Walker_Captured">
<LOD_Bias>4</LOD_Bias>
<Variant_Of_Existing_Type>Pod_Walker</Variant_Of_Existing_Type>
<Icon_Name>i_button_chewbacca_podwalker.tga</Icon_Name>
<!-- MUST have same abilities PLUS EJECT_THIEF -->
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
<Unit_Ability>
<Type>EJECT_VEHICLE_THIEF</Type>
<Recharge_Seconds>10</Recharge_Seconds> <!-- time that the user can't eject thief, kicks in right away -->
</Unit_Ability>
</Unit_Abilities_Data>
</GroundVehicle>
Muss man vielleicht noch irgendwie einstellen das man ihn in der "Light Vehicle Factory" bauen muss/kann?
<Company_Units>Pod_Walker_Empire, Pod_Walker_Empire, Pod_Walker_Empire, Pod_Walker_Empire, Pod_Walker_Empire</Company_Units>



<GroundVehicles>
<GroundVehicle Name="Pod_Walker">
<LOD_Bias>4</LOD_Bias>
<Text_ID>TEXT_UNIT_POD_WALKER</Text_ID>
<Encyclopedia_Good_Against> Stormtrooper Scout_Trooper </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> M1_Repulsor_Tank UC_Empire_Buildable_Anti_Vehicle_Turret
</Encyclopedia_Vulnerable_To>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_PODWALKER</Encyclopedia_Text>
<Land_Model_Name>EV_PODWALKER.ALO</Land_Model_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>WALK_LOCOMOTOR,TARGETING,IDLE,WEAPON,POWERED,REVEAL,HIDE_WHEN_FOGGED,UNIT_AI,TELEKINESIS_TARGET,STUNNABLE,
SQUASH, HUNT, AFFECTED_BY_SHIELD, DAMAGE_TRACKING</LandBehavior>
<Property_Flags>GoodInfantryCrusher</Property_Flags>
<Autoresolve_Health>200</Autoresolve_Health>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Walk_Transition>Yes</Walk_Transition>
<Movement_Animation_Speed> 0.8117 </Movement_Animation_Speed>
<Rotation_Animation_Speed> 1.5 </Rotation_Animation_Speed>
<Max_Speed>1.1</Max_Speed>
<Max_Rate_Of_Turn>4</Max_Rate_Of_Turn>
<Stopped_Rate_Of_Turn>3.75</Stopped_Rate_Of_Turn>
<Walk_Transition>Yes</Walk_Transition>
<Has_Pre_Turn_Anim> yes </Has_Pre_Turn_Anim>
<Min_Speed_Fraction_For_Turn> .4 </Min_Speed_Fraction_For_Turn>
<Space_Layer> Land </Space_Layer>
<UnitCollisionClass> Large Vehicle </UnitCollisionClass>
<Custom_Hard_XExtent> 9.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 12.0 </Custom_Hard_YExtent>
<MovementPredictionInterval> 12 </MovementPredictionInterval>
<MinimumPushReturnDistance> 60 </MinimumPushReturnDistance>
<FormationOrder> 6 </FormationOrder>
<FormationGrouping> Standard </FormationGrouping>
<FormationSpacing> .8 </FormationSpacing>
<Min_Speed> .3 </Min_Speed>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null,SFX_Grenade_Detonation,SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>true</Remove_Upon_Death>
<Locomotor_Has_Animation_Priority>yes</Locomotor_Has_Animation_Priority>
<Attack_Animation_Is_Overlay>yes</Attack_Animation_Is_Overlay>
<Deploys>No</Deploys>
<Select_Box_Scale>50</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Size_Value>75</Size_Value>
<Armor_Type> Armor_ATST </Armor_Type>
<Damage>20</Damage>
<Shield_Points>0</Shield_Points>
<Tactical_Health>300</Tactical_Health>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collidable_By_Projectile_Dead>No</Collidable_By_Projectile_Dead>
<Projectile_Types>Proj_M1_Laser_Cannon</Projectile_Types>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.8</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>0.8</Projectile_Fire_Recharge_Seconds>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>240.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>
<Targeting_Fire_Inaccuracy> Infantry, 10.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_Explosions>Small_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Select>Unit_Select_Pod_Walker</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pod_Walker</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Pod_Walker</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pod_Walker</SFXEvent_Guard>
<SFXEvent_Fire>Unit_AT_ST_Fire</SFXEvent_Fire>
<SFXEvent_Assist_Move> Unit_Assist_Move_Pod_Walker </SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack> Unit_Assist_Attack_Pod_Walker</SFXEvent_Assist_Attack>
<CategoryMask> Vehicle | AntiVehicle </CategoryMask>
<Icon_Name>i_button_pod_walker.tga</Icon_Name>
<MovementClass>Walker</MovementClass>
<OccupationStyle>1x1</OccupationStyle>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>2</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>2</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Ground_Vehicle_Turret_Target> Yes </Ground_Vehicle_Turret_Target>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Overall_Length>20.0</Overall_Length> <!-- Hand tweaked for vehicle pitching up and down on terrain -->
<Overall_Width>0.0</Overall_Width> <!-- 0.0 means don't roll left and right on terrain -->
<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
<AI_Combat_Power>100</AI_Combat_Power>
<Weather_Category>Walker</Weather_Category>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
<Influences_Capture_Point> False </Influences_Capture_Point>
<Cheap_Bribe_Cost>120</Cheap_Bribe_Cost>
<Tactical_Bribe_Cost>300</Tactical_Bribe_Cost>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<Death_Clone>Damage_Normal, Pod_Walker_Death_Clone</Death_Clone>
<Score_Cost_Credits> 400 </Score_Cost_Credits>
<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>
</GroundVehicle>
<UniqueUnit Name="Pod_Walker_Empire">
<Variant_Of_Existing_Type>Pod_Walker</Variant_Of_Existing_Type>
<Affiliation>Empire</Affiliation>
<Tech_Level>1</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Special_Structures />
<Required_Planets />
<Build_Cost_Credits>100</Build_Cost_Credits>
<Encyclopedia_Good_Against> T2B_Tank MAL_Rocket_Vehicle </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> T4B_Tank Canderous_Assault_Tank UC_Rebel_Buildable_Anti_Vehicle_Turret
</Encyclopedia_Vulnerable_To>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<Vehicle_Thief_Inside_Clone>Pod_Walker_Captured</Vehicle_Thief_Inside_Clone>
</UniqueUnit>
<UniqueUnit Name="Pod_Walker_Death_Clone">
<Variant_Of_Existing_Type>Pod_Walker</Variant_Of_Existing_Type>
<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Custom_Hard_XExtent_Offset> -15.0 </Custom_Hard_XExtent_Offset>
<Custom_Hard_XExtent> 15.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 6.0 </Custom_Hard_YExtent>
<Death_Persistence_Duration> 20 </Death_Persistence_Duration>
<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>
<Specific_Death_Anim_Index> 0 </Specific_Death_Anim_Index>
<IsDeathClone> true </IsDeathClone>
</UniqueUnit>
<GroundVehicle Name="Pod_Walker_Captured">
<LOD_Bias>4</LOD_Bias>
<Variant_Of_Existing_Type>Pod_Walker</Variant_Of_Existing_Type>
<Icon_Name>i_button_chewbacca_podwalker.tga</Icon_Name>
<!-- MUST have same abilities PLUS EJECT_THIEF -->
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
<Unit_Ability>
<Type>EJECT_VEHICLE_THIEF</Type>
<Recharge_Seconds>10</Recharge_Seconds> <!-- time that the user can't eject thief, kicks
in right away -->
</Unit_Ability>
</Unit_Abilities_Data>
</GroundVehicle>
<EmpireGroundCompanies> <GroundCompany Name="Imperial_Pod_Walker_Company"> <Variant_Of_Existing_Type>Rebel_Pod_Walker_Company</Variant_Of_Existing_Type> <Encyclopedia_Good_Against> Rebel_Trooper </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> T4B_Tank T2B_Tank UC_Rebel_Buildable_Anti_Vehicle_Turret </Encyclopedia_Vulnerable_To> <Company_Units>Pod_Walker_Empire, Pod_Walker_Empire</Company_Units> <Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>8</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Affiliation>Empire</Affiliation> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures> <Required_Planets />/> <Build_Cost_Credits>100</Build_Cost_Credits> <Piracy_Value_Credits>50</Piracy_Value_Credits> <Build_Time_Seconds>50</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Pod_Walker</SFXEvent_Build_Complete> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Pod_Walker</SFXEvent_Fleet_Move> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>3</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>tank</Ship_Class> <Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit> <Company_Units>Pod_Walker_Empire, Pod_Walker_Empire, Pod_Walker_Empire, Pod_Walker_Empire, Pod_Walker_Empire</Company_Units> <Max_Squad_Size> 1 </Max_Squad_Size> <Icon_Name>i_button_1-m_med_repulsor_tank.tga</Icon_Name> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_2M_Tank</SFXEvent_Build_Complete> <SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move> <Score_Cost_Credits>500</Score_Cost_Credits> <Population_Value>1</Population_Value> </GroundCompany>

Was muss ich tun um die Imperialen Wachen und den Venator im GC Modus beim Imperium (bei FoC) bauen zu können? Was muss ich in den XML´s ändern? Ich krieg die Einheiten zwar in den Skirmish eingebaut aber nicht in den GC 

)<Affiliation>Empire</Affiliation>
<Tech_Level>2</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>3</Required_Star_Base_Level> <Required_Special_Structures /> <Required_Planets /> <Build_Cost_Credits>3000</Build_Cost_Credits>

<Affiliation>Empire</Affiliation>
<Victory_Relevant>Yes</Victory_Relevant>
<IsBuildable>No</IsBuildable>
<Company_Units>Imperial_Elite_Guard, Imperial_Elite_Guard, Imperial_Elite_Guard </Company_Units>

)
Was muss ich tun um die Imperialen Wachen und den Venator im GC Modus beim Imperium (bei FoC) bauen zu können? Was muss ich in den XML´s ändern? Ich krieg die Einheiten zwar in den Skirmish eingebaut aber nicht in den GC
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