It seems that I am unable to have the Select Box (green circle around a space unit) appear for one of my new ships.
Here is my Code entry in SpaceUnitsCapital:
<SpaceUnit Name="Sovereign_SSD"> <Text_ID>TEXT_UNIT_SSSD</Text_ID> <Encyclopedia_Good_Against> Calamari_Cruiser Rebel_Star_Base_5 Home_One </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Y-Wing_Squadron B_Wing_Squadron </Encyclopedia_Vulnerable_To> <Space_Model_Name>IMP_SOVEREIGN_SSD.ALO</Space_Model_Name> <Select_Box_Scale>1450</Select_Box_Scale> <Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust> <Scale_Factor>.3</Scale_Factor> <Mass>0.999</Mass> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <Multisample_FOW_Check>Yes</Multisample_FOW_Check> <Ranking_In_Category>3</Ranking_In_Category> <Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged> <Armor_Type> Armor_Star_Destroyer </Armor_Type> <Shield_Armor_Type>Shield_Capital</Shield_Armor_Type> <Max_Speed>1.0</Max_Speed> <Max_Rate_Of_Turn>0.1</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> Capital </Space_Layer> <Layer_Z_Adjust>-450.0</Layer_Z_Adjust> <Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll> <Bank_Turn_Angle>15</Bank_Turn_Angle> <OverrideAcceleration> .02 </OverrideAcceleration> <OverrideDeceleration> .02 </OverrideDeceleration> <Max_Thrust>0.1</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>1</Hyperspace_Speed> <Maintenance_Cost>0.5</Maintenance_Cost> <Affiliation>Empire</Affiliation> <Tech_Level>4</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>5</Required_Star_Base_Level> <Required_Special_Structures /> <Required_Planets>Kuat, Fondor</Required_Planets> <Damage>120</Damage> <Autoresolve_Health>11500</Autoresolve_Health> <Shield_Points>4500</Shield_Points> <Tactical_Health>11500</Tactical_Health> <!-- was ??? --> <Shield_Refresh_Rate>50</Shield_Refresh_Rate> <Energy_Capacity>14000</Energy_Capacity> <Energy_Refresh_Rate>1000</Energy_Refresh_Rate> <Ship_Class>capital</Ship_Class> <Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable> <!--<Political_Control>1</Political_Control>--> <Political_Faction>Empire</Political_Faction> <Squadron_Capacity>70</Squadron_Capacity> <Build_Cost_Credits>13000</Build_Cost_Credits> <AI_Combat_Power>13000</AI_Combat_Power> <Build_Time_Seconds>130</Build_Time_Seconds> <Build_Countdown_Timer> Yes </Build_Countdown_Timer> <Build_Countdown_Text_ID> TEXT_SSSD_COUNTDOWN_TIMER </Build_Countdown_Text_ID> <Build_Countdown_Text_RGBA> 64, 128, 255, 255 </Build_Countdown_Text_RGBA> <Build_Music_Completed> Galactic_Death_Star_Complete_Music_Event </Build_Music_Completed> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Size_Value>8</Size_Value> <Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior> <SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Space_FOW_Reveal_Range>1800.0</Space_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>2500.0</Targeting_Max_Attack_Distance> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space</Death_Explosions> <Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone /> <HardPoints> HP_Shield_Generator, HP_Tractor_Beam, HP_Gravity_Well_Generator, HP_SSSD_Engines, HP_Axial_Super_Laser, HP_SSSD_Laser_Cannon_01, HP_SSSD_Laser_Cannon_02, HP_SSSD_Laser_Cannon_03, HP_SSSD_Laser_Cannon_04, HP_SSSD_Laser_Cannon_05, HP_SSSD_Laser_Cannon_06, HP_SSSD_Laser_Cannon_07, HP_SSSD_Laser_Cannon_08, HP_SSSD_Ion_Cannon_01, HP_SSSD_Ion_Cannon_02, HP_SSSD_Ion_Cannon_03, HP_SSSD_Ion_Cannon_04, HP_SSSD_Ion_Cannon_05, HP_SSSD_Ion_Cannon_06, HP_SSSD_Turbolaser_01, HP_SSSD_Turbolaser_02, HP_SSSD_Turbolaser_03, HP_SSSD_Turbolaser_04, HP_SSSD_Turbolaser_05, HP_SSSD_Turbolaser_06, HP_SSSD_Turbolaser_07, HP_SSSD_Turbolaser_08, HP_SSSD_Turbolaser_09, HP_SSSD_Turbolaser_10, HP_SSSD_Turbolaser_11, HP_SSSD_Turbolaser_12, HP_SSSD_Turbolaser_13, HP_SSSD_Turbolaser_14 </HardPoints> <CategoryMask> Capital | AntiCorvette </CategoryMask> <Icon_Name>I_BUTTON_SOVEREIGN.TGA</Icon_Name> <Victory_Relevant>yes</Victory_Relevant> <Has_Space_Evaluator>True</Has_Space_Evaluator> <SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop> <SFXEvent_Select>Unit_Select_Jedi_Cruiser</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Jedi_Cruiser</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Jedi_Cruiser</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Jedi_Cruiser</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Jedi_Cruiser</SFXEvent_Guard> <SFXEvent_Stop>Unit_Stop_Jedi_Cruiser</SFXEvent_Stop> <SFXEvent_Barrage>Unit_Barrage_Jedi_Cruiser</SFXEvent_Barrage> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Jedi_Cruiser </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Jedi_Cruiser </SFXEvent_Move_Into_Nebula> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Engine_Idle_Loop> Unit_Acclamator_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Acclamator_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Acclamator_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>I_RADAR_CAPITAL_SHIP_EMPIRE.TGA</Radar_Icon_Name> <Radar_Icon_Size>0.10 0.20</Radar_Icon_Size> <Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Attack_Move_Response_Range>400.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Capital</Targeting_Priority_Set> <Death_Clone>Damage_Normal, Jedi_Cruiser_Death_Clone</Death_Clone> <Defend_Mode_Weapon_Delay_Multiplier>3.0</Defend_Mode_Weapon_Delay_Multiplier> <Defend_Mode_Shield_Regen_Multiplier>5.0</Defend_Mode_Shield_Regen_Multiplier> <Defend_Mode_Energy_Regen_Multiplier>5.0</Defend_Mode_Energy_Regen_Multiplier> <Defend_Mode_Speed_Multiplier>0.5</Defend_Mode_Speed_Multiplier> <Encyclopedia_Text> TEXT_TOOLTIP_SSSD </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SUPER </Encyclopedia_Unit_Class> <Score_Cost_Credits> 130000 </Score_Cost_Credits> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>TRACTOR_BEAM</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name> SD_Tractor_Beam_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>20</Recharge_Seconds> </Unit_Ability> <Unit_Ability> <Type>INTERDICT</Type> <Disable_Movement>Yes</Disable_Movement> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Interdictor_Interdictor</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated /> </Unit_Ability> </Unit_Abilities_Data> <!-- We need to be able to tractor-beam fighters so we can tractor the Millennium Falcon --> <Abilities SubObjectList="Yes"> <Tractor_Beam_Attack_Ability Name="SD_Tractor_Beam_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Fighter</Applicable_Unit_Categories> <Applicable_Unit_Types /> <Activation_Min_Range>5</Activation_Min_Range> <Activation_Max_Range>2000</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Target_Speed_Decrease_Percent>.95</Target_Speed_Decrease_Percent> <Stacking_Category>0</Stacking_Category> </Tractor_Beam_Attack_Ability> </Abilities> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>12500</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>90</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <Population_Value>4</Population_Value> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> </SpaceUnit>
I hope someone can help me on this. I look forward to a response.
Edited by Kokusho: The Evening Star, 13 July 2006 - 09:12 PM.