Judas

I believe it also depends on the bitmap depth. 24-bit bmp's crash whilst 256color(8-bit) bmp's do not. It was something like that.

Update
(I'm also wondering. I remember a .bin (or a .strg?) file somewhere which has all the texture names in it. Perhaps that's the file that decides what .bmp files to load, perhaps it's possible to tweak it so that it accepts .pngs and such? or 24bit bmp's? hmm)

update
Just an idea, but where could it say that it only accepts 8bit bmps? In the model data?

update
Could it be possible to increase the bitmaps to 24bit by editing the models itself? Or is it loaded during a centralized point aka at launch?

Update:
I found something in the extracted .x files.

Things like

Material ID_2668 {
 1.000000, 1.000000, 1.000000, 1.000000;;
 0.000000;
0.000000, 0.000000, 0.000000;;
0.00, 0.00, 0.00;;
TextureFilename {
"fafA1_b.BMP";
}

which I found in agf2a35.x in \models\administ\boss\level2. What if we change these to PNG? (We didn't have a way to repack the .x files did we? hm)

Update: Isn't the .bin just a packaged file? If we remove the .bin file but copy back the packaged files in the correct place, doesn't that work?

posted in Modding read more
Judas

@Encrypted

I don't think Machines supports the fancy see-through .png files we have nowadays. Don't know for sure though.

posted in Machines read more
Judas

@Pisarz I love it. That's really awesome!

posted in Modding read more
Judas

@bilal

I just installed/played Machines on my new WIndows 8 pc. It feels slow but no issues whatsoever. Haven't installed patch or .dll files

Edit: Nevermind:
upload-44847890-b044-42a2-936f-f91bdb9849be

The pink spots are the .bmp files that are going crazy. Normally the pink means 'see-through' but apparently something isn't telling Machines.

posted in Machines read more
Judas

New Unit Designs:

  1. Wasp with Plasma Sting is now an anti-personell units. It only does 1 damage but fires 10 rounds per second, meaning that these will ignore Armor and go straight to HP.

  2. Wasps with Missiles are now anti-construction. They fire two missiles instead of one at a much longer range. They can sit back and pick off turrets this way.

  3. The Launcher is cool, but its long reloads make it too vulnerable.. Therefore I cut the reload time and damage dealt. This way, a missed shot doesn't mean the end of the launcher. Also check out the RED smoke. Yep, I did that.

Although I perhaps was a bit too zealous here.
upload-336db1fb-4d37-4236-965e-722882823b6e

  1. APC 1 is now a TANK - 500 Armor, 500 Health. That's more than a Gorilla.

  2. APC 2 is now a better flying APC. More speed, armor, turning speed.

  3. APC 3 is now a spyplane. 2x as fast as APC2 but same Armor/Health. Less unit capacity though.
    (All three are also much more expensive, 300, 250 and 300)

  4. Mule - Is now a very cheap(30->15), fast little machine. Useful in the beginning and when quickly stealing from unmanned mines

  5. Ox - Is more expensive, stronger(Armor&HP), Carries more BMU (120->150) and rotates much faster.

  6. Bull - Military Grade Transporter. Expensive, but lots of armor & health. Carries 300BMU, up from 260. Slower than Mule & OX though.

  7. Rhino - The Motherlode. Very slow, very weak but carries a whopping 2000BMU's, enough to clear out a mine in one single go.

  8. Scavenger - Military Upgrades. More armor, more health, higher costs. Now it really pays to have one of these wandering around. And you don't even need to keep an eye out anymore.

  9. GEO 1 - Cheap, less range.

  10. GEO 2 - Same price, less range, more armor/health

Else:
Beebomb does more damage for 2 sec more reload time
Auto-cannon reaper does much less damage but has much lower reload times (Much like an actual, you know, auto-cannon)

posted in Blogs read more
Judas

@Mahmoud

A Bipedal Starcraft siegetank comes to mind. But first, let's that that v0.01 rdy.

posted in Modding read more
Judas

@Mahmoud

See edits

posted in Machines read more
Judas

@bilal

Jep, Doesn't matter if it's a scout or a twin mounted Goliath.

Scout does (In my version of the game at least) 20 damage (normally it's 4 or something) and a Goliath does 2x80.

Against a 2000 Armor and 1000 HP Pod this means 1980 Armor / 999 HP (That's 21DAM total) for the Scout and 1840 / 998 HP(162DAM Total) for the Goliath.

Once the Armor is down to say, 100 Armor, 980 HP, then it goes like 80 / 979 for the scout(21DAM Total) and 0 / 920 for the Goliath. (160DAM Total)

But in all honesty, I think we can think of something better. lol

posted in Machines read more
Judas

@Judas

It's 1 per hit as long as the unit/building has Armor. When the Damage depletes the armor all damage goes straight to HP. I tested the weapons of:

Scout
Warrior
Enforcer
Crusader
Goliath
Warlord

And I tested on:
WarFac 5
WarFac3
Pod
Warrior
Enforcer

So the algorithm is pretty darn easy.

Due to this rapid fire is insanely damaging as it rips through armor, because hits always cause 1 damage,

posted in Machines read more
Judas

Time for me to shine. I'll get back to you in a few min

posted in Machines read more
Judas

@Encrypted

Cool! Here you go!

MACHINES                        
                        
TYPE    AGGRESSOR   GRUNT    (Scouts & Grunts & Enforcers)          
HW_COSTS    35  35  50          (Cost to build)
SW_COSTS    0   0   0           (Always 0)
VOLUME  10  10  10          (Not literal size, but how much room it requires between other machines)
MIN_ACCESS_SIZE_INDEX   0   0   0           (How small it is and what kind of buildings it can thus enter)
SPEED   15  11  10   (Speed)        
TASK_SPEED  10  8   8           (How quick to follow orders, not important)
ACCELERATION    19  13  13          (
ROTATION_SPEED  115 85  75          
ROTATION_ACCELERATION   85  60  60          
HW_RESEARCH_COSTS   20  30  40      Research Costs in BMU   
SW_RESEARCH_COSTS   10  12  14            Research costs in Technician cleverness-points
ARMOUR  10  15  20          
HP  12  25  40          
REPAIR_RATE 0.25    0.45    0.45            (How quick to generate health)
NUMBER_WEAPONS  1   1   1           
ACCURACY    60  70  65          
SCANNER_RANGE   120 120 120         
LOCOMOTION  WHEELS  TRACKS  TRACKS          
LOCOMOTION_PARAMETER    0.715   -1.88   -3.13           
EPP NEVER_EVADE NEVER_EVADE NEVER_EVADE     What kind of AI (See below!)    
BODY_TURN_LINK  NONE    body    body            Can it look around and how?
BODY_TURN_RATE  0   180 180                Can its body turn and how fast?
HIGH_CLEARANCE  1.2 1.6 2.06            Is it tall?
LOW_CLEARANCE   1.2 1.6 2.06            Is it not tall?
END                     
                        
TYPE    AGGRESSOR   ASSASSIN     (Reaper & Wraith Reaper)           
HW_COSTS    50  75              
SW_COSTS    0   0   0   0   0   
VOLUME  1   1               
MIN_ACCESS_SIZE_INDEX   1   1               
SPEED   14.85   14.85               
TASK_SPEED  100 14.85               
ACCELERATION    100 100             
ROTATION_SPEED  190 190             
ROTATION_ACCELERATION   6000    6000                
HW_RESEARCH_COSTS   40  60              
SW_RESEARCH_COSTS   10  12  14  16  18  
ARMOUR  30  30              
HP  30  30              
REPAIR_RATE 0.65    0.75                
NUMBER_WEAPONS  2   2               
ACCURACY    100 100             
SCANNER_RANGE   150 100             
LOCOMOTION  SPIDER  SPIDER              
EPP FRONTIER    FRONTIER                
BODY_TURN_LINK  body    body                
BODY_TURN_RATE  180 180             
HIGH_CLEARANCE  2.4 2.4             
LOW_CLEARANCE   2.4 2.4             
END                     
                        
TYPE    AGGRESSOR   KNIGHT              
HW_COSTS    125 200 300         
SW_COSTS    0   0   0   0   0   
VOLUME  15  15  15          
MIN_ACCESS_SIZE_INDEX   1   1   1           
SPEED   13  17  19          
TASK_SPEED  5.5 7   7.5         
ACCELERATION    14  14  14          
ROTATION_SPEED  360 360 360         
ROTATION_ACCELERATION   360 360 360         
HW_RESEARCH_COSTS   120 180 240         
SW_RESEARCH_COSTS   10  12  14  16  18  
ARMOUR  60  70  80          
HP  70  80  90          
REPAIR_RATE 0.85    1.5 2           
NUMBER_WEAPONS  2   2   1           
ACCURACY    50  55  60          
SCANNER_RANGE   140 150 160         
LOCOMOTION  TRACKS  HOVER   HOVER           
LOCOMOTION_PARAMETER    -3  1   1           
EPP FRONTIER    FRONTIER    FRONTIER            
BODY_TURN_LINK  head    head    head            
BODY_TURN_RATE  180 180 180         
HIGH_CLEARANCE  2   2.06    2.2         
LOW_CLEARANCE   2   2.06    2.2         
END                     
                        
TYPE    AGGRESSOR   BALLISTA        (Crusader, Goliath)     
HW_COSTS    175 350             
SW_COSTS    0   0               
VOLUME  20  60              
MIN_ACCESS_SIZE_INDEX   1   2               
SPEED   8   6               
TASK_SPEED  7   7.5             
ACCELERATION                        
ROTATION_SPEED  90  75              
ROTATION_ACCELERATION   45  25              
HW_RESEARCH_COSTS   180 300             
SW_RESEARCH_COSTS   10  12              
ARMOUR  20  80              
HP  30  140             
REPAIR_RATE 1.5 2               
NUMBER_WEAPONS  2   1               
ACCURACY    60  60              
SCANNER_RANGE   200 180             
LOCOMOTION  WHEELS  TRACKS              
LOCOMOTION_PARAMETER    0.715   -3              
EPP FRONTIER    NO_BUILDINGS                
HIGH_CLEARANCE  1.4 3.6             
LOW_CLEARANCE   1.4 3.6             
END                     
                        
TYPE    AGGRESSOR   NINJA       (Gorilla)       
HW_COSTS    450                 
SW_COSTS    0   0   0   0   0   
VOLUME  60                  
MIN_ACCESS_SIZE_INDEX   2                   
SPEED   9                   
TASK_SPEED  9                   
ACCELERATION                        
ROTATION_SPEED  90                  
ROTATION_ACCELERATION   2500                    
HW_RESEARCH_COSTS   450                 
SW_RESEARCH_COSTS   10  12  14  16  18  
ARMOUR  250                 
HP  450                 
REPAIR_RATE 2                   
NUMBER_WEAPONS  1                   
ACCURACY    65                  
SCANNER_RANGE   120                 
LOCOMOTION  SPIDER                  
EPP NO_BUILDINGS                    
BODY_TURN_LINK  head                    
BODY_TURN_RATE  180                 
HIGH_CLEARANCE  6                   
LOW_CLEARANCE   6                   
END                     
                        
TYPE    ADMINISTRATOR   BOSS        (Wasp, Bee)     
HW_COSTS    150 350             
SW_COSTS    0   0   0   0   0   
VOLUME  20  20              
MIN_ACCESS_SIZE_INDEX   2   2               
SPEED   14  9               
TASK_SPEED  3   4.5             
ACCELERATION                        
ROTATION_SPEED  300 300             
ROTATION_ACCELERATION   300 300             
HW_RESEARCH_COSTS   20  40              
SW_RESEARCH_COSTS   10  12  14  16  18  
ARMOUR  60  250             
HP  80  200             
REPAIR_RATE 0.25    0.55                
NUMBER_WEAPONS  1   1               
ACCURACY    40  75              
SCANNER_RANGE   160 160             
MAX_SUBORDINATES    2   5               
LOCOMOTION  GLIDER  GLIDER              
LOCOMOTION_PARAMETER    0.715   0.715               
EPP FRONTIER    FRONTIER                
HIGH_CLEARANCE  4.3 6.4             
LOW_CLEARANCE   4.3 6.4             
END                     
                        
TYPE    ADMINISTRATOR   OVERSEER        (Commandant, Commander)     
HW_COSTS    100 150             
SW_COSTS    0   0   0   0   0   
VOLUME  20  20              
MIN_ACCESS_SIZE_INDEX   1   1               
SPEED   10  14              
TASK_SPEED  5   14              
ACCELERATION    12  100             
ROTATION_SPEED  45  55              
ROTATION_ACCELERATION   55  2500                
HW_RESEARCH_COSTS   50  90              
SW_RESEARCH_COSTS   10  12  14  16  18  
ARMOUR  30  30              
HP  40  60              
REPAIR_RATE 0.75    0.8             
NUMBER_WEAPONS  2   2               
ACCURACY    60  70              
SCANNER_RANGE   120 120             
NVG_CAPABILITY  YES YES             
MAX_SUBORDINATES    7   10              
LOCOMOTION  TRACKS  SPIDER              
LOCOMOTION_PARAMETER    -3  1               
EPP FRONTIER    FRONTIER                
BODY_TURN_LINK  body    body                
BODY_TURN_RATE  180 180             
HIGH_CLEARANCE  2.06    2.4             
LOW_CLEARANCE   2.06    2.4             
END                     
                        
TYPE    ADMINISTRATOR   COMMANDER       ((Judas) Warlord, Assassin Warlord)     
HW_COSTS    300 350             
SW_COSTS    0   0   0   0   0   
VOLUME  20  20              
MIN_ACCESS_SIZE_INDEX   1   2               
SPEED   15  17              
TASK_SPEED  6.5 7               
ACCELERATION    15  15              
ROTATION_SPEED  360 360             
ROTATION_ACCELERATION   180 180             
HW_RESEARCH_COSTS   160 200             
SW_RESEARCH_COSTS   10  12  14  16  18  
ARMOUR  100 100             
HP  100 100             
REPAIR_RATE 6.95    1               
NUMBER_WEAPONS  2   2               
ACCURACY    70  80              
SCANNER_RANGE   120 130             
NVG_CAPABILITY  YES YES             
MAX_SUBORDINATES    12  15              
LOCOMOTION  HOVER   HOVER               
LOCOMOTION_PARAMETER    1   1               
EPP FRONTIER    NO_BUILDINGS                
BODY_TURN_LINK  body    body                
BODY_TURN_RATE  180 180             
HIGH_CLEARANCE  1.63    2               
LOW_CLEARANCE   1.63    2               
END                     
                        
TYPE    APC                 (APC 1, 2, & 3)
HW_COSTS    100 200 300         
SW_COSTS    0   0   0   0   0   
CAPACITY    80  80  60          
MIN_ACCESS_SIZE_INDEX   2   2   2           
VOLUME  1200    1800    900         
SPEED   15  25  34          
TASK_SPEED  5   6   8           
ACCELERATION    12  14  14          
ROTATION_SPEED  75  85  85          
ROTATION_ACCELERATION   300 300 300         
HW_RESEARCH_COSTS   50  100 200         
SW_RESEARCH_COSTS   2   4   5   6   8   
ARMOUR  100 150 200         
HP  300 450 600         
REPAIR_RATE 0.9 0.95    1           
SCANNER_RANGE   90  180 260         
LOCOMOTION  TRACKS  GLIDER  GLIDER          
LOCOMOTION_PARAMETER    -0.61   0.5 0.5         
EPP RUN_AWAY    RUN_AWAY    RUN_AWAY            
HIGH_CLEARANCE  6.13    6.13    4.33            
LOW_CLEARANCE   6.13    6.13    4.33            
END                     
                        
TYPE    RESOURCE_CARRIER        Mule, Ox, Scavenger, Bull, Rhino,           
HW_COSTS    30  90  150 250 350 
SW_COSTS    0   0   0   0       
CAPACITY    40  120 120 260 1000    
VOLUME  10  10  10  80  120 
MIN_ACCESS_SIZE_INDEX   0   1   1   1   2   
SPEED   11  9   12  9   8   
TASK_SPEED  4   6   12  5   6   
ACCELERATION    7   6   100 5   5   
ROTATION_SPEED  75  65  45  65  65  
ROTATION_ACCELERATION   65  65  4500    65  65  
HW_RESEARCH_COSTS   20  40  60  120 25  
SW_RESEARCH_COSTS   2   4   5   6       
ARMOUR  10  15  30  20  30  
HP  25  40  100 150 250 
REPAIR_RATE 0.25    0.45    0.65    0.75    0.85    
SCANNER_RANGE   120 120 120 120 120 
LOCOMOTION  WHEELS  TRACKS  SPIDER  HOVER   TRACKS  
LOCOMOTION_PARAMETER    0.715   -4.1    0   1   -4.1    
EPP RUN_AWAY    RUN_HOME    RUN_AWAY    NO_BUILDINGS    NO_BUILDINGS    
HIGH_CLEARANCE  1.66    3.26    3.26    7.9 6.06    
LOW_CLEARANCE   1.66    3.06    3.06    7.9 6.06    
END                     
                        
TYPE    GEO_LOCATOR         (Locators)      
HW_COSTS    25  75  150         
SW_COSTS    0   0   0           
VOLUME  5   10  30          
MIN_ACCESS_SIZE_INDEX   0   1   2           
SPEED   6   13  20          
TASK_SPEED  6   3.5 10          
ACCELERATION    400 10  40          
ROTATION_SPEED  40  65  70          
ROTATION_ACCELERATION   4500    65  100         
HW_RESEARCH_COSTS   10  30  70          
SW_RESEARCH_COSTS   10  12  14          
ARMOUR  10  14  50          
HP  30  45  50          
REPAIR_RATE 0.25    0.65    1           
SCANNER_RANGE   70  140 250         
MINERAL_GRADE   1   3   4           
LOCOMOTION  SPIDER  TRACKS  GLIDER          
LOCOMOTION_PARAMETER    0.951   -2  0.5         
EPP RUN_AWAY    RUN_HOME    NEAREST_ANYTHING            
HIGH_CLEARANCE  1.4 3.2 1.46            
LOW_CLEARANCE   1.4 3.2 1.46            
END                     
                        
TYPE    SPY_LOCATOR                 
HW_COSTS    150 220             
SW_COSTS    0   0   0   0   0   
VOLUME  5   5               
MIN_ACCESS_SIZE_INDEX   0   0               
SPEED   12  20              
TASK_SPEED  6.5 6               
ACCELERATION    6   10              
ROTATION_ACCELERATION   180 360             
ROTATION_SPEED  270 720             
HW_RESEARCH_COSTS   90  120             
SW_RESEARCH_COSTS   10  12  14  16  18  
ARMOUR  6   6               
HP  30  36              
REPAIR_RATE 0.95    1               
SCANNER_RANGE   200 280             
MINE_CAPACITY   5   8               
DOWNLOAD_RATE   60  120             
LOCOMOTION  HOVER   HOVER               
LOCOMOTION_PARAMETER    0.5 0.5             
EPP RUN_AWAY    NEAREST_ANYTHING                
HIGH_CLEARANCE  1.13    1               
LOW_CLEARANCE   1.13    1               
NVG_CAPABILITY  YES YES             
END                     
                        
TYPE    TECHNICIAN  LAB_TECH                
HW_COSTS    55                  
SW_COSTS    0   0               
VOLUME  10                  
MIN_ACCESS_SIZE_INDEX   0                   
SPEED   8                   
TASK_SPEED  6                   
ACCELERATION    6                   
ROTATION_SPEED  55                  
ROTATION_ACCELERATION   55                  
HW_RESEARCH_COSTS   40                  
SW_RESEARCH_COSTS   12  12              
RESEARCH_RATE   20                  
ARMOUR  9                   
HP  30                  
REPAIR_RATE 0.35                    
SCANNER_RANGE   60                  
LOCOMOTION  WHEELS                  
LOCOMOTION_PARAMETER    0.372                   
EPP RUN_AWAY                    
HIGH_CLEARANCE  1.4                 
LOW_CLEARANCE   1.4                 
END                     
                        
TYPE    TECHNICIAN  TECH_BOY                
HW_COSTS    180                 
SW_COSTS    0                   
VOLUME  10                  
MIN_ACCESS_SIZE_INDEX   0                   
SPEED   8                   
TASK_SPEED  2.5                 
ACCELERATION    6                   
ROTATION_SPEED  45                  
ROTATION_ACCELERATION   25                  
HW_RESEARCH_COSTS   80                  
SW_RESEARCH_COSTS   12                  
RESEARCH_RATE   60                  
ARMOUR  6                   
HP  45                  
REPAIR_RATE 0.55                    
SCANNER_RANGE   90                  
LOCOMOTION  TRACKS                  
LOCOMOTION_PARAMETER    -3.13                   
EPP RUN_AWAY                    
HIGH_CLEARANCE  1.2                 
LOW_CLEARANCE   1.2                 
END                     
                        
TYPE    TECHNICIAN  BRAIN_BOX               
HW_COSTS    360                 
SW_COSTS    0                   
VOLUME  10                  
MIN_ACCESS_SIZE_INDEX   0                   
SPEED   10                  
TASK_SPEED  5                   
ACCELERATION    1                   
ROTATION_SPEED  70                  
ROTATION_ACCELERATION   25                  
HW_RESEARCH_COSTS   30                  
SW_RESEARCH_COSTS   14                  
RESEARCH_RATE   120                 
ARMOUR  6                   
HP  36                  
REPAIR_RATE 1                   
SCANNER_RANGE   120                 
LOCOMOTION  HOVER                   
LOCOMOTION_PARAMETER    0.1                 
EPP RUN_AWAY                    
HIGH_CLEARANCE  1.4                 
LOW_CLEARANCE   1.4                 
END                     
                        
TYPE    CONSTRUCTOR DOZER               
HW_COSTS    60                  
SW_COSTS    0                   
VOLUME  10                  
CAPACITY    20                  
MIN_ACCESS_SIZE_INDEX   1                   
RATE_CONSTRUCTION   100                 
SPEED   9                   
TASK_SPEED  4                   
ACCELERATION    6                   
ROTATION_SPEED  65                  
ROTATION_ACCELERATION   65                  
HW_RESEARCH_COSTS   10                  
SW_RESEARCH_COSTS   10                  
ARMOUR  30                  
HP  50                  
REPAIR_RATE 0.25                    
SCANNER_RANGE   80                  
LOCOMOTION  TRACKS                  
LOCOMOTION_PARAMETER    -3.13                   
MOST_ADVANCED_CONSTYPE  MISSILE_EMPLACEMENT                 
MOST_ADVANCED_CONSSUBTYPE   TURRET                  
MOST_ADVANCED_CONSLEVEL                     
EPP RUN_AWAY                    
HIGH_CLEARANCE  2.53                    
LOW_CLEARANCE   2.06                    
END                     
                        
TYPE    CONSTRUCTOR BUILDER             
HW_COSTS    120                 
SW_COSTS    0                   
VOLUME  20                  
MIN_ACCESS_SIZE_INDEX   1                   
CAPACITY    260                 
RATE_CONSTRUCTION   200                 
SPEED   8.5                 
TASK_SPEED  6                   
ACCELERATION    1                   
ROTATION_SPEED  45                  
ROTATION_ACCELERATION   45                  
HW_RESEARCH_COSTS   20                  
SW_RESEARCH_COSTS   18                  
ARMOUR  50                  
HP  100                 
REPAIR_RATE 0.75                    
SCANNER_RANGE   160                 
LOCOMOTION  TRACKS                  
LOCOMOTION_PARAMETER    -3.13                   
MOST_ADVANCED_CONSTYPE  MISSILE_EMPLACEMENT                 
MOST_ADVANCED_CONSSUBTYPE   SENTRY                  
MOST_ADVANCED_CONSLEVEL                     
EPP NEAREST_ANYTHING                    
HIGH_CLEARANCE  2.53                    
LOW_CLEARANCE   2.06                    
END                     
                        
TYPE    CONSTRUCTOR BEHEMOTH                
HW_COSTS    300 400             
SW_COSTS    0   0               
VOLUME  120 120             
MIN_ACCESS_SIZE_INDEX   2   2               
CAPACITY    600 360             
RATE_CONSTRUCTION   280 350             
SPEED   8   9               
ROTATION_ACCELERATION   45  55              
TASK_SPEED  6.5 7.5             
ACCELERATION    5   5               
ROTATION_SPEED  25  30              
HW_RESEARCH_COSTS   24  30              
SW_RESEARCH_COSTS   10  12              
ARMOUR  75  100             
HP  200 300             
REPAIR_RATE 0.9 1               
SCANNER_RANGE   170 180             
LOCOMOTION  WHEELS  TRACKS              
LOCOMOTION_PARAMETER    2   -1.88               
MOST_ADVANCED_CONSTYPE  MISSILE_EMPLACEMENT MISSILE_EMPLACEMENT             
MOST_ADVANCED_CONSSUBTYPE   LAUNCHER    ICBM                
MOST_ADVANCED_CONSLEVEL                     
EPP NO_BUILDINGS    NO_BUILDINGS                
HIGH_CLEARANCE  7.2 8.8             
LOW_CLEARANCE   7.2 8.8             
END                     
                        
END MACHINES                    
                        
CONSTRUCTIONS                       
TYPE    HARDWARE_LAB    MILITARY                
HW_COSTS    70  200             
HW_RESEARCH_COSTS   10  25              
ARMOUR  50  50              
HP  250 800             
ACCESS_SIZE_INDEX   0   0               
BOUNDARY    LEVEL_1 -9  -7.2    9.5 7.2 
ENTRANCE    LEVEL_1 12.5    0   4.9 0   7
INTERIOR_BOUNDARY   LEVEL_1 -7.4    -5.9    7.6 6.1 
STATION LEVEL_1 -4.125  0   RESEARCH        
                        
BOUNDARY    LEVEL_3 -15.2   -18.6   15.3    18.8    
ENTRANCE    LEVEL_3 20.5    -0.018  1.5 -0.018  7.9
INTERIOR_BOUNDARY   LEVEL_3 -7.04   -16.2   6.8 16.9    
STATION LEVEL_3 2.9 13.2    RESEARCH        
STATION LEVEL_3 -3.2    13.2    RESEARCH        
STATION LEVEL_3 -3.2    -12.2   RESEARCH        
STATION LEVEL_3 2.9 -12.2   RESEARCH        
END                     
                        
TYPE    HARDWARE_LAB    CIVILIAN                
HW_COSTS    60  150             
HW_RESEARCH_COSTS   10  25              
ARMOUR  50  50              
HP  250 800             
ACCESS_SIZE_INDEX   0   0               
                        
BOUNDARY    LEVEL_1 -9.2    -7.9    9.2 8   
ENTRANCE    LEVEL_1 12.5    0   4.9 0   7
INTERIOR_BOUNDARY   LEVEL_1 -7.4    -5.9    6.8 6.1 
STATION LEVEL_1 -4.125  0   RESEARCH        
                        
BOUNDARY    LEVEL_3 -21.14  -21.01  21.03   21.21   
ENTRANCE    LEVEL_3 27.23   -0.28   -1  -0.28   18.7
INTERIOR_BOUNDARY   LEVEL_3 -18.32  -18.38  16.21   18.06   
STATION LEVEL_3 -14.7   3.2 RESEARCH        
STATION LEVEL_3 -14.7   -2.9    RESEARCH        
STATION LEVEL_3 -1  -14.84  RESEARCH        
STATION LEVEL_3 -1  14.16   RESEARCH        
INTERIOR_OBSTACLE   LEVEL_3 6.2 -18.4   16.2    -18.4   16.2
INTERIOR_OBSTACLE   LEVEL_3 -18.3   -18.4   -6.2    -18.4   -6.2
INTERIOR_OBSTACLE   LEVEL_3 -18.3   7.8 -6.2    7.8 -6.2
INTERIOR_OBSTACLE   LEVEL_3 6.2 7.8 16.2    7.8 16.2
END                     
                        
TYPE    SMELTER                 
HW_COSTS    100 150             
HW_RESEARCH_COSTS   10  15              
ARMOUR  50  50              
HP  450 1400                
ACCESS_SIZE_INDEX   0   0               
CAPACITY    1000    4000                
//mine  distance    is  in  sqr units.  
MINE_DISTANCE   6400    6400                
                        
BOUNDARY    LEVEL_1 -6.7    -12 21.54   10.8    
ENTRANCE    LEVEL_1 26.74   0.41    10  0.41    18
INTERIOR_BOUNDARY   LEVEL_1 -5.5    -5.9    19  5.5 
STATION LEVEL_1 0   0.41    PARK        
PUTDOWN LEVEL_1 16.7    20.81           
PUTDOWN LEVEL_1 -1.3    20.81           
                        
BOUNDARY    LEVEL_3 -20 -20 20  22  
ENTRANCE    LEVEL_3 26.1    0.4 4.9 0.4 12
INTERIOR_BOUNDARY   LEVEL_3 -7.7    -5.7    12  5.7 
STATION LEVEL_3 -2.7    0.4 PARK        
PUTDOWN LEVEL_3 27  -16         
PUTDOWN LEVEL_3 27  16          
PUTDOWN LEVEL_3 -27 16          
PUTDOWN LEVEL_3 -27 -16         
END                     
                        
TYPE    FACTORY MILITARY                
HW_COSTS    75  200 300 300     
BUILD_RATES 75  150 180 225     
HW_RESEARCH_COSTS   5   15  20  25      
ARMOUR  50  50  50  50      
HP  400 600 700 800     
ACCESS_SIZE_INDEX   1   1   1   1       
BOUNDARY    LEVEL_1 -5.3    -14 14.3    14  
ENTRANCE    LEVEL_1 24.3    0   6   0   12.2
                        
BOUNDARY    LEVEL_3 -14.8   -19 14.4    19  
ENTRANCE    LEVEL_3 24.4    0   6   0   12.2
                        
BOUNDARY    LEVEL_4 -14.8   -19 14.4    19  
ENTRANCE    LEVEL_4 24.4    0   6   0   12.2
                        
BOUNDARY    LEVEL_5 -19.7   -26.1   21.4    26.4    
ENTRANCE    LEVEL_5 28  0.4 6   0.4 18.2
END                     
                        
TYPE    FACTORY CIVILIAN                
HW_COSTS    40  400 750         
BUILD_RATES 75  150 225         
HW_RESEARCH_COSTS   5   30  60          
ARMOUR  50  50  50          
HP  300 750 1500            
ACCESS_SIZE_INDEX   1   1   1           
BOUNDARY    LEVEL_1 -12.3   -13.1   15.3    18.7    
ENTRANCE    LEVEL_1 21  0.6 0   0.6 13.4
                        
BOUNDARY    LEVEL_3 -15 -16 16  19  
ENTRANCE    LEVEL_3 30  0.7 16  0.7 0
                        
BOUNDARY    LEVEL_5 -19 -19 22.6    20.8    
ENTRANCE    LEVEL_5 33.5    0.2 22.7    0.2 0
END                     
                        
TYPE    MISSILE_EMPLACEMENT TURRET              
HW_COSTS    40  80  130         
HW_RESEARCH_COSTS   25  45  800         
ARMOUR  50  60  80          
HP  70  120 180         
NUMBER_WEAPONS  2   2   2           
MAX_ROTATION    60  60  60          
ACCURACY    70  55  60          
BOUNDARY    LEVEL_1 -1  -1  1   1   
BOUNDARY    LEVEL_2 -1.5    -1.5    1.5 1.5 
BOUNDARY    LEVEL_3 -1.5    -1.5    1.5 1.5 
END                     
                        
TYPE    MISSILE_EMPLACEMENT SENTRY              
HW_COSTS    200 175             
HW_RESEARCH_COSTS   65  95              
ARMOUR  100 100             
HP  170 200             
NUMBER_WEAPONS  2   4               
MAX_ROTATION    90  90              
ACCURACY    80  100             
BOUNDARY    LEVEL_3 -1.5    -1.5    1.5 1.5 
BOUNDARY    LEVEL_4 -1.5    -1.5    1.5 1.5 
END                     
                        
TYPE    MISSILE_EMPLACEMENT LAUNCHER                
HW_COSTS    400                 
HW_RESEARCH_COSTS   80                  
ARMOUR  120                 
HP  120                 
NUMBER_WEAPONS  2                   
MAX_ROTATION    360                 
ACCURACY    70                  
BOUNDARY    LEVEL_4 -4  -4  4   4   
END                     
                        
TYPE    MISSILE_EMPLACEMENT ICBM                
HW_COSTS    500                 
HW_RESEARCH_COSTS   130                 
ARMOUR  100                 
HP  800                 
NUMBER_WEAPONS  1                   
MAX_ROTATION    360                 
ACCURACY    80                  
BOUNDARY    LEVEL_5 -17.8   -13.8   18.4    9.9 
END                     
                        
TYPE    GARRISON                    
HW_COSTS    150                 
HW_RESEARCH_COSTS   20                  
ARMOUR  400                 
HP  1200                    
REPAIR_RATE 15                  
ACCESS_SIZE_INDEX   1                   
//Garrison  1   will    need    expanding   slightly    
BOUNDARY    LEVEL_1 -16 -16 19  15  
ENTRANCE    LEVEL_1 25.5    -0.3    -0.4    -0.3    16.2
INTERIOR_BOUNDARY   LEVEL_1 -15 -15 13  13.5    
STATION LEVEL_1 -0.4    10.2    PARK        
STATION LEVEL_1 -10.7   10.2    PARK        
STATION LEVEL_1 -0.4    -10.8   PARK        
STATION LEVEL_1 -10.7   -10.8   PARK        
END                     
                        
TYPE    MINE                    
HW_COSTS    50  100 300         
EXTRACTION_RATE 100 180 250         
CAPACITY    120 500 4000            
MINERAL_DISTANCE    900 900 900         
HW_RESEARCH_COSTS   5   40  90          
ARMOUR  50  50  75          
HP  300 800 1750            
BOUNDARY    LEVEL_1 -5.8    -5.3    7.4 5.2 
PICKUP  LEVEL_1 0.6 14.7            
PICKUP  LEVEL_1 0.6 -14.8           
                        
BOUNDARY    LEVEL_3 -5.6    -16.5   2.8 16.7    
PICKUP  LEVEL_3 12.5    9.4         
PICKUP  LEVEL_3 12.5    -10.9           
                        
BOUNDARY    LEVEL_5 -12.6   -13.9   14.4    11.6    
PICKUP  LEVEL_5 -23 -9          
PICKUP  LEVEL_5 -8  -23         
PICKUP  LEVEL_5 9   -23         
PICKUP  LEVEL_5 27  -9          
END                     
                        
TYPE    BEACON                  
HW_COSTS    50  350             
HW_RESEARCH_COSTS   5   30              
ARMOUR  100 200             
HP  100 500             
BOUNDARY    LEVEL_1 -3.2    -3.2    3.2 3.2 
BOUNDARY    LEVEL_3 -4.6    -4.8    4.7 5   
END                     
                        
TYPE    POD                 
HW_COSTS    1200                    
HW_RESEARCH_COSTS   0                   
ARMOUR  1000                    
HP  2000                    
ACCESS_SIZE_INDEX   0                   
BOUNDARY    LEVEL_1 -14.8   -14 13.8    14.7    
ENTRANCE    LEVEL_1 22.649  -0.293  7   -0.293  14.649
INTERIOR_BOUNDARY   LEVEL_1 -14.281 -13.351 11.67   13.668  
STATION LEVEL_1 7   -9.4    PARK        
STATION LEVEL_1 -0.2    -10.4   PARK        
STATION LEVEL_1 -8.5    -9.6    PARK        
STATION LEVEL_1 -11.8   -5.9    PARK        
STATION LEVEL_1 -12.3   3   PARK        
STATION LEVEL_1 -9.7    9   PARK        
STATION LEVEL_1 -3.3    11.6    PARK        
STATION LEVEL_1 5.8 11.4    PARK        
STATION LEVEL_1 9.3 8.8 PARK        
STATION LEVEL_1 10.1    -6.2    PARK        
PUTDOWN LEVEL_1 -19.7   -18.9           
PUTDOWN LEVEL_1 -20.6   20.2            
PUTDOWN LEVEL_1 19.1    20.8            
PUTDOWN LEVEL_1 17.9    -18.2           
EXTRACTION_RATE 6                   
CAPACITY    500                 
END                     
                        
                        
END CONSTRUCTIONS                   
                        
                        
WEAPONS                     
                        
TYPE    VORTEX                  
DAMAGE  150                 
RANGE   90                  
SPEED   10                  
BURST   1   10              
RELOAD_TIME 16                  
LAUNCH_OFFSET   1   0   0           
DEVIATION_ANGLES    20  20              
TILT_ANGLES -20 20              
EXTRAS  40                  
//radius    RGB(2nd light)  [intensity  range   height( 1st
END                     
                        
TYPE    ION_ORBITAL_CANNON                  
//NORMAL    DAM 450 BURST   1       
DAMAGE  90                  
RANGE   10000                   
SPEED   10                  
BURST   5   10              
RELOAD_TIME 240                 
LAUNCH_OFFSET   1   0   0           
EXTRAS  30                  
//  radius  R   G   B   range   startIntensity
END                     
                        
TYPE    PULSE_RIFLE                 
//NOR   9                   
DAMAGE  3                   
RANGE   95                  
//NOR   110                 
SPEED   160                 
//NOR   1   0.24                
BURST   3   1               
//NOR   1.5                 
RELOAD_TIME 1.5                 
LAUNCH_OFFSET   1.6 0   0           
RECOIL  0.65    0.05    0.19            
TILT_ANGLES -85 30              
DEVIATION_ANGLES    15  15              
EXTRAS  10                  
END                     
                        
TYPE    PULSE_CANNON                    
DAMAGE  15                  
RANGE   60                  
SPEED   80                  
BURST   3   1   VARIABLE            
RELOAD_TIME 2                   
LAUNCH_OFFSET   1.77    0   0           
RECOIL  1.8 0.04    0.29            
TILT_ANGLES -89 30              
DEVIATION_ANGLES    15  15              
EXTRAS  10                  
END                     
                        
TYPE    BOLTER                  
DAMAGE  20                  
RANGE   35                  
SPEED   50                  
BURST   1   0.25                
RELOAD_TIME 5                   
LAUNCH_OFFSET   0.98    0   0           
RECOIL  0.3 0.1 0.15            
DEVIATION_ANGLES    30  30              
EXTRAS  2   //light intensity           
END                     
                        
TYPE    AUTO_CANNON                 
DAMAGE  3                   
RANGE   45                  
SPEED   50                  
BURST   6   1.5 FIXED           
RELOAD_TIME 2.5                 
LAUNCH_OFFSET   2.22    0   0.36            
RECOIL  0   0.05    0.15            
TILT_ANGLES -85 30              
DEVIATION_ANGLES    30  30              
EXTRAS  5   //light intensity           
END                     
                        
TYPE    HEAVY_BOLTER1                   
DAMAGE  6                   
RANGE   45                  
SPEED   50                  
BURST   1   0.35                
RELOAD_TIME 1.5                 
LAUNCH_OFFSET   1.3 0   0.14            
LAUNCH_OFFSET   1.3 0   -0.14           
RECOIL  0.75    0.03    0.2         
TILT_ANGLES -89 25              
DEVIATION_ANGLES    30  30              
EXTRAS  5   //light intensity           
END                     
                        
TYPE    HEAVY_BOLTER2                   
DAMAGE  12                  
RANGE   50                  
SPEED   1000                    
BURST   1   0.45                
RELOAD_TIME 2                   
LAUNCH_OFFSET   1.96    0   0.23            
LAUNCH_OFFSET   1.96    0   -0.17           
RECOIL  1.5 0.04    0.4         
TILT_ANGLES -89 30              
DEVIATION_ANGLES    30  30              
EXTRAS  5   //light intensity           
END                     
                        
TYPE    SUPERCHARGE_ADVANCED                    
DAMAGE  1                   
RANGE   35                  
SPEED   1000                    
BURST   1   10              
RELOAD_TIME 1                   
LAUNCH_OFFSET   1.61    0   0           
RECOIL  0   0.15    0.2         
TILT_ANGLES -85 85              
DEVIATION_ANGLES    35  35              
END                     
                        
TYPE    SUPERCHARGE_SUPER                   
DAMAGE  2                   
RANGE   35                  
SPEED   1000                    
BURST   1   10              
RELOAD_TIME 1                   
LAUNCH_OFFSET   1.94    0   0           
RECOIL  0   0.15    0.2         
TILT_ANGLES -85 85              
DEVIATION_ANGLES    35  35              
END                     
                        
TYPE    ORB_OF_TREACHERY                    
DAMAGE  0                   
RANGE   90                  
SPEED   50                  
BURST   6   0.4             
RELOAD_TIME 8                   
LAUNCH_OFFSET   0.79    0.15    0           
RECOIL  0   0.15    0.2         
TILT_ANGLES -85 55              
END                     
                        
TYPE    FLAME_THROWER1                  
DAMAGE  15                  
RANGE   15                  
SPEED   10                  
BURST   5   0.5 FIXED           
RELOAD_TIME 2.5                 
LAUNCH_OFFSET   1.81    0   0           
RECOIL  0   0.15    0.2         
TILT_ANGLES -85 30              
DEVIATION_ANGLES    15  15              
EXTRAS  0.2 0   -3.5    0.2 8   0.1
//EXTRAS    0   0.45    5   0   7   0.05
//EXTRAS    0   0   0   0   0   0
//EXTRAS    0   0.03    0.07    0.12    0.16    0
END                     
                        
TYPE    FLAME_THROWER2                  
DAMAGE  3                   
RANGE   15                  
SPEED   10                  
BURST   5   0.5             
RELOAD_TIME 3                   
LAUNCH_OFFSET   1.83    0   0           
RECOIL  0   0.15    0.2         
DEVIATION_ANGLES    15  15              
EXTRAS  0.2 0   -3.5    0.2 8   0.1
//EXTRAS    0   0.45    5   0   7   0.05
//EXTRAS    0   0   5   2   5   1
//EXTRAS    0   0   0   0   0   0
END                     
                        
TYPE    ELECTRIC_CHARGE                 
DAMAGE  18                  
RANGE   15                  
SPEED   10                  
BURST   1   0.35                
RELOAD_TIME 3                   
LAUNCH_OFFSET   1.61    0   0           
RECOIL  0   0.15    0.2         
DEVIATION_ANGLES    15  15              
EXTRAS  0.5 1   2.5         
END                     
                        
TYPE    MULTI_LAUNCHER1                 
DAMAGE  50                  
RANGE   100                 
SPEED   50                  
BURST   1   1               
RELOAD_TIME 2                   
LAUNCH_OFFSET   1.76    0   1.08            
LAUNCH_OFFSET   1.76    0   1.08            
RECOIL  1   0.05    0.05            
TILT_ANGLES -45 45              
DEVIATION_ANGLES    15  15              
TRAIL   OFF                 
FLAME   ROTATE  SCALING 2   4       
END                     
                        
TYPE    MULTI_LAUNCHER2                 
DAMAGE  80                  
RANGE   120                 
SPEED   40                  
BURST   1   0.8             
RELOAD_TIME 5                   
LAUNCH_OFFSET   1.15    0.93    1.73            
LAUNCH_OFFSET   1.15    -0.96   1.73            
RECOIL  1   0.05    0.05            
TILT_ANGLES -25 45              
DEVIATION_ANGLES    15  15              
TRAIL   ON  COLOUR  255 0   0   
FLAME   NOROTATE    SCALING 0.5 2       
END                     
                        
TYPE    MULTI_LAUNCHER3                 
DAMAGE  21                  
RANGE   75                  
SPEED   50                  
BURST   1   0.8             
RELOAD_TIME 3                   
LAUNCH_OFFSET   1.3 0.38    0.75            
LAUNCH_OFFSET   1.3 0.38    0           
LAUNCH_OFFSET   1.3 0.38    -0.75           
LAUNCH_OFFSET   1.3 -0.35   0.75            
LAUNCH_OFFSET   1.3 -0.35   0           
LAUNCH_OFFSET   1.3 -0.35   -0.75           
RECOIL  1   0.05    0.05            
TILT_ANGLES -89 45              
DEVIATION_ANGLES    15  15              
TRAIL   ON  COLOUR  255 180 0   
FLAME   NOROTATE    SCALING 0.5 2       
END                     
                        
TYPE    MULTI_LAUNCHER4                 
DAMAGE  19.5                    
RANGE   85                  
SPEED   50                  
BURST   1   0.8             
RELOAD_TIME 3                   
LAUNCH_OFFSET   1.65    0.64    -0.28           
LAUNCH_OFFSET   1.65    0   -0.28           
LAUNCH_OFFSET   1.65    -0.63   -0.28           
LAUNCH_OFFSET   1.65    0.64    0.28            
LAUNCH_OFFSET   1.65    0   0.28            
LAUNCH_OFFSET   1.65    -0.63   0.28            
RECOIL  1   0.05    0.05            
TILT_ANGLES -89 75              
DEVIATION_ANGLES    15  15              
TRAIL   ON  COLOUR  0   255 0   
FLAME   NOROTATE    SCALING 0.5 2       
END                     
                        
TYPE    MULTI_LAUNCHER5                 
DAMAGE  30                  
RANGE   90                  
SPEED   60                  
BURST   1   0.8             
RELOAD_TIME 3                   
LAUNCH_OFFSET   1.08    0.32    0.63            
LAUNCH_OFFSET   1.08    0.32    0           
LAUNCH_OFFSET   1.08    0.32    -0.63           
LAUNCH_OFFSET   1.08    -0.28   0.63            
LAUNCH_OFFSET   1.08    -0.28   0           
LAUNCH_OFFSET   1.08    -0.28   -0.63           
RECOIL  1   0.05    0.05            
TILT_ANGLES -85 65              
DEVIATION_ANGLES    15  15              
TRAIL   ON  COLOUR  128 78  8   
FLAME   ROTATE  SCALING 0.5 2       
END                     
                        
TYPE    MULTI_LAUNCHER6                 
DAMAGE  150                 
RANGE   120                 
SPEED   75                  
BURST   1   0.8             
RELOAD_TIME 2                   
LAUNCH_OFFSET   1.09    0.31    -0.33           
LAUNCH_OFFSET   1.09    0.31    0.31            
LAUNCH_OFFSET   1.09    0.31    1.22            
LAUNCH_OFFSET   1.09    0.31    1.85            
LAUNCH_OFFSET   1.09    -0.3    -0.33           
LAUNCH_OFFSET   1.09    -0.3    0.31            
LAUNCH_OFFSET   1.09    -0.3    1.22            
LAUNCH_OFFSET   1.09    -0.3    1.85            
RECOIL  1   0.05    0.05            
TILT_ANGLES -89 -15             
DEVIATION_ANGLES    15  15              
TRAIL   ON  COLOUR  0   0   0   
FLAME   ROTATE  SCALING 0.5 2       
END                     
                        
TYPE    MULTI_LAUNCHER7                 
DAMAGE  32                  
RANGE   100                 
SPEED   60                  
BURST   3   0.9             
RELOAD_TIME 8                   
LAUNCH_OFFSET   1.2 0.09    0.76            
LAUNCH_OFFSET   1.2 0.09    1.36            
LAUNCH_OFFSET   1.2 0.09    1.97            
LAUNCH_OFFSET   1.2 0.54    0.76            
LAUNCH_OFFSET   1.2 0.09    1.36            
LAUNCH_OFFSET   1.2 -0.64   1.97            
LAUNCH_OFFSET   1.2 0.54    1.36            
LAUNCH_OFFSET   1.2 0.09    1.36            
LAUNCH_OFFSET   1.2 -0.64   1.36            
LAUNCH_OFFSET   1.2 0.54    1.97            
LAUNCH_OFFSET   1.2 0.09    1.36            
LAUNCH_OFFSET   1.2 -0.64   0.76            
RECOIL  1   0.02    0.02            
TILT_ANGLES -85 30              
DEVIATION_ANGLES    22  22              
TRAIL   ON  COLOUR  124 52  191 TEXTURE
FLAME   NOROTATE    SCALING 0.5 2       
END                     
                        
TYPE    LARGE_MISSILE                   
DAMAGE  150                 
RANGE   500                 
SPEED   70                  
BURST   1   0.8             
RELOAD_TIME 15                  
LAUNCH_OFFSET   0   0   1.28            
RECOIL  0   0.05    0.05            
DEVIATION_ANGLES    15  15              
TRAIL   ON  COLOUR  255 255 255 
FLAME   NOROTATE                    
END                     
                        
TYPE    PLASMA_RIFLE                    
DAMAGE  0.025                   
RANGE   75                  
SPEED   55                  
BURST   5   0.8 FIXED           
RELOAD_TIME 1                   
LAUNCH_OFFSET   4.69    0   0           
RECOIL  1   0.05    0.12            
TILT_ANGLES -85 30              
DEVIATION_ANGLES    180 0               
EXTRAS  0.5 21//Central TTF size    and light
END                     
                        
TYPE    PLASMA_CANNON1                  
DAMAGE  10                  
RANGE   50                  
SPEED   95                  
BURST   2   0.6 VARIABLE            
RELOAD_TIME 2                   
LAUNCH_OFFSET   2.2 0   0           
RECOIL  2   0.05    0.2         
TILT_ANGLES -89 30              
DEVIATION_ANGLES    15  15              
EXTRAS  0.7 10//Central TTF size        
END                     
                        
TYPE    PLASMA_CANNON2                  
DAMAGE  20                  
RANGE   60                  
SPEED   80                  
BURST   1   1   FIXED           
RELOAD_TIME 2                   
LAUNCH_OFFSET   1.69    0   0           
RECOIL  3   0.05    0.35            
TILT_ANGLES -89 30              
DEVIATION_ANGLES    15  15              
EXTRAS  2   10//Central TTF size        
END                     
                        
TYPE    VIRUS                   
DAMAGE  5                   
RANGE   15                  
SPEED   100                 
BURST   1   0.35                
RELOAD_TIME 3                   
LAUNCH_OFFSET   2.71    0   0           
RECOIL  0   0.15    0.2         
EXTRAS  0.5 3   1.25            
END                     
                        
TYPE    NUCLEAR_MISSILE                 
DAMAGE  750                 
RANGE   10000                   
SPEED   50                  
BURST   1   0.35                
RELOAD_TIME 360                 
LAUNCH_OFFSET   2.71    0   0           
RECOIL  0   0.15    0.2         
EXTRAS  0.1 4   0.5 350 0.25    0.5
//shockWaveFromRadius   shockWaveToRadius   shockWaveDuration(for   machine explosion)      
//missileInitialFligtDistance                       
//3flashAlphaTimes( t1, t2, t3) flashAlpha  (   alpha(0)=1,
//mushroomUVSpeed                       
//nukewave  fromRadius  toRadius    duration            
TRAIL   OFF                 
FLAME   NOROTATE    SCALING 1   1.5     
END                     
                        
TYPE    GORILLA_PUNCH                   
DAMAGE  150                 
RANGE   1                   
SPEED   1                   
BURST   1   10              
RELOAD_TIME 4                   
LAUNCH_OFFSET   1   0   0           
EXTRAS  40                  
RECOIL  0   0.15    0.2         
END                     
                        
TYPE    BEE_BOMB                    
DAMAGE  100                 
RANGE   30                  
SPEED   60                  
BURST   1   0.1 FIXED           
RELOAD_TIME 7                   
LAUNCH_OFFSET   0   0   0           
RECOIL  1   0.05    0.12            
TILT_ANGLES 90  90              
DEVIATION_ANGLES    45  45              
TRAIL   OFF                 
FLAME   NOROTATE                    
EXTRAS  0   0   2   0.1 0.6 1
//3 (light  R   G   B   )   
END                     
                        
TYPE    WASP_LIGHT_STING                    
DAMAGE  8                   
RANGE   85                  
SPEED   100                 
BURST   1   0.5 VARIABLE            
RELOAD_TIME 0.5                 
LAUNCH_OFFSET   0.2 0   0.66            
LAUNCH_OFFSET   0.2 0.66    0           
LAUNCH_OFFSET   0.2 0   -0.66           
LAUNCH_OFFSET   0.2 -0.66   0           
LAUNCH_OFFSET   0.2 0.47    0.47            
LAUNCH_OFFSET   0.2 0.47    -0.47           
LAUNCH_OFFSET   0.2 -0.47   -0.47           
LAUNCH_OFFSET   0.2 -0.47   0.47            
RECOIL  0.4 0.03    0.12            
TILT_ANGLES -85 30              
DEVIATION_ANGLES    15  15              
END                     
                        
TYPE    WASP_METAL_STING                    
DAMAGE  40                  
RANGE   75                  
SPEED   80                  
BURST   1   0.5 FIXED           
RELOAD_TIME 1.5                 
LAUNCH_OFFSET   1   -0.5    0           
LAUNCH_OFFSET   1   0.5 0           
RECOIL  1   0.05    0.12            
TILT_ANGLES -85 30              
DEVIATION_ANGLES    15  15              
TRAIL   ON  COLOUR  255 0   0   TEXTURE
FLAME   NOROTATE    SCALING 1   1       
END                     
                        
END WEAPONS                 
                        
                        
GENERAL_DATA                        
1ST_PERSON_LOOK_UP_DOWN_RATE    60                  
1ST_PERSON_LOOK_UP_DOWN_ANGLES  -45 70              
1ST_PERSON_MAX_TURN_RATES   45  10              
                        
//                      
//                      
START_ROTATION_DISTANCE                     
                        
//                      
MAX_MOVE_GRADIENT                       
                        
//                      
//  which   we  can place   a   building
MAX_TERRAIN_UNEVENNESS                      
                        
//  Grace   period  (in seconds)    following   an
//                      
VIRTUAL_DEFCON_INTERVAL 7                   
                        
//                      
PC_PATH_FINDING_PRIORITY                        
                        
//  The BMU cost    of  launching   a
//  NUKE_LAUNCH_COST    200             
    
        
                        
                        
EVASION_STRATEGIES                      
                        
//  Note    that    the lower   the priority,
//  Magic   number  caveats:    -1  means   the
//  -2  for the garrisons   priority    ensures
//  evasion as  a   tactic  whatsoever. 
                        
TYPE    EPP                 
NAME    RUN_HOME                    
GARRISONS_PRIORITY  0                   
AGGRESSIVES_PRIORITY    2                   
TURRETS_PRIORITY    1                   
POD_PRIORITY    0                   
END                     
                        
TYPE    EPP                 
NAME    FRONTIER                    
GARRISONS_PRIORITY  1                   
AGGRESSIVES_PRIORITY    0                   
TURRETS_PRIORITY    0                   
POD_PRIORITY    -1                  
END                     
                        
TYPE    EPP                 
NAME    RUN_AWAY                    
GARRISONS_PRIORITY  -1                  
AGGRESSIVES_PRIORITY    -1                  
TURRETS_PRIORITY    -1                  
POD_PRIORITY    -1                  
END                     
                        
TYPE    EPP                 
NAME    LONE_WOLF                   
GARRISONS_PRIORITY  1                   
AGGRESSIVES_PRIORITY    -1                  
TURRETS_PRIORITY    0                   
POD_PRIORITY    2                   
END                     
                        
TYPE    EPP                 
NAME    NEAREST_ANYTHING                    
GARRISONS_PRIORITY  0                   
AGGRESSIVES_PRIORITY    0                   
TURRETS_PRIORITY    0                   
POD_PRIORITY    0                   
END                     
                        
TYPE    EPP                 
NAME    NO_BUILDINGS                    
GARRISONS_PRIORITY  -1                  
AGGRESSIVES_PRIORITY    0                   
TURRETS_PRIORITY    0                   
POD_PRIORITY    -1                  
END                     
                        
TYPE    EPP                 
NAME    NEVER_EVADE                 
GARRISONS_PRIORITY  -2                  
AGGRESSIVES_PRIORITY    0                   
TURRETS_PRIORITY    0                   
POD_PRIORITY    0                   
END                     
                        
                        
END EVASION_STRATEGIES                  
                
                        
END

posted in Blogs read more
Judas

Haha, crashes. Did you know I have 110 versions of mach1.met atm and only 3 of 'm work perfectly? The rest crashes.

I love crashes, they force me to learn. (I'm just freaky like that, hahaha)

posted in OpenMachines read more
Judas

Could you scale down the crazy thread names juuust a bit? I'll get you the numbers if you do that for me.

posted in Blogs read more
Judas

@Encrypted

Cool, what do they do? ;)


I had this dream a long time ago about Machines. It had to do with the game using the Camera system as a strategic aspect of the game.

For example, the player could build scanners that operate in a small area and remove the fog of war (Instead of a single scanner like we have now).

However, what got my interest was that I thought of combining a physics engine, a RTS with the 1st Person Shooter capabilities Machines has together with this system.

For example, in my dream you could fire off Camera-bots (Tiny metal balls with cameras) over hills and rivers etc, and these would allow the player access to 1st person camera's all over the map. Basically, instead of a traditional minimap, the person that was the smartest with their surveillance had the strategic edge.

Then I thought more about Machines firing other machines, walking and self-constructing mines and factories, nano-swarms and the amount of mayhem that they caused. I wrote it down but I think I threw it all away again. :(

posted in Blogs read more
Judas

How I feel:

Technical stuff = Github.
Creative stuff, showing off pictures, talking etc = Development Section (Like the old forum?)

posted in OpenMachines read more
Judas

I'm going to purchase a new computer tonight. Current one is great for Machines but doesn't cut it for anything else. (I'll get it on wednesday)

posted in OpenMachines read more
Judas

@bilal

It's the original sound used in the game, haha ;)

But yes, I've uploaded them all to the "Downloads" category. It's only 40mb or something.

You want me to check if I can convert it to Wings3D? (I'm not sure how much cross-compatibility there is between 3D models filetypes)

posted in Machines read more
Judas

@bilal

User: Judaswarlord

posted in Machines read more
Judas

ALL THE MODELS + TEXTURES

http://download.wiredforwar.org/Game/Machines%20Models%20%26%20Textures.zip

In .x and .obj (Wavefront). If anybody needs the files in another format, call me!

posted in Downloads read more