• Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Search
    • Login

    Project: Encyclopedia Machinum (Or: The Collective Studies on the behaviors of Machines by Judas et AI.)

    Blogs
    information add-on
    3
    21
    7.4k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • JudasJ
      Judas
      last edited by Judas

      //Thread will be closed when we have a nice wiki going on.

      In this thread I will collect information and random shit about my personal Machines Modding Learning and assimilation process.

      First goal is to create some structure in every data source and process that's going on with the Machines source files and mod tools. Once we got that figured out we can let loose the coding geniuses to automate this puppy.

      Once we got that going on... well... It gon be good.


      First Order of Business - The Maps and their Descriptions.

      So. I'm trying to create a new map from scratch in my Corner of Craziness. First hurdle I found was that the maps (a combination of .bin, .arb and .psb files) was pretty confusing to me.

      Also, I'm not that good with Wikipedias and such. So I created an Excel File that combines all the .bin files with their respective descriptions and .psb and .arb files. Because some maps re-use the same .arb and .psd files I had some confusion, hence the 'unknown' category below. If you're smart and you know it, post away

      List.xlsx

      The list: Format could be improved greatly but I don't know how.

      Cat	ARB	BIN	PSB	Description
      Battle		b_roller.bin		Rolling Plain
      Battle		b_fort.bin		Fortress
      Battle		b_dales1.bin		Dales (Medium)
      Battle		b_dales.bin	m_dales.psb	Dales
      Battle		b_contrl.bin		Claustrophobia Battle Royale (Small)
      Battle		b_cont.bin		Claustrophobia Battle Royale
      Campaign	talonth8.arb	talon8a.bin	talonth8.psb	Reclamation of Talonthia 8
      Campaign	resfac.arb	resfac.bin	resfac.psb	Research Facility
      Campaign	midian.arb	midian.bin	midian.psb	The Final Assault
      Campaign	kidnap.arb	kidnap.bin	kidnap.psb	Espionage and Kidnapping
      Campaign	home.arb	home.bin	home.psb	Protect the Controller
      Campaign	hilly.arb	hilly.bin	hilly.psb	Take the Pass
      Campaign	guns.arb	guns.bin	guns.psb	Steal Ion Cannon Technology
      Campaign	fortseig.arb	fortseig.bin	fortseig.psb	King of the Castle
      Campaign	finger.arb	finger.bin	finger.psb	Finger of God
      Campaign	dogbar.arb	dogbar.bin	dogbar.psb	Eliminate Enemy Presence (DOGBAR MAX)
      Campaign	desspy.arb	desspy.bin	desspy.psb	Behind Enemy Lines
      Campaign	deepspac.arb	deepspac.bin	deepspac.psb	Disable Relay Station Force Shield
      Campaign	control.arb	control.bin	control.psb	The Controller!
      Campaign	5o1.arb	5o1.bin	5o1.psb	
      Campaign	2o1.arb	2o1.bin		
      Campaign	1o2.arb	1o2.bin	1o2.psb	
      Campaign	1o1.arb	1o1.bin	1o1.psb	
      Campaign		gracko.bin	gracko.psb	Field Test
      Campaign		fortsdn.bin	fortsdn.psb	King of the Castle (Day/Night)
      Campaign		fortress.bin		Fortress (?)
      Campaign		2o2.bin		
      Campaign		2o1a.bin		
      Campaign		1o3.bin	1o3.psb	
      Campaign		1o1a.bin		
      Skirmish		seige.bin		Siege
      Skirmish	suicide.arb	suicide.bin	suicide.psb	Destroy Enemy Relay Station
      Skirmish	m_moon.arb	mmoony.bin	m_moon.psb	Lunar Dominance
      Skirmish	m_green.arb	m_green.bin	m_green.psb	Oasis
      Skirmish	m_desert.arb	mdesert.bin	m_desert.psb	Canyon Attack
      Skirmish	m_dales.arb	m_dales.bin		Island Skirmish
      Skirmish	m_contrl.arb	m_contrl.bin	m_contrl.psb	Claustrophobia
      Skirmish	ice.arb	ice4.bin	icedn.psb	Ice Moon Maze (Day/Night)
      Skirmish	ice.arb	ice3.bin	icedn.psb	Ice Moon Mountain (Day/Night)
      Skirmish	ice.arb	ice2.bin	ice.psb	Ice Moon Mountain
      Skirmish	daynight.arb	daynight.bin	daynight.psb	Canyon Attack Day/Night
      Skirmish		seige1.bin		Siege Small
      Skirmish	multidog.arb	multidog.bin	multidog.psb	Volcanic Stronghold
      Skirmish		multidg.bin		Dogbar Max
      Skirmish		mseige1.bin		Siege Small - 2 Players
      Skirmish		mseige.bin		Siege - 2 Players
      Skirmish		monslght.bin		Error?
      Skirmish		mgreendn.bin	mgreendn.psb	Oasis Day/Night
      Skirmish		mgrack.bin		Gracko
      Skirmish		mdalesdn.bin	mdalesdn.psb	Island Skirmish Day/Night
      Skirmish	roller.arb	m_roller.bin	roller.psb	Mass Assault - Mayhem!
      Skirmish		m_roll3.bin		Mass Assault - Small
      Skirmish		m_roll2.bin		Mass Assault - Medium
      Skirmish		m_roll1.bin		Mass Assault - Large
      Skirmish		m_moon.bin		Lunar Desert
      Skirmish		m_grack.bin	mgrack.psb	The Red Planet
      Skirmish		m_1o2.bin		Crater Carnage
      Skirmish		ice1.bin		Ice Moon Maze
      Skirmish		fortmdn.bin	fortmdn.psb	Central Dominance
      Special	joust.arb	joust.bin	joust.psb	Home World
      Special		space1.bin		Satellite Shootout
      Special		joust1.bin		Joust
      Tutorials		tut06.bin	tut.psb	Gorilla
      Tutorials		tut05.bin	tut.psb	Advanced Combat
      Tutorials		tut04.bin	tut.psb	Basic Combat
      Tutorials		tut03.bin	tut.psb	Resources
      Tutorials		tut02.bin	tut.psb	Buildings
      Tutorials		tut01.bin	tut.psb	
      System	space.arb	sk_cont.bin		Midian Interior
      System		sk_space.bin	space.psb	Interior Skirmish
      System		tut_s.bin		Training Camp (Tutorial)
      System		midian_s.bin		Midian Prime
      System		ice_sk.bin		Snow and Ice (?)
      System		corin_s.bin		The Corinthian System
      System		core_s.bin		The Core System
      System		bord_s.bin		The Border Colonies
      Planet		talon_p.bin		Talon Prime
      Planet		talok_p.bin		Talok, the moon of Talon Prime
      Planet		pmoony.bin		Lunar Landscape
      Planet		p_dales.bin		Dales
      Planet		midian_p.bin		Midian
      Planet		home_p.bin		The Home Planet
      Planet		grackp.bin		Gracko
      Planet		tut_p3.bin		Combat Practice
      Planet		tut_p2.bin		Advanced Training
      Planet		tut_p1.bin		Basic Training
      Unknown	m	onslght	arb	m_onslght.arb
      Unknown	m	onslght	psb	m_onslght.psb
      Unknown	mdalesdn		psb	
      Unknown	micey		psb	micey.psb
      Unknown	miceydn		psb	miceydn.psb
      Unknown	mmoony		psb	mmoony.psb
      Unknown	CommSat		arb	CommSat.arb
      Unknown	commsat		psb	commsat.psb
      Unknown	fortmult		psb	fortmult.psb
      Unknown	roll			roll
      Unknown	sat		arb	sat.arb
      Unknown	sat		psb	sat.psb
      Unknown	seekndes		arb	seekndes.arb
      Unknown	seekndes		psb	seekndes.psb
      Unknown	seige		psb	seige.psb
      Unknown	skfort		bin	skfort.bin
      
      1 Reply Last reply Reply Quote 0
      • JudasJ
        Judas
        last edited by Judas

        Just Remembered this one. Got to use it to cross-reference and see what missing/incorrect

        CAMPAIGNS
        SYSTEM tutorial IDS 8002 TEXT tut_s.txt FLIC flics/gui/bootcamp.smk
        	PLANET tut IDS 8103 FLIC flics/gui/basic.smk TEXT tut_p1.txt
        		SCENARIO tut01 PLANET tut IDS 8306 TEXT tut01.txt MUSIC 6
        			CAMPAIGN flics/gui/tutba1.smk
        			BRIEFING flics/gui/tutba1b.smk
        			DEBRIEFING flics/gui/v&d/victut.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/deftut.bmp
        		ENDSCENARIO
        		SCENARIO tut02 PLANET tut IDS 8307 TEXT tut02.txt MUSIC 7
        			CAMPAIGN flics/gui/tutba2.smk
        			BRIEFING flics/gui/tutba2b.smk
        			DEBRIEFING flics/gui/v&d/victut.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/deftut.bmp
        		ENDSCENARIO
        	ENDPLANET
        	PLANET tut IDS 8104 FLIC flics/gui/advanced.smk TEXT tut_p2.txt
        		SCENARIO tut04 PLANET tut IDS 8309 TEXT tut04.txt MUSIC 5
        			CAMPAIGN flics/gui/tutad1.smk
        			BRIEFING flics/gui/tutad1b.smk
        			DEBRIEFING flics/gui/v&d/victut.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/deftut.bmp
        		ENDSCENARIO
        		SCENARIO tut05 PLANET tut IDS 8310 TEXT tut05.txt MUSIC 10
        			CAMPAIGN flics/gui/tutad2.smk
        			BRIEFING flics/gui/tutad2b.smk
        			DEBRIEFING flics/gui/v&d/victut.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/deftut.bmp
        		ENDSCENARIO
        	ENDPLANET
        	PLANET tut IDS 8304 FLIC flics/gui/advanced.smk TEXT tut_p3.txt
        		SCENARIO tut06 PLANET tut IDS 8305 TEXT tut06.txt MUSIC 5
        			CAMPAIGN flics/gui/bootcamp.smk
        			BRIEFING flics/gui/tutcp.smk
        			DEBRIEFING flics/gui/v&d/victut.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/deftut.bmp
        		ENDSCENARIO
        	ENDPLANET
        ENDSYSTEM
        SYSTEM corinthian IDS 8000 TEXT corin_s.txt FLIC flics/gui/s1p0t0.smk
        	PLANET adelphi IDS 8105 FLIC flics/gui/s1p1t0.smk TEXT 1o1a.txt
        		SCENARIO 1o3demo PLANET 1o3 IDS 8335 TEXT 1o3.txt MUSIC 11
        			CAMPAIGN flics/gui/s1p1ta.smk
        			BRIEFING flics/gui/s1p1t1a.smk
        			ENTRY flics/podland.smk
        			DEBRIEFING flics/gui/v&d/makevic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/makedef.bmp
        		ENDSCENARIO
        		SCENARIO 1o1demo PLANET 1o1 IDS 8311 TEXT 1o1.txt MUSIC 6 AFTER 1o3demo
        			CAMPAIGN flics/gui/s1p1t1.smk
        			BRIEFING flics/gui/s1p1t1b.smk
        			DEBRIEFING flics/gui/v&d/estabvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/estabdef.bmp
        		ENDSCENARIO
        		SCENARIO 1o2 PLANET seekndes IDS 8312 TEXT 1o2.txt MUSIC 11 AFTER 1o1demo
        			CAMPAIGN flics/gui/s1p1t2.smk
        			BRIEFING flics/gui/s1p1t2b.smk
        			WIN flics/1o2final2.smk
        			DEBRIEFING flics/gui/v&d/seekvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/seekdef.bmp
        		ENDSCENARIO
        	ENDPLANET
        	PLANET dogbarmax IDS 8101 FLIC flics/gui/s1p2t0.smk TEXT 2o1a.txt AFTER 1o2
        		SCENARIO commsat PLANET commsat IDS 8337 TEXT 2o1.txt MUSIC 10 AFTER 1o2
        			CAMPAIGN flics/gui/s1p2t1.smk
        			BRIEFING flics/gui/s1p2t1b.smk
        			DEBRIEFING flics/gui/v&d/com1vic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/com1def.bmp
        			SAVE_MACHINES RED
        		ENDSCENARIO
        		SCENARIO sat PLANET sat IDS 8338 TEXT 2o2.txt MUSIC 7 AFTER commsat
        			CAMPAIGN flics/gui/s1p2t2.smk
        			BRIEFING flics/gui/s1p2t2b.smk
        			DEBRIEFING flics/gui/v&d/com2vic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/com2def.bmp
        		ENDSCENARIO
        		SCENARIO dogbar PLANET dogbar IDS 8339 TEXT dogbar.txt MUSIC 10 AFTER sat
        			CAMPAIGN flics/gui/s1p2t3.smk
        			BRIEFING flics/gui/s1p2t3b.smk
        			WIN flics/dogbar.smk
        			DEBRIEFING flics/gui/v&d/com3vic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/com3def.bmp
        		ENDSCENARIO
        	ENDPLANET
        	PLANET grackomoon IDS 8106 FLIC flics/gui/s1p3t0.smk TEXT grackp.txt AFTER dogbar
        		SCENARIO gracko PLANET gracko IDS 8323 TEXT gracko.txt MUSIC 8 AFTER dogbar
        			CAMPAIGN flics/gui/s1p3t1.smk
        			BRIEFING flics/gui/s1p3t1b.smk
        			ENTRY flics/grako.smk
        			DEBRIEFING flics/gui/v&d/fieldvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/fielddef.bmp
        		ENDSCENARIO
        	ENDPLANET
        ENDSYSTEM
        SYSTEM border IDS 8003 TEXT bord_s.txt FLIC flics/gui/s2p0t0.smk AFTER dogbar
        	PLANET talonPrimeMoon IDS 8109 FLIC flics/gui/s2p1t0.smk TEXT talok_p.txt AFTER dogbar
        		SCENARIO resfac PLANET resfac IDS 8340 TEXT resfac.txt MUSIC 9 AFTER dogbar
        			CAMPAIGN flics/gui/s2p1t1.smk
        			BRIEFING flics/gui/s2p1t1b.smk
        			DEBRIEFING flics/gui/v&d/motvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/motdef.bmp
        		ENDSCENARIO
        	ENDPLANET
        	PLANET talonPrime IDS 8100 FLIC flics/gui/s2p5t0.smk TEXT talon_p.txt AFTER gracko resfac
        		SCENARIO 5o1 PLANET 5o1 IDS 8343 TEXT 5o1.txt MUSIC 10 AFTER gracko resfac
        			CAMPAIGN flics/gui/s2p5t1.smk
        			BRIEFING flics/gui/s2p5t1b.smk
        			ENTRY flics/5o1.smk
        			DEBRIEFING flics/gui/v&d/militvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/militdef.bmp
        		ENDSCENARIO
        		SCENARIO hilly PLANET hilly IDS 8324 TEXT hilly.txt MUSIC 11 AFTER 5o1
        			CAMPAIGN flics/gui/s2p5t2.smk
        			BRIEFING flics/gui/s2p5t2b.smk
        			DEBRIEFING flics/gui/v&d/passvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/passdef.bmp
        		ENDSCENARIO
        		SCENARIO talon8a PLANET talonth8 IDS 8325 TEXT talon8a.txt MUSIC 9 AFTER hilly
        			CAMPAIGN flics/gui/s2p5t3.smk
        			BRIEFING flics/gui/s2p5t3b.smk
        			DEBRIEFING flics/gui/v&d/talonvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/talondef.bmp
        		ENDSCENARIO
        		SCENARIO kidnap PLANET kidnap IDS 8341 TEXT kidnap.txt MUSIC 7 AFTER talon8a
        			CAMPAIGN flics/gui/s2p5t4.smk
        			BRIEFING flics/gui/s2p5t4b.smk
        			ENTRY flics/kidnap.smk
        			DEBRIEFING flics/gui/v&d/kidvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/kiddef.bmp
        		ENDSCENARIO
        		SCENARIO desspy PLANET desspy IDS 8336 TEXT desspy.txt MUSIC 8 AFTER kidnap
        			CAMPAIGN flics/gui/s2p5t5.smk
        			BRIEFING flics/gui/s2p5t5b.smk
        			DEBRIEFING flics/gui/v&d/linesvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/linesdef.bmp
        		ENDSCENARIO
        		SCENARIO guns PLANET guns IDS 8328 TEXT guns.txt MUSIC 9 AFTER desspy
        			CAMPAIGN flics/gui/s6p1t1.smk
        			BRIEFING flics/gui/s2p5t6b.smk
        			ENTRY flics/guns.smk
        			WIN flics/gunsblow.smk
        			DEBRIEFING flics/gui/v&d/gunsvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/gunsdef.bmp
        		ENDSCENARIO
        		SCENARIO finger PLANET finger IDS 8329 TEXT finger.txt MUSIC 11 AFTER guns
        			CAMPAIGN flics/gui/s2p5t7.smk
        			BRIEFING flics/gui/s2p5t7b.smk
        			DEBRIEFING flics/gui/v&d/godvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/goddef.bmp
        		ENDSCENARIO
        	ENDPLANET
        ENDSYSTEM
        SYSTEM CoreSystem IDS 8005 TEXT core_s.txt FLIC flics/gui/s3p0t0.smk AFTER finger
        	PLANET HomePlanet IDS 8108 FLIC flics/gui/s3p6t0.smk TEXT home_p.txt AFTER finger
        		SCENARIO home PLANET home IDS 8342 TEXT home.txt MUSIC 7 AFTER finger
        			CAMPAIGN flics/gui/s3p6t1.smk
        			BRIEFING flics/gui/s3p6t1b.smk
        			ENTRY flics/home.smk
        			DEBRIEFING flics/gui/v&d/homevic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/homedef.bmp
        		ENDSCENARIO
        	ENDPLANET
        ENDSYSTEM
        SYSTEM MidianPrime IDS 8004 TEXT midian_s.txt FLIC flics/gui/s6p0t0.smk AFTER home
        	PLANET planetmidian IDS 8107 FLIC flics/gui/s6p1t0.smk TEXT midian_p.txt AFTER home
        		SCENARIO deepspac PLANET deepspac IDS 8330 TEXT deepspac.txt MUSIC 5 AFTER home
        			CAMPAIGN flics/gui/s6p1t1.smk
        			BRIEFING flics/gui/s6p1t1b.smk
        			ENTRY flics/deep2.smk
        			DEBRIEFING flics/gui/v&d/deepvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/deepdef.bmp
        		ENDSCENARIO
        		SCENARIO suicide PLANET suicide IDS 8331 TEXT suicide.txt MUSIC 9 AFTER deepspac
        			CAMPAIGN flics/gui/s6p1t1.smk
        			BRIEFING flics/gui/s6p1t2b.smk
        			WIN flics/suicide.smk
        			DEBRIEFING flics/gui/v&d/suicvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/suicdef.bmp
        		ENDSCENARIO
        		SCENARIO midian PLANET midian IDS 8332 TEXT midian.txt MUSIC 10 AFTER suicide
        			CAMPAIGN flics/gui/s6p1t3.smk
        			BRIEFING flics/gui/s6p1t3b.smk
        			ENTRY flics/midian.smk
        			DEBRIEFING flics/gui/v&d/assvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/assdef.bmp
        		ENDSCENARIO
        		SCENARIO control PLANET control IDS 8345 TEXT control.txt MUSIC 11 AFTER midian
        			CAMPAIGN flics/gui/s6p1t4.smk
        			BRIEFING flics/gui/s6p1t4b.smk
        			WIN flics/outro.smk
        			DEBRIEFING flics/gui/v&d/contrvic.bmp
        			DEBRIEFINGLOSE flics/gui/v&d/contrdef.bmp
        		ENDSCENARIO
        	ENDPLANET
        ENDSYSTEM
        END
        SKIRMISHES
        SMALL
        	TERRAIN desert IDS 8200 TEXT mdesert.txt
        		SCENARIO m_desert PLANET m_desert IDS 8346 TEXT mdesert.txt MUSIC 8
        		SCENARIO daynight PLANET daynight IDS 8347 TEXT daynight.txt MUSIC 10
        	ENDTERRAIN
        	TERRAIN ice IDS 8205 TEXT ice_sk.txt
        		SCENARIO ice PLANET ice IDS 8317 TEXT ice1.txt MUSIC 7
        		SCENARIO ice PLANET icedn IDS 8368 TEXT ice4.txt MUSIC 7
        		SCENARIO micey PLANET micey IDS 8348 TEXT ice2.txt MUSIC 7
        		SCENARIO micey PLANET miceydn IDS 8369 TEXT ice3.txt MUSIC 7
        	ENDTERRAIN
        	TERRAIN fortress IDS 8203 TEXT fortress.txt
        	ENDTERRAIN
        	TERRAIN dales IDS 8201 TEXT p_dales.txt
        		SCENARIO m_dales PLANET m_dales IDS 8349 TEXT m_dales.txt MUSIC 11
        		SCENARIO m_dales PLANET mdalesdn IDS 8372 TEXT mdalesdn.txt MUSIC 11
        		SCENARIO m_green PLANET m_green IDS 8350 TEXT m_green.txt MUSIC 11
        		SCENARIO m_green PLANET mgreendn IDS 8373 TEXT mgreendn.txt MUSIC 11
        		SCENARIO fortmult PLANET fortmult IDS 8318 TEXT skfort.txt MUSIC 9
        		SCENARIO fortmult PLANET fortmdn IDS 8370 TEXT fortmdn.txt MUSIC 9
        		SCENARIO fortseig PLANET fortseig IDS 8319 TEXT fortseig.txt MUSIC 5
        		SCENARIO fortseig PLANET fortsdn IDS 8371 TEXT fortsdn.txt MUSIC 5
        	ENDTERRAIN
        	TERRAIN moon IDS 8204 TEXT pmoony.txt
        		SCENARIO m_1o2 PLANET 1o2 IDS 8351 TEXT m_1o2.txt MUSIC 5
        		SCENARIO mmoony PLANET mmoony IDS 8322 TEXT mmoony.txt MUSIC 10
        		SCENARIO m_moon PLANET m_moon IDS 8352 TEXT m_moon.txt MUSIC 10
        	ENDTERRAIN
        	TERRAIN mgrack IDS 8106 TEXT mgrack.txt
        		SCENARIO mgrack PLANET mgrack IDS 8353 TEXT m_grack.txt MUSIC 8
        	ENDTERRAIN
        	TERRAIN multidog IDS 8111 TEXT multidg.txt
        		SCENARIO multidog PLANET multidog IDS 8354 TEXT multidog.txt MUSIC 9
        	ENDTERRAIN
        	TERRAIN control IDS 8208 TEXT sk_cont.txt
        		SCENARIO m_contrl PLANET m_contrl IDS 8355 TEXT m_contrl.txt MUSIC 5
        	ENDTERRAIN
        	TERRAIN home IDS 8209 TEXT joust.txt
        		SCENARIO joust PLANET joust IDS 8360 TEXT joust1.txt MUSIC 9
        	ENDTERRAIN
        END
        MEDIUM
        	TERRAIN dales IDS 8201 TEXT b_dales.txt
        		SCENARIO b_dales PLANET m_dales IDS 8356 TEXT b_dales1.txt MUSIC 11
        	ENDTERRAIN
        	TERRAIN fortress IDS 8203 TEXT b_fort.txt
        		SCENARIO seige PLANET seige IDS 8358 TEXT seige.txt MUSIC 9
        		SCENARIO seige1 PLANET seige IDS 8365 TEXT seige1.txt MUSIC 6
        	ENDTERRAIN
        	TERRAIN rolling IDS 8206 TEXT b_roller.txt
        		SCENARIO b_roll3 PLANET roller IDS 8364 TEXT m_roll3.txt MUSIC 9
        		SCENARIO b_roll2 PLANET roller IDS 8363 TEXT m_roll2.txt MUSIC 10
        		SCENARIO b_roll1 PLANET roller IDS 8362 TEXT m_roll1.txt MUSIC 9
        		SCENARIO b_roller PLANET roller IDS 8361 TEXT m_roller.txt MUSIC 8
        	ENDTERRAIN
        	TERRAIN control IDS 8208 TEXT b_cont.txt
        		SCENARIO b_contrl PLANET m_contrl IDS 8359 TEXT b_contrl.txt MUSIC 5
        	ENDTERRAIN
        END
        LARGE
        	TERRAIN interior IDS 8207 TEXT sk_space.txt
        		SCENARIO sk_space PLANET space IDS 8321 TEXT space1.txt MUSIC 11
        	ENDTERRAIN
        
        END
        END
        MULTI_PLAYER
        SMALL
        	TERRAIN desert IDS 8200 TEXT mdesert.txt
        		SCENARIO m_desert PLANET m_desert IDS 8346 TEXT mdesert.txt MUSIC 8
        		SCENARIO daynight PLANET daynight IDS 8347 TEXT daynight.txt MUSIC 10
        	ENDTERRAIN
        	TERRAIN ice IDS 8205 TEXT ice_sk.txt
        		SCENARIO ice PLANET ice IDS 8317 TEXT ice1.txt MUSIC 7
        		SCENARIO ice PLANET icedn IDS 8368 TEXT ice4.txt MUSIC 7
        		SCENARIO micey PLANET micey IDS 8348 TEXT ice2.txt MUSIC 7
        		SCENARIO micey PLANET miceydn IDS 8369 TEXT ice3.txt MUSIC 7
        	ENDTERRAIN
        	TERRAIN fortress IDS 8203 TEXT fortress.txt
        		SCENARIO fortmult PLANET fortmult IDS 8318 TEXT skfort.txt MUSIC 9
        		SCENARIO fortmult PLANET fortmdn IDS 8370 TEXT fortmdn.txt MUSIC 9
        		SCENARIO fortseig PLANET fortseig IDS 8319 TEXT fortseig.txt MUSIC 5
        		SCENARIO fortseig PLANET fortsdn IDS 8371 TEXT fortsdn.txt MUSIC 5
        	ENDTERRAIN
        	TERRAIN dales IDS 8201 TEXT p_dales.txt
        		SCENARIO m_dales PLANET m_dales IDS 8349 TEXT m_dales.txt MUSIC 11
        		SCENARIO m_dales PLANET mdalesdn IDS 8372 TEXT mdalesdn.txt MUSIC 11
        		SCENARIO m_green PLANET m_green IDS 8350 TEXT m_green.txt MUSIC 11
        		SCENARIO m_green PLANET mgreendn IDS 8373 TEXT mgreendn.txt MUSIC 11
        	ENDTERRAIN
        	TERRAIN moon IDS 8204 TEXT pmoony.txt
        		SCENARIO m_1o2 PLANET 1o2 IDS 8351 TEXT m_1o2.txt MUSIC 5
        		SCENARIO mmoony PLANET mmoony IDS 8322 TEXT mmoony.txt MUSIC 10
        		SCENARIO m_moon PLANET m_moon IDS 8352 TEXT m_moon.txt MUSIC 7
        	ENDTERRAIN
        	TERRAIN mgrack IDS 8106 TEXT mgrack.txt
        		SCENARIO mgrack PLANET mgrack IDS 8353 TEXT m_grack.txt MUSIC 8
        	ENDTERRAIN
        	TERRAIN multidog IDS 8111 TEXT multidg.txt
        		SCENARIO multidog PLANET multidog IDS 8354 TEXT multidog.txt MUSIC 11
        	ENDTERRAIN
        	TERRAIN control IDS 8208 TEXT sk_cont.txt
        		SCENARIO m_contrl PLANET m_contrl IDS 8355 TEXT m_contrl.txt MUSIC 9
        	ENDTERRAIN
        END
        MEDIUM
        	TERRAIN dales IDS 8201 TEXT b_dales.txt
        		SCENARIO b_dales PLANET m_dales IDS 8356 TEXT b_dales1.txt MUSIC 11
        	ENDTERRAIN
        	TERRAIN fortress IDS 8203 TEXT b_fort.txt
        		SCENARIO seige PLANET seige IDS 8358 TEXT seige.txt MUSIC 10
        		SCENARIO seige1 PLANET seige IDS 8365 TEXT seige1.txt MUSIC 7
        		SCENARIO mseige PLANET seige IDS 8367 TEXT mseige.txt MUSIC 10
        		SCENARIO mseige1 PLANET seige IDS 8366 TEXT mseige1.txt MUSIC 7
        	ENDTERRAIN
        	TERRAIN rolling IDS 8206 TEXT b_roller.txt
        		SCENARIO b_roll3 PLANET roller IDS 8364 TEXT m_roll3.txt MUSIC 5
        		SCENARIO b_roll2 PLANET roller IDS 8363 TEXT m_roll2.txt MUSIC 7
        		SCENARIO b_roll1 PLANET roller IDS 8362 TEXT m_roll1.txt MUSIC 8
        		SCENARIO b_roller PLANET roller IDS 8361 TEXT m_roller.txt MUSIC 7
        	ENDTERRAIN
        	TERRAIN control IDS 8208 TEXT b_cont.txt
        		SCENARIO b_contrl PLANET m_contrl IDS 8359 TEXT b_contrl.txt MUSIC 5
        	ENDTERRAIN
        END
        LARGE
        	TERRAIN interior IDS 8207 TEXT sk_space.txt
        		SCENARIO sk_space PLANET space IDS 8321 TEXT space1.txt MUSIC 10
        	ENDTERRAIN
        	TERRAIN home IDS 8209 TEXT joust.txt
        		SCENARIO joust PLANET joust IDS 8360 TEXT joust1.txt MUSIC 8
        	ENDTERRAIN
        END
        END
        
        1 Reply Last reply Reply Quote 0
        • AvionArisA
          AvionAris
          last edited by

          Here, pardner! If you can, I would suggest you to update the download links so nobody'll be misguided.

          Also, I don't know if I've gone off-topic.

          1 Reply Last reply Reply Quote 1
          • JudasJ
            Judas
            last edited by Judas

            //Update. What do you mean exactly, Encrypted? Downloads on the wiki you mean?

            Okayyyy. Going to check the IDS with the resource hacker when I get home.

            Scenario	Planet	IDS	Cat	ARB	BIN	PSB	Description	txt file	Music
            	8000	System		corin_s.bin		The Corinthian System		
            	8002	System		tut_s.bin		Training Camp (Tutorial)		
            	8003	System		bord_s.bin		The Border Colonies		
            	8004	System		midian_s.bin		Midian Prime		
            	8005	System		core_s.bin		The Core System		
            	8100	Planet		talon_p.bin		Talon Prime		
            	8101	System		2o1a.bin		Dogbar Max (SYSTEM)		
            	8103	Planet		tut_p1.bin		Basic Training		
            	8104	Planet		tut_p2.bin		Advanced Training		
            	8105	Planet			1o1.txt	Adeplhi		
            	8106	Planet		grackp.bin		Gracko		
            	8106	Terrain		mgrack				
            	8107	Planet		midian_p.bin		Midian		
            	8108	Planet		home_p.bin		The Home Planet		
            	8109	Planet		talok_p.bin		Talok, the moon of Talon Prime		
            	8111	Terrain		multidog.bin				
            	8200	Terrain		desert				
            	8201	Planet		p_dales.bin		Dales		
            	8201	Terrain		dales				
            	8201	Terrain		dales				
            	8203	Battle	fortress	b_fort.bin		Fortress		
            	8203	Terrain		fortress.bin				
            	8203	Terrain		fortress.bin				
            	8204	Planet		pmoony.bin		Lunar Landscape		
            	8204	Terrain		moon				
            	8205	System		ice_sk.bin		Snow and Ice (?)		
            	8205	Terrain		ice				
            	8206	Battle	rolling	b_roller.bin		Rolling Plain		
            	8206	Terrain		rolling				
            	8207	Terrain		interior				
            	8208	System	m_contrl.arb	sk_cont.bin	m_control.psb	Midian Interior		
            	8208	Terrain		control.bin				
            	8208	Terrain		control.bin				
            	8209	Terrain		home				
            	8304	Planet		tut_p3.bin		Combat Practice		
            	8306	Tutorials		tut01.bin	tut.psb			
            	8307	Tutorials		tut02.bin	tut.psb	Buildings		
            	8308	Tutorials		tut03.bin	tut.psb	Resources		
            	8309	Tutorials		tut04.bin	tut.psb	Basic Combat		
            	8310	Tutorials		tut05.bin	tut.psb	Advanced Combat		
            	8311	Campaign	1o1.arb	1o1.bin	1o1.psb			
            	8311	Campaign	1o1demo	1o1.txt	1o1.psb			
            	8311	Tutorials		tut06.bin	tut.psb	Gorilla		
            seekndes	8312	Campaign	1o2.arb	1o2.bin	1o2.psb	Seek and Destroy		
            	8317	Skirmish	ice	ice1.bin	ice	Ice Moon Maze		
            	8318	Campaign	fortress	fortress.bin		Fortress (?)		
            	8319	Campaign	fortseig.arb	fortseig.bin	fortseig.psb	King of the Castle		
            	8321	Special	space.arb	space1.bin	space.psb	Satellite Shootout		
            	8321	Terrain	space.arb	sk_space.bin	space.psb	Interior Skirmish		
            	8322	Skirmish	m_moon.arb	mmoony.bin	m_moon.psb	Lunar Dominance		
            grackmoon	8323	Campaign	gracko	gracko.bin	gracko.psb	Field Test		
            	8324	Campaign	hilly.arb	hilly.bin	hilly.psb	Take the Pass		
            	8325	Campaign	talonth8.arb	talon8a.bin	talonth8.psb	Reclamation of Talonthia 8		
            	8328	Campaign	guns.arb	guns.bin	guns.psb	Steal Ion Cannon Technology	m_roll1.txt	
            	8329	Campaign	finger.arb	finger.bin	finger.psb	Finger of God	m_roll2.txt	
            	8330	Campaign	deepspac.arb	deepspac.bin	deepspac.psb	Disable Relay Station Force Shield	m_roll3.txt	
            	8331	Skirmish	suicide.arb	suicide.bin	suicide.psb	Destroy Enemy Relay Station	m_roller.txt	
            	8332	Campaign	midian.arb	midian.bin	midian.psb	The Final Assault		
            	8335	Campaign	1o3demo	1o1a.bin	1o3.psb	ADELPHI		
            Adelphi	8335	Campaign	1o3demo	1o3.bin	1o3.psb			
            	8336	Campaign	desspy.arb	desspy.bin	desspy.psb	Behind Enemy Lines		
            	8337	Campaign	CommSat	2o1.bin	commsat	CommSat		
            	8338	Campaign	sat	2o2.bin	sat			
            	8339	Campaign	dogbar.arb	dogbar.bin	dogbar.psb	Eliminate Enemy Presence (DOGBAR MAX)		
            	8340	Campaign	resfac.arb	resfac.bin	resfac.psb	Research Facility		
            	8341	Campaign	kidnap.arb	kidnap.bin	kidnap.psb	Espionage and Kidnapping		
            	8342	Campaign	home.arb	home.bin	home.psb	Protect the Controller		
            	8343	Campaign	5o1.arb	5o1.bin	5o1.psb			
            	8345	Campaign	control.arb	control.bin	control.psb	The Controller!		
            	8346	Skirmish	m_desert.arb	mdesert.bin	m_desert.psb	Canyon Attack		
            	8347	Skirmish	daynight.arb	daynight.bin	daynight.psb	Canyon Attack Day/Night		
            	8348	Skirmish	ice.arb	ice2.bin	miceydn.psb	Ice Moon Mountain		
            	8349	Skirmish	m_dales.arb	m_dales.bin		Island Skirmish		
            	8350	Skirmish	m_green.arb	m_green.bin	m_green.psb	Oasis		
            	8351	Skirmish	m_moon.arb	m_1o2.bin	m_moon.arb	Crater Carnage		
            	8352	Skirmish	m_moon.arb	m_moon.bin	m_moon.psb	Lunar Desert		
            	8353	Skirmish		m_grack.bin	mgrack.psb	The Red Planet		
            	8354	Skirmish	multidog.arb	multidog.bin	multidog.psb	Volcanic Stronghold		
            	8355	Skirmish	m_contrl.arb	m_contrl.bin	m_contrl.psb	Claustrophobia		
            	8356	Battle	dales	b_dales.bin	m_dales.psb	Dales		
            	8356	Battle	dales	b_dales1.bin		Dales (Medium)		
            	8358	Skirmish	fortress	mseige.bin		Siege - 2 Players		
            	8359	Battle	m_contrl.arb	b_cont.bin		Claustrophobia Battle Royale		
            	8359	Battle	m_contrl.arb	b_contrl.bin		Claustrophobia Battle Royale (Small)		
            	8360	Special	joust.arb	joust.bin	joust.psb	Home World		
            	8360	Special		joust1.bin		Joust		
            	8361	Skirmish	roller.arb	m_roller.bin	roller.psb	Mass Assault - Mayhem!	multidg.txt	
            	8362	Skirmish	roller.arb	m_roll1.bin	roller.psb	Mass Assault - Large	sk_cont.txt	
            	8363	Skirmish	roller.arb	m_roll2.bin	roller.psb	Mass Assault - Medium	joust.txt	
            	8364	Skirmish	roller.arb	m_roll3.bin	roller.psb	Mass Assault - Small	b_dales.txt	
            	8365	Skirmish	fortress	mseige1.bin		Siege Small - 2 Players	b_fort.txt	
            	8368	Skirmish	ice.arb	ice4.bin	icedn.psb	Ice Moon Maze (Day/Night)	b_roller.txt	
            	8369	Skirmish	ice.arb	ice3.bin	micey.psb	Ice Moon Mountain (Day/Night)	b_cont.txt	
            	8370	Skirmish		fortmdn.bin	fortmdn.psb	Central Dominance	sk_spcae.txt	
            	8371	Campaign	fortsdn	fortsdn.bin	fortsdn.psb	King of the Castle (Day/Night)		
            	8372	Skirmish	mdalesdn	mdalesdn.bin	mdalesdn.psb	Island Skirmish Day/Night		
            	8373	Skirmish	mgreendn	mgreendn.bin	mgreendn.psb	Oasis Day/Night		
            		Skirmish	multidog.arb	multidg.bin	multidog.psb	Dogbar Max		
            	8318	Skirmish	fortsdn	seige.bin		Siege		
            	8370	Skirmish	fortress	seige1.bin		Siege Small
            
            AvionArisA 1 Reply Last reply Reply Quote 0
            • AvionArisA
              AvionAris @Judas
              last edited by

              @Judas Yep, exactly.

              1 Reply Last reply Reply Quote 0
              • JudasJ
                Judas
                last edited by

                Parmdata.xlsx

                An easier way of looking at the Parmdata.dat file, methinks

                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		
                			
                			
                MACHINES			
                			
                TYPE	AGGRESSOR	GRUNT	
                HW_COSTS	35	35	50
                SW_COSTS	0	0	0
                VOLUME	10	10	10
                MIN_ACCESS_SIZE_INDEX	0	0	0
                SPEED	15	11	10
                TASK_SPEED	10	8	8
                ACCELERATION	19	13	13
                ROTATION_SPEED	115	85	75
                ROTATION_ACCELERATION	85	60	60
                HW_RESEARCH_COSTS	20	30	40
                SW_RESEARCH_COSTS	10	12	14
                ARMOUR	10	15	20
                HP	12	25	40
                REPAIR_RATE	0.25	0.45	0.45
                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
                BODY_TURN_LINK	NONE	body	body
                BODY_TURN_RATE	0	180	180
                HIGH_CLEARANCE	1.2	1.6	2.06
                LOW_CLEARANCE	1.2	1.6	2.06
                END			
                			
                TYPE	AGGRESSOR	ASSASSIN	
                HW_COSTS	50	75	
                SW_COSTS	0	0	0
                VOLUME	10	10	
                MIN_ACCESS_SIZE_INDEX	1	1	
                SPEED	14.85	14.85	
                TASK_SPEED	14.85	14.85	
                ACCELERATION	100	100	
                ROTATION_SPEED	90	90	
                ROTATION_ACCELERATION	6000	6000	
                HW_RESEARCH_COSTS	40	60	
                SW_RESEARCH_COSTS	10	12	14
                ARMOUR	20	30	
                HP	30	30	
                REPAIR_RATE	0.65	0.75	
                NUMBER_WEAPONS	2	2	
                ACCURACY	45	50	
                SCANNER_RANGE	120	130	
                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
                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
                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	
                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	140	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	
                HW_COSTS	450		
                SW_COSTS	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
                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	
                HW_COSTS	150	350	
                SW_COSTS	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
                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	
                HW_COSTS	100	150	
                SW_COSTS	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
                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	
                HW_COSTS	300	350	
                SW_COSTS	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
                ARMOUR	30	50	
                HP	70	80	
                REPAIR_RATE	0.95	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		
                HW_COSTS	100	200	300
                SW_COSTS	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
                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		
                HW_COSTS	30	90	150
                SW_COSTS	0	0	0
                CAPACITY	40	120	120
                VOLUME	10	10	10
                MIN_ACCESS_SIZE_INDEX	0	1	1
                SPEED	11	9	12
                TASK_SPEED	4	6	12
                ACCELERATION	7	6	100
                ROTATION_SPEED	75	65	45
                ROTATION_ACCELERATION	65	65	4500
                HW_RESEARCH_COSTS	20	40	60
                SW_RESEARCH_COSTS	2	4	5
                ARMOUR	10	15	30
                HP	25	40	100
                REPAIR_RATE	0.25	0.45	0.65
                SCANNER_RANGE	120	120	120
                LOCOMOTION	WHEELS	TRACKS	SPIDER
                LOCOMOTION_PARAMETER	0.715	-4.1	0
                EPP	RUN_AWAY	RUN_HOME	RUN_AWAY
                HIGH_CLEARANCE	1.66	3.26	3.26
                LOW_CLEARANCE	1.66	3.06	3.06
                END			
                			
                TYPE	GEO_LOCATOR		
                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	5
                HP	30	45	22
                REPAIR_RATE	0.25	0.65	0.9
                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
                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
                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	3	4	
                HP	250	800	
                ACCESS_SIZE_INDEX	0	0	
                BOUNDARY	LEVEL_1	-9	-7.2
                ENTRANCE	LEVEL_1	12.5	0
                INTERIOR_BOUNDARY	LEVEL_1	-7.4	-5.9
                STATION	LEVEL_1	-4.125	0
                			
                BOUNDARY	LEVEL_3	-15.2	-18.6
                ENTRANCE	LEVEL_3	20.5	-0.018
                INTERIOR_BOUNDARY	LEVEL_3	-7.04	-16.2
                STATION	LEVEL_3	2.9	13.2
                STATION	LEVEL_3	-3.2	13.2
                STATION	LEVEL_3	-3.2	-12.2
                STATION	LEVEL_3	2.9	-12.2
                END			
                			
                TYPE	HARDWARE_LAB	CIVILIAN	
                HW_COSTS	60	150	
                HW_RESEARCH_COSTS	10	25	
                ARMOUR	3	4	
                HP	250	800	
                ACCESS_SIZE_INDEX	0	0	
                			
                BOUNDARY	LEVEL_1	-9.2	-7.9
                ENTRANCE	LEVEL_1	12.5	0
                INTERIOR_BOUNDARY	LEVEL_1	-7.4	-5.9
                STATION	LEVEL_1	-4.125	0
                			
                BOUNDARY	LEVEL_3	-21.14	-21.01
                ENTRANCE	LEVEL_3	27.23	-0.28
                INTERIOR_BOUNDARY	LEVEL_3	-18.32	-18.38
                STATION	LEVEL_3	-14.7	3.2
                STATION	LEVEL_3	-14.7	-2.9
                STATION	LEVEL_3	-1	-14.84
                STATION	LEVEL_3	-1	14.16
                INTERIOR_OBSTACLE	LEVEL_3	6.2	-18.4
                INTERIOR_OBSTACLE	LEVEL_3	-18.3	-18.4
                INTERIOR_OBSTACLE	LEVEL_3	-18.3	7.8
                INTERIOR_OBSTACLE	LEVEL_3	6.2	7.8
                END			
                			
                TYPE	SMELTER		
                HW_COSTS	100	150	
                HW_RESEARCH_COSTS	10	15	
                ARMOUR	3	4	
                HP	450	1400	
                ACCESS_SIZE_INDEX	0	0	
                CAPACITY	1000	4000	
                //mine	distance	is	in
                MINE_DISTANCE	6400	6400	
                			
                BOUNDARY	LEVEL_1	-6.7	-12
                ENTRANCE	LEVEL_1	26.74	0.41
                INTERIOR_BOUNDARY	LEVEL_1	-5.5	-5.9
                STATION	LEVEL_1	0	0.41
                PUTDOWN	LEVEL_1	16.7	20.81
                PUTDOWN	LEVEL_1	-1.3	20.81
                			
                BOUNDARY	LEVEL_3	-20	-20
                ENTRANCE	LEVEL_3	26.1	0.4
                INTERIOR_BOUNDARY	LEVEL_3	-7.7	-5.7
                STATION	LEVEL_3	-2.7	0.4
                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
                BUILD_RATES	75	150	180
                HW_RESEARCH_COSTS	5	15	20
                ARMOUR	2	3	3
                HP	400	600	700
                ACCESS_SIZE_INDEX	1	1	1
                BOUNDARY	LEVEL_1	-5.3	-14
                ENTRANCE	LEVEL_1	24.3	0
                			
                BOUNDARY	LEVEL_3	-14.8	-19
                ENTRANCE	LEVEL_3	24.4	0
                			
                BOUNDARY	LEVEL_4	-14.8	-19
                ENTRANCE	LEVEL_4	24.4	0
                			
                BOUNDARY	LEVEL_5	-19.7	-26.1
                ENTRANCE	LEVEL_5	28	0.4
                END			
                			
                TYPE	FACTORY	CIVILIAN	
                HW_COSTS	40	400	750
                BUILD_RATES	75	150	225
                HW_RESEARCH_COSTS	5	30	60
                ARMOUR	2	4	5
                HP	300	750	1500
                ACCESS_SIZE_INDEX	1	1	1
                BOUNDARY	LEVEL_1	-12.3	-13.1
                ENTRANCE	LEVEL_1	21	0.6
                			
                BOUNDARY	LEVEL_3	-15	-16
                ENTRANCE	LEVEL_3	30	0.7
                			
                BOUNDARY	LEVEL_5	-19	-19
                ENTRANCE	LEVEL_5	33.5	0.2
                END			
                			
                TYPE	MISSILE_EMPLACEMENT	TURRET	
                HW_COSTS	40	80	130
                HW_RESEARCH_COSTS	25	45	800
                ARMOUR	10	20	30
                HP	70	120	180
                NUMBER_WEAPONS	2	2	2
                MAX_ROTATION	60	60	60
                ACCURACY	70	55	60
                BOUNDARY	LEVEL_1	-1	-1
                BOUNDARY	LEVEL_2	-1.5	-1.5
                BOUNDARY	LEVEL_3	-1.5	-1.5
                END			
                			
                TYPE	MISSILE_EMPLACEMENT	SENTRY	
                HW_COSTS	200	175	
                HW_RESEARCH_COSTS	65	95	
                ARMOUR	30	30	
                HP	170	200	
                NUMBER_WEAPONS	2	4	
                MAX_ROTATION	90	90	
                ACCURACY	80	100	
                BOUNDARY	LEVEL_3	-1.5	-1.5
                BOUNDARY	LEVEL_4	-1.5	-1.5
                END			
                			
                TYPE	MISSILE_EMPLACEMENT	LAUNCHER	
                HW_COSTS	400		
                HW_RESEARCH_COSTS	80		
                ARMOUR	60		
                HP	120		
                NUMBER_WEAPONS	2		
                MAX_ROTATION	360		
                ACCURACY	70		
                BOUNDARY	LEVEL_4	-4	-4
                END			
                			
                TYPE	MISSILE_EMPLACEMENT	ICBM	
                HW_COSTS	500		
                HW_RESEARCH_COSTS	130		
                ARMOUR	60		
                HP	800		
                NUMBER_WEAPONS	1		
                MAX_ROTATION	360		
                ACCURACY	80		
                BOUNDARY	LEVEL_5	-17.8	-13.8
                END			
                			
                TYPE	GARRISON		
                HW_COSTS	150		
                HW_RESEARCH_COSTS	20		
                ARMOUR	4		
                HP	1200		
                REPAIR_RATE	15		
                ACCESS_SIZE_INDEX	1		
                //Garrison	1	will	need
                BOUNDARY	LEVEL_1	-16	-16
                ENTRANCE	LEVEL_1	25.5	-0.3
                INTERIOR_BOUNDARY	LEVEL_1	-15	-15
                STATION	LEVEL_1	-0.4	10.2
                STATION	LEVEL_1	-10.7	10.2
                STATION	LEVEL_1	-0.4	-10.8
                STATION	LEVEL_1	-10.7	-10.8
                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	2	4	6
                HP	300	800	1750
                BOUNDARY	LEVEL_1	-5.8	-5.3
                PICKUP	LEVEL_1	0.6	14.7
                PICKUP	LEVEL_1	0.6	-14.8
                			
                BOUNDARY	LEVEL_3	-5.6	-16.5
                PICKUP	LEVEL_3	12.5	9.4
                PICKUP	LEVEL_3	12.5	-10.9
                			
                BOUNDARY	LEVEL_5	-12.6	-13.9
                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	1	2	
                HP	100	500	
                BOUNDARY	LEVEL_1	-3.2	-3.2
                BOUNDARY	LEVEL_3	-4.6	-4.8
                END			
                			
                TYPE	POD		
                HW_COSTS	1200		
                HW_RESEARCH_COSTS	0		
                ARMOUR	1		
                HP	2000		
                ACCESS_SIZE_INDEX	0		
                BOUNDARY	LEVEL_1	-14.8	-14
                ENTRANCE	LEVEL_1	22.649	-0.293
                INTERIOR_BOUNDARY	LEVEL_1	-14.281	-13.351
                STATION	LEVEL_1	7	-9.4
                STATION	LEVEL_1	-0.2	-10.4
                STATION	LEVEL_1	-8.5	-9.6
                STATION	LEVEL_1	-11.8	-5.9
                STATION	LEVEL_1	-12.3	3
                STATION	LEVEL_1	-9.7	9
                STATION	LEVEL_1	-3.3	11.6
                STATION	LEVEL_1	5.8	11.4
                STATION	LEVEL_1	9.3	8.8
                STATION	LEVEL_1	10.1	-6.2
                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
                END			
                			
                TYPE	ION_ORBITAL_CANNON		
                DAMAGE	450		
                RANGE	10000		
                SPEED	10		
                BURST	1	10	
                RELOAD_TIME	240		
                LAUNCH_OFFSET	1	0	0
                EXTRAS	30		
                //	radius	R	G
                END			
                			
                TYPE	PULSE_RIFLE		
                DAMAGE	9		
                RANGE	95		
                SPEED	110		
                BURST	1	0.24	
                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	4		
                RANGE	35		
                SPEED	1000		
                BURST	1	0.25	
                RELOAD_TIME	1		
                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	1000		
                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	1000		
                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
                //EXTRAS	0	0.45	5
                //EXTRAS	0	0	0
                //EXTRAS	0	0.03	0.07
                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
                //EXTRAS	0	0.45	5
                //EXTRAS	0	0	5
                //EXTRAS	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
                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
                FLAME	NOROTATE	SCALING	0.5
                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
                FLAME	NOROTATE	SCALING	0.5
                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
                FLAME	NOROTATE	SCALING	0.5
                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
                FLAME	ROTATE	SCALING	0.5
                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
                FLAME	ROTATE	SCALING	0.5
                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
                FLAME	NOROTATE	SCALING	0.5
                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
                FLAME	NOROTATE		
                END			
                			
                TYPE	PLASMA_RIFLE		
                DAMAGE	3		
                RANGE	95		
                SPEED	130		
                BURST	4	0.7	VARIABLE
                RELOAD_TIME	2		
                LAUNCH_OFFSET	1.69	0	0
                RECOIL	1	0.05	0.12
                TILT_ANGLES	-85	30	
                DEVIATION_ANGLES	15	15	
                EXTRAS	0.7	10//Central	TTF
                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
                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
                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
                //shockWaveFromRadius	shockWaveToRadius	shockWaveDuration(for	machine
                //missileInitialFligtDistance			
                //3flashAlphaTimes(	t1,	t2,	t3)
                //mushroomUVSpeed			
                //nukewave	fromRadius	toRadius	duration
                TRAIL	OFF		
                FLAME	NOROTATE	SCALING	1
                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
                //3	(light	R	G
                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
                FLAME	NOROTATE	SCALING	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
                MAX_TERRAIN_UNEVENNESS			
                			
                //	Grace	period	(in
                //			
                VIRTUAL_DEFCON_INTERVAL	7		
                			
                //			
                PC_PATH_FINDING_PRIORITY			
                			
                //	The	BMU	cost
                //	NUKE_LAUNCH_COST	200	
                			
                			
                END			
                			
                			
                END
                
                1 Reply Last reply Reply Quote 0
                • JudasJ
                  Judas
                  last edited by Judas

                  Crashes, and what do they mean?

                  Hey all! Machines is pretty straightforward to mod. You just got to be very careful you don't make any mistakes, because we don't have a debugger. Using copy/paste and looking around whats 'Correct' in other .scn files is the best way to quickly create a new mod.

                  However, sometimes something just won't work. And this guide is for that exactly. The most common crashes during modding:

                  First Load Screen:

                  • It crashes at the M? Then there's something wrong with your Mach1.met file. Are there any mistakes in there or did you change something that shouldn't be changed? Best is to either create a fresh Mach1.met file and try again by copying and pasting from the broken mach1.met file to the fresh one. Make sure you use the right syntax everywhere and save/load/play after every edit.

                  Skirmish Selection Menu

                  • Selected a menu or skirmish item and it hangs? Then there's something wrong with your Machstrg.dll or your .txt files you used to customize the text.

                  Skirmish Load

                  • If you only get to 25%, then there's something wrong with your TERRAIN. Go check if you have the right terrain, planet etc selected.
                  • When it crashes at 50% and goes to desktop, it means there's a spelling mistake in your .scn file. Go check if the code is correct.
                  • When it crashes at 50% and HANGS, it means there's something wrong with your AI. Go check if all the AI's have their own .spl file. An AI always needs a basic .spl file!
                  • When it crashes at 100% and goes to desktop you have some units that are too close to each other. For example, when placing Goliaths, always keep at least 10 units of distance between each other.

                  And even that's pretty tight, as seen below:
                  upload-323534ec-b801-4e07-bab4-e6e4a60ecfaa

                  During Play

                  • When it crashes when a timer is reached. Well. It will probably be because the units are clipping or you haven't assigned them AI's

                  If the difference between a working mod and a broken mod is only one mistake, it's easy to find. If you made 10 changes and it's suddenly broken, you'll probably NEVER FIND THE ERROR. Working slow but steady is how you mod Machines.

                  Why will you never find the error? Because if you make a mistake and it crashes you can simply delete the one change and see if it works again. If you only made one mistake, it should work again after the first try.

                  If you made 10 changes and it crashes(and only one mistake), you can edit 9 changes back and it still crashes. But you don't know which of the 9 edits you made were good or bad. So you will edit in back 8 changes, crash. Edit one out and put the 9th in again (so again a total of 8 changes) and it will crash again. This you can do about.... 7.956634e+24 times before you realize it's actually that 10th change that was the ONLY wrong one.

                  This is also why you need to save your working mach1.met files in a folder somewhere with a clear description if it works and what works. That way you can compare two mach1.met files with text-compare software and see what you did wrong (when you really don't know)

                  1 Reply Last reply Reply Quote 0
                  • JudasJ
                    Judas
                    last edited by

                    Found this piece of text on the old forum. Should look nice on the new wiki:


                    The 3D real-time strategy game Machines is set to launch this month. If you love 3D real-time strategy games; if you love sci-fi and big guns; if you love researching futuristic military applications; if you love commanding and conquering; if you love totally annihilating - if you just love being alive - then you are going to love Machines.

                    The story behind Machines begins in the year 2545. Mankind has launched a fleet of machine probes into space to colonize planets that are potentially habitable for humans. In regular contact with Earth, these probes establish bases on four distant planets and begin the long arduous task of developing the appropriate conditions for human life. But in the year 3297, the last World War breaks out on Earth and mankind is destroyed. The machines, left with out regular direction from home, revert to default software instructions that ensure that the machines will continue their work and begin to self-replicate. For years they continue to colonize planets and evolve as a race until, finally, they become self-aware. Free from the restraints of their obsolete programming, the machines only concern becomes the propagation of their race. As programmed by their human forefathers, the machines adhere to strict Darwinian principles, and begin their quest to triumph over the universe. As a matter of course, they go to war.

                    pic1 Machines is a multi-faceted real-time strategy game that offers an abundance of options and unique features to fans of the genre. The game features real-time polygonal environments with multiple camera perspectives including zenith, 1st and 3rd person command capabilities. This means that gamers can manage their machine race on a broad management scale as well as get inside individual units to shoot it out in battle or utilize the game's advanced espionage and sabotage attributes. The espionage and sabotage capabilities allow gamers to camouflage their machines, penetrate enemy encampments, actually enter enemy buildings, and wreak all kinds of havoc including directing enemy machines to attack each other, stealing enemy research, and making buildings self-destruct, among other dirty deeds.

                    Machines also features a comprehensive resource management aspect, 4-player Internet gameplay, over 50 different machines, over 25 different weapons, and deep strategy and action components. In essence, Machines is the strategy game that offers gamers the most control - and for real-time strategy games, control is the essential element of the genre. With the versatility of Machines, gamers can reach new and unexpected heights.

                    pic2 But what is it about the game that makes it so special? Truly Machines is a game whose sum is as great as the value of its parts. Machines seamlessly blends such diverse gameplay elements as free camera 3D 1st and 3rd person perspectives into an ergonomically realistic melange of such beauty and basic intuitiveness that gamers will wonder where they end and the game begins. It is this focus on gameplay that sets Machines apart from the rank and file of real-time strategy games and elevates it to a heretofore unseen plateau - that of a truly transcendent PC game.

                    pic3 Let us speak of Machines in these terms if we are to fully understand its metaphysical significance and justify our vaunted assertion. The duality of perception naturally indicates a bifurcated meaning for any observed object or event. It is therefore reasonable to assume that Machines will, under isolated subjective scrutiny, come to be judged empirically as either good or bad. Whichever judgment is accepted will exist as an antipode to its dualist opposite. The methodology we wish to apply affirms this supposition, while strongly averring that, due to the quality of the game, it will be judged as good by the far greater majority of those who undertake to make a judgment.

                    We believe this to be so because we believe in Machines (and we have played it).

                    pic5 However, it is the nature of transcendentalist philosophy to believe in the a priori existence of a spiritual reality, independent of empiricism, that is inherently unknowable or which can only be known through intuition. So let us throw away the conceit of our interest, let us rid ourselves of the bonds of our experiences. Let us assume that we have not played Machines. That we are to ascertain its significance through nothing more than intuition.

                    If one examines the factors that surround Machines, such as the feature list, the storyline, and the assurances from the developers - one can draw a very basic intuitive conclusion. However it is when one sees the obsessive focus of the QA testers, the intense concentration on the faces of the focus group test subjects, when one walks in on a Monday morning to find some freaks have been in the building playing Machines all weekend long - because they wanted to - that one taps into that immaterial essence, that hidden principle behind the walls of reason and perception - the thing you know is there but just can't explain - and then, right at that moment, you have justified your assertion that Machines has transcended. It is so fun that empirical judgments no longer apply.

                    pic6 The earth spins on axes while turning ellipses around the sun. The sun is on an arm in a rotating galaxy winding down towards the infinite density of a blackhole. Our galaxy clings effortlessly in a hanging supercluster of galaxies that attract and repel each other. The supercluster is suspended like a double helix out beyond the beyond. Further away, along the edges of the observable universe, there are more of them. Beyond that? Who knows?

                    And there you are, playing Machines on your PC, and you know what? You are part of it. In fact, you are it.

                    After that, there really isn't anything else to say.


                    1 Reply Last reply Reply Quote 0
                    • AvionArisA
                      AvionAris
                      last edited by

                      Pretty good. Link plz?

                      JudasJ 1 Reply Last reply Reply Quote 0
                      • JudasJ
                        Judas @AvionAris
                        last edited by Judas

                        @Encrypted

                        http://forums.wiredforwar.org/index.php?topic=3192gorilladolphin2ti7.gif

                        AvionArisA 1 Reply Last reply Reply Quote 0
                        • AvionArisA
                          AvionAris @Judas
                          last edited by

                          @Judas gorilladance? yay.gorilla!

                          JudasJ 1 Reply Last reply Reply Quote 0
                          • JudasJ
                            Judas @AvionAris
                            last edited by

                            @Encrypted

                            Yeah, I created that crappy gif like a hundred years ago hahahaha

                            AvionArisA 1 Reply Last reply Reply Quote 0
                            • AvionArisA
                              AvionAris @Judas
                              last edited by AvionAris

                              @Judas I know!!!1!!11111
                              argh8ew.gif

                              69 views lol.

                              Btw, we really need those emoticons back!

                              JudasJ 1 Reply Last reply Reply Quote 0
                              • JudasJ
                                Judas @AvionAris
                                last edited by

                                @Encrypted

                                Eeeeehhhh, no we really don't hahaha

                                AvionArisA 1 Reply Last reply Reply Quote 0
                                • AvionArisA
                                  AvionAris @Judas
                                  last edited by

                                  @Judas y? i feelz soo aloun wifout emitocons!
                                  yay.gorilla 4ever

                                  1 Reply Last reply Reply Quote 0
                                  • bilalB
                                    bilal
                                    last edited by

                                    I'm okay as long as we don't have a bunny icon.

                                    AvionArisA 1 Reply Last reply Reply Quote 0
                                    • AvionArisA
                                      AvionAris @bilal
                                      last edited by

                                      @bilal Why not?
                                      Oh.

                                      1 Reply Last reply Reply Quote 0
                                      • JudasJ
                                        Judas
                                        last edited by

                                        Guess what I'm doing ;)

                                        upload-86baeb7d-e6b5-4a17-9d9d-e3cedd4b160d

                                        bilalB 1 Reply Last reply Reply Quote 0
                                        • bilalB
                                          bilal @Judas
                                          last edited by bilal

                                          Not using libre office?

                                          I like the cover page. Looks so official

                                          JudasJ 1 Reply Last reply Reply Quote 0
                                          • JudasJ
                                            Judas @bilal
                                            last edited by Judas

                                            @bilal
                                            You said official?

                                            upload-e3d842a8-c06f-49bd-a272-86625f4cd25b

                                            (PS: Mind you, I copied this straight from my own guide 10 years ago and am still in the process of rewriting it. Hence the funny colored text, haha)

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post