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

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    • 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)

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                • 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
                                          • bilalB
                                            bilal
                                            last edited by

                                            Impressive. Now I just gotta do this for the new one lol

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