Project: Encyclopedia Machinum (Or: The Collective Studies on the behaviors of Machines by Judas et AI.)
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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.
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//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
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@Judas Yep, exactly.
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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
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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:
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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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.
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Pretty good. Link plz?
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@Judas gorilladance? yay.gorilla!
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@Encrypted
Yeah, I created that crappy gif like a hundred years ago hahahaha
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@Encrypted
Eeeeehhhh, no we really don't hahaha
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@Judas y? i feelz soo aloun wifout emitocons!
yay.gorilla 4ever -
I'm okay as long as we don't have a bunny icon.
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@bilal Why not?
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Guess what I'm doing ;)
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Not using libre office?I like the cover page. Looks so official
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@bilal
You said official?(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)
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Impressive. Now I just gotta do this for the new one lol