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

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    • 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.


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            • 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

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                          • 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)

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                                    • bilalB
                                      bilal
                                      last edited by

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

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