<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Topics tagged with machines]]></title><description><![CDATA[A list of topics that have been tagged with machines]]></description><link>http://wiredforwar.org/tags/machines</link><generator>RSS for Node</generator><lastBuildDate>Thu, 21 May 2026 10:20:40 GMT</lastBuildDate><atom:link href="http://wiredforwar.org/tags/machines.rss" rel="self" type="application/rss+xml"/><pubDate>Invalid Date</pubDate><ttl>60</ttl><item><title><![CDATA[Discord server]]></title><description><![CDATA[<p dir="auto">Hi, I am a creator of the models ripping tools from 2011's so answering the main question, yes it is original map, I would even not bother to recreate it manually. And of course it was possible even back in 2011 but nobody noticed that all needed is lying here around. Reboot is considerable but for now seems like I am the only one software developer capable of doing that. Some new IP owner is trying to mess with the game (for now he only announces so) but it is reasonable to expect a miserable effect. Topic of modding the original game (poorly written piece of software) is mostly exhausted.<br />
One more sample, ahh demo version memories:<br />
1o1.jpeg<br />
Catch up before volcano explodes!</p>
]]></description><link>http://wiredforwar.org/topic/159/discord-server</link><guid isPermaLink="true">http://wiredforwar.org/topic/159/discord-server</guid><dc:creator><![CDATA[martin]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Machines in VirtualBox (XP)]]></title><link>http://wiredforwar.org/topic/136/machines-in-virtualbox-xp</link><guid isPermaLink="true">http://wiredforwar.org/topic/136/machines-in-virtualbox-xp</guid><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[A little bit of an update, maybe?]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/135">@Wholan</a><br />
Looks awesome! I loved this game as a kid - still do.</p>
]]></description><link>http://wiredforwar.org/topic/125/a-little-bit-of-an-update-maybe</link><guid isPermaLink="true">http://wiredforwar.org/topic/125/a-little-bit-of-an-update-maybe</guid><dc:creator><![CDATA[croth811]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Midian]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a><br />
Yup, I've noticed the domes. I like the fact that it indeed looks like it's the home of all bad, too. Maybe I don't remember that much, but hell, I never thought this planet is actually that well-conditioned. On the other hand, this would explain why everything blew up so easily the moment you destroyed the Midian Controller.</p>
<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/118">@JRL101</a><br />
Yes, it certainly is that planet. At first, your Seeding Pod was sent on its surface when its Satellite Command Center or something got blown up because of you, then you had to face the enemy's incredible resistance. After you wiped everything nearby that protected the Controller (well, not everything, but definitely the "obstacles"), you descended deep into the enemy's awesomely-constructed tunnels. Yeah, they were awesome, I highly doubt most RTS games actually had indoor combat back then. And then, all you needed to do is to destroy the shield generators and blow up the mechanical mastermind himself (itself?). But it sounds easier than it is, really.</p>
<p dir="auto">The other planets I liked the most were Talok (well, it's a moon, but nevermind), Eden4 (go reddies!), Gracko (even if the mission on it was so short, it was fun) and Dogbar Max (additional points for the cool cinematic in the end).</p>
<p dir="auto">And now, something slightly different. We're still talking about silicon.<br />
Now, my favorite units were definitely Technicians, Reapers and Warlords. They sound really cool! Technicians maybe aren't as "badass" as the other machines, but they always sound so incredibly scared and stressed when you select them or when they're attacked. I think that's cool, you can actually feel your machines are trusting and fearing you at the same moment.<br />
Also, I liked the Overseer's demo voice lines. He/it sounded really, really fanatic (but cool). Not to forget the demo's Controller's voice. I think that one suited him/it way more.</p>
<p dir="auto">For some reason, I've noticed the closer the victory is, the more suicidal tasks the Controller brings upon the player. And I don't really mean the fact that it's getting harder, I mean stuff like "blow up the satellite that controls other satellites, forget about all the units inside it, they will go to Silicon Heaven". But I don't think the Controller doesn't care about his servants, really...</p>
<p dir="auto">Also, I consider the failure messages to be quite funny.<br />
Just look at this one: "Destroying your machine is not the way to succeed in our struggle against the enemy." It's from the first tutorial level. It begins rather politely, but as you proceed:<br />
"Destroying <strong>yourself</strong> is not the way to succeed in our struggle against the enemy.". It clearly shows you'll be penalized and probably killed if you keep being dumb. Then:<br />
"Resource is the key to success in our war. If you fail in this, then our mission is doomed.". Our overseer clearly tells us it's serious business.  In the fourth tutorial level, the overseer sounds like he's mocking us:<br />
"Failing to destroy 'dummy' targets does not bode well for the machines under your control!", which basically means "Why the hell are you even playing this game if you can't destroy fucking dummies, dumbass!"<br />
The fifth tutorial level is a bit harder, but here, he/it won't mock us at all, just give us a hint, so I won't mention that.</p>
<p dir="auto">The further you progress and the more you're trusted, the more harsh the failure messages will be. For example, when you fail the Talonthia 8 mission, you get this:<br />
"Talonthia 8 is still in the clutches of the enemy. Our effectiveness in this sector is clearly reduced by your <strong>mechanical incompetence</strong>." Or, when you fail the Kidnapping mission:<br />
"The mission is a <strong>total failure</strong>. The controller is considering having you <strong>recycled</strong>." Oh, so it's on!<br />
Probably the only level without you being criticized for your trying is the Home level:<br />
"The controller thanks you for your efforts, inadequate though they were." But it still sounds like the overseer (or the Controller) does mock you.</p>
<p dir="auto">And at the last level, it gets REALLY brutal:<br />
"You have failed, and our strike against the enemy has foundered. You should be <strong>smelted</strong> for your <strong>incompetence</strong> in our most critical hour." But this one has a slight taste of lamenting and anger, if machines can feel.</p>
<p dir="auto">I love these messages. You can open the "bin" files in the "pdata" folder with a notepad and read them, if you didn't know it before.<br />
Try that with Dogbar Max. There's a nice ("nice") line of text the overseer made.</p>
<p dir="auto">yay.gorilla</p>
]]></description><link>http://wiredforwar.org/topic/115/midian</link><guid isPermaLink="true">http://wiredforwar.org/topic/115/midian</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[texture4]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/257">@GeneralCamel</a> lags may be caused by your graphic card drivers etc. Please search the forums. I also recommend the latest community patch <a href="http://wiredforwar.org/topic/167/announcing-community-patch-1-5-godsend">http://wiredforwar.org/topic/167/announcing-community-patch-1-5-godsend</a>.</p>
]]></description><link>http://wiredforwar.org/topic/110/texture4</link><guid isPermaLink="true">http://wiredforwar.org/topic/110/texture4</guid><dc:creator><![CDATA[X-Lord]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[The Campaign]]></title><description><![CDATA[<p dir="auto">I finished the campaign. Finally! Bringing doom to the <em>SPOILER</em> was fun.<br />
It was cool, but I noticed the story can be easily... expanded. Especially the point between "The Finger of God" and "Protect the Controller" missions. Talon Prime missions can be enriched, too.</p>
<p dir="auto">For example, let's say the Commander (or Super Marshal with six Railguns ('cuz he's a SUPER Marshal)) we're playing as must escape from his administrative base because the enemy suddenly discovers we have some informations regarding X, and it wants these informations badly. After we escape from the base, we need to quickly reach an APC which is waiting for us patiently. We need to find another administrative base, and that's the point when the enemy attempts to attack the Controller.</p>
<p dir="auto">And... I destroyed the <em>SPOILER</em> with an Assassin Warlord. It was fun to make Gorillas attack its own <em>SPOILER</em> and then save the game at the point where the <em>SPOILER</em>'s hp was so low that you could kill it with one hit.</p>
<p dir="auto">Did I mention that <em>SPOILER</em> has three <em>SPOILER</em> <em>SPOILER</em> around it?<br />
You also need to destroy <em>SPOILER</em> <em>SPOILER</em> to disable the <em>SPOILER</em>'s <em>SPOILER</em> <em>SPOILER</em>.<br />
SPOILER: The <em>SPOILER</em> is actually a long <em>SPOILER</em>.</p>
<p dir="auto">Okay, that's too much, I spoiled enough informations.</p>
<p dir="auto"><em>yay.gorilla</em></p>
]]></description><link>http://wiredforwar.org/topic/89/the-campaign</link><guid isPermaLink="true">http://wiredforwar.org/topic/89/the-campaign</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Menu not loading bug.]]></title><description><![CDATA[<p dir="auto">Cross posting from the "getting up and running thread".<br />
Dll fixer didnt work. halp</p>
]]></description><link>http://wiredforwar.org/topic/60/menu-not-loading-bug</link><guid isPermaLink="true">http://wiredforwar.org/topic/60/menu-not-loading-bug</guid><dc:creator><![CDATA[kohtar1]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Early Alpha&#x2F;Beta&#x2F;demo versions]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/192">@lew</a> Hi!<br />
I recently had many issues to handle (moved to another apartment, etc.). Yet, I managed to recover all the files from my PC, and the game (final product, not the demos) works OK :)</p>
<p dir="auto">I'll see what I can do. Sorry for the delay.</p>
]]></description><link>http://wiredforwar.org/topic/47/early-alpha-beta-demo-versions</link><guid isPermaLink="true">http://wiredforwar.org/topic/47/early-alpha-beta-demo-versions</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Maps Ideas]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/47">@Mordakai95</a><br />
AI wouldn't be a problem anyway for a generated map assuming it works properly for ones made in an editor.</p>
]]></description><link>http://wiredforwar.org/topic/46/maps-ideas</link><guid isPermaLink="true">http://wiredforwar.org/topic/46/maps-ideas</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[I have ideas for unit names, II]]></title><description><![CDATA[<p dir="auto">Well, well, well... wow.</p>
<p dir="auto"><strong>Striker</strong></p>
<p dir="auto">Type: Aggressor (subtype Grunt)<br />
Costs to build: 65<br />
Required space: 10<br />
[MIN_ACCESS_SIZE_INDEX]: 1<br />
Speed: 9<br />
Acceleration: 12<br />
Rotation speed: 90<br />
Rotation acceleration: 70<br />
Research costs: 50      //yay<br />
Research points required: 16       //yay<br />
Armo(u)r: 28<br />
Hitpoints: 56<br />
Armo(u)r repair rate: 0.5<br />
NUMBER_WEAPONS: wut iz dis<br />
Accuracy: 55<br />
Field of view range: 120<br />
Propulsion type: Tracks<br />
LOCOMOTION_PARAMETER: wut<br />
AI kind: NEVER_EVADE<br />
BODY_TURN_LINK: Body<br />
Body turn rate: 120<br />
HIGH_CLEARANCE: 3.12<br />
LOW_CLEARANCE: 3.12</p>
<p dir="auto"><strong>Oppressor</strong></p>
<p dir="auto">Type: Aggressor (subtype Grunt)<br />
Costs to build: 80<br />
Required space: 10<br />
[MIN_ACCESS_SIZE_INDEX]: 1<br />
Speed: 8<br />
Acceleration: 10<br />
Rotation speed: 90<br />
Rotation acceleration: 75<br />
Research costs: 60<br />
Research points required: 18<br />
Armo(u)r: 35<br />
Hitpoints: 70<br />
Armo(u)r repair rate: 0.5<br />
[NUMBER_WEAPONS]: blank lol<br />
Accuracy: 55<br />
Fov range: 120<br />
Propulsion type: Mega tracks  //Error: does not compute<br />
[LOCOMOTION_PARAMETER]: still dk<br />
AI kind: NEVER_EVADE<br />
BODY_TURN_LINK: Lower body (Bolter Desintegrator Cannon) and Upper body (Head and two Disruptors)<br />
Body turn rate: 100<br />
HIGH_CLEARANCE: 3.8<br />
LOW_CLEARANCE: 3.8</p>
<p dir="auto"><strong>Paladin</strong></p>
<p dir="auto">Type: Aggressor (Knight)<br />
Costs to build: 450 <a href="//yay.gorilla.costs" rel="nofollow ugc">//yay.gorilla.costs</a><br />
Required space: 17<br />
MIN_ACCESS_SIZE_INDEX: 1<br />
Speed: 21<br />
Acceleration: 13<br />
Rotation speed: 360<br />
Rotation acceleration: 360<br />
Research costs: 320<br />
Research pts. required: 20<br />
Armo(u)r: 100<br />
HP: 120</p>
<p dir="auto">Will complete later</p>
]]></description><link>http://wiredforwar.org/topic/39/i-have-ideas-for-unit-names-ii</link><guid isPermaLink="true">http://wiredforwar.org/topic/39/i-have-ideas-for-unit-names-ii</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Machines Animator!]]></title><description><![CDATA[<p dir="auto">@Encrypted Im going to attempt to contribute now i have the ability too. I tried a few years back but there was nothing like unreal or a working wings 3d back then. Now everything is possible. I thought "what better way to re-train my self on new software than to try replicating things from my favorite game!"<br />
Its nice and simple animation too so i can really try at it.</p>
]]></description><link>http://wiredforwar.org/topic/34/machines-animator</link><guid isPermaLink="true">http://wiredforwar.org/topic/34/machines-animator</guid><dc:creator><![CDATA[JRL101]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>