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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
      last edited by

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

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

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

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

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

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

          @Judas Yep, exactly.

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

            Parmdata.xlsx

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

            TYPE	EPP		
            NAME	RUN_HOME		
            GARRISONS_PRIORITY	0		
            AGGRESSIVES_PRIORITY	2		
            TURRETS_PRIORITY	1		
            POD_PRIORITY	0		
            END			
            			
            TYPE	EPP		
            NAME	FRONTIER		
            GARRISONS_PRIORITY	1		
            AGGRESSIVES_PRIORITY	0		
            TURRETS_PRIORITY	0		
            POD_PRIORITY	-1		
            END			
            			
            TYPE	EPP		
            NAME	RUN_AWAY		
            GARRISONS_PRIORITY	-1		
            AGGRESSIVES_PRIORITY	-1		
            TURRETS_PRIORITY	-1		
            POD_PRIORITY	-1		
            END			
            			
            TYPE	EPP		
            NAME	LONE_WOLF		
            GARRISONS_PRIORITY	1		
            AGGRESSIVES_PRIORITY	-1		
            TURRETS_PRIORITY	0		
            POD_PRIORITY	2		
            END			
            			
            TYPE	EPP		
            NAME	NEAREST_ANYTHING		
            GARRISONS_PRIORITY	0		
            AGGRESSIVES_PRIORITY	0		
            TURRETS_PRIORITY	0		
            POD_PRIORITY	0		
            END			
            			
            TYPE	EPP		
            NAME	NO_BUILDINGS		
            GARRISONS_PRIORITY	-1		
            AGGRESSIVES_PRIORITY	0		
            TURRETS_PRIORITY	0		
            POD_PRIORITY	-1		
            END			
            			
            TYPE	EPP		
            NAME	NEVER_EVADE		
            GARRISONS_PRIORITY	-2		
            AGGRESSIVES_PRIORITY	0		
            TURRETS_PRIORITY	0		
            POD_PRIORITY	0		
            END			
            			
            			
            END	EVASION_STRATEGIES		
            			
            			
            MACHINES			
            			
            TYPE	AGGRESSOR	GRUNT	
            HW_COSTS	35	35	50
            SW_COSTS	0	0	0
            VOLUME	10	10	10
            MIN_ACCESS_SIZE_INDEX	0	0	0
            SPEED	15	11	10
            TASK_SPEED	10	8	8
            ACCELERATION	19	13	13
            ROTATION_SPEED	115	85	75
            ROTATION_ACCELERATION	85	60	60
            HW_RESEARCH_COSTS	20	30	40
            SW_RESEARCH_COSTS	10	12	14
            ARMOUR	10	15	20
            HP	12	25	40
            REPAIR_RATE	0.25	0.45	0.45
            NUMBER_WEAPONS	1	1	1
            ACCURACY	60	70	65
            SCANNER_RANGE	120	120	120
            LOCOMOTION	WHEELS	TRACKS	TRACKS
            LOCOMOTION_PARAMETER	0.715	-1.88	-3.13
            EPP	NEVER_EVADE	NEVER_EVADE	NEVER_EVADE
            BODY_TURN_LINK	NONE	body	body
            BODY_TURN_RATE	0	180	180
            HIGH_CLEARANCE	1.2	1.6	2.06
            LOW_CLEARANCE	1.2	1.6	2.06
            END			
            			
            TYPE	AGGRESSOR	ASSASSIN	
            HW_COSTS	50	75	
            SW_COSTS	0	0	0
            VOLUME	10	10	
            MIN_ACCESS_SIZE_INDEX	1	1	
            SPEED	14.85	14.85	
            TASK_SPEED	14.85	14.85	
            ACCELERATION	100	100	
            ROTATION_SPEED	90	90	
            ROTATION_ACCELERATION	6000	6000	
            HW_RESEARCH_COSTS	40	60	
            SW_RESEARCH_COSTS	10	12	14
            ARMOUR	20	30	
            HP	30	30	
            REPAIR_RATE	0.65	0.75	
            NUMBER_WEAPONS	2	2	
            ACCURACY	45	50	
            SCANNER_RANGE	120	130	
            LOCOMOTION	SPIDER	SPIDER	
            EPP	FRONTIER	FRONTIER	
            BODY_TURN_LINK	body	body	
            BODY_TURN_RATE	180	180	
            HIGH_CLEARANCE	2.4	2.4	
            LOW_CLEARANCE	2.4	2.4	
            END			
            			
            TYPE	AGGRESSOR	KNIGHT	
            HW_COSTS	125	200	300
            SW_COSTS	0	0	0
            VOLUME	15	15	15
            MIN_ACCESS_SIZE_INDEX	1	1	1
            SPEED	13	17	19
            TASK_SPEED	5.5	7	7.5
            ACCELERATION	14	14	14
            ROTATION_SPEED	360	360	360
            ROTATION_ACCELERATION	360	360	360
            HW_RESEARCH_COSTS	120	180	240
            SW_RESEARCH_COSTS	10	12	14
            ARMOUR	60	70	80
            HP	70	80	90
            REPAIR_RATE	0.85	1.5	2
            NUMBER_WEAPONS	2	2	1
            ACCURACY	50	55	60
            SCANNER_RANGE	140	150	160
            LOCOMOTION	TRACKS	HOVER	HOVER
            LOCOMOTION_PARAMETER	-3	1	1
            EPP	FRONTIER	FRONTIER	FRONTIER
            BODY_TURN_LINK	head	head	head
            BODY_TURN_RATE	180	180	180
            HIGH_CLEARANCE	2	2.06	2.2
            LOW_CLEARANCE	2	2.06	2.2
            END			
            			
            TYPE	AGGRESSOR	BALLISTA	
            HW_COSTS	175	350	
            SW_COSTS	0	0	
            VOLUME	20	60	
            MIN_ACCESS_SIZE_INDEX	1	2	
            SPEED	8	6	
            TASK_SPEED	7	7.5	
            ACCELERATION			
            ROTATION_SPEED	90	75	
            ROTATION_ACCELERATION	45	25	
            HW_RESEARCH_COSTS	180	300	
            SW_RESEARCH_COSTS	10	12	
            ARMOUR	20	80	
            HP	30	140	
            REPAIR_RATE	1.5	2	
            NUMBER_WEAPONS	2	1	
            ACCURACY	60	60	
            SCANNER_RANGE	140	180	
            LOCOMOTION	WHEELS	TRACKS	
            LOCOMOTION_PARAMETER	0.715	-3	
            EPP	FRONTIER	NO_BUILDINGS	
            HIGH_CLEARANCE	1.4	3.6	
            LOW_CLEARANCE	1.4	3.6	
            END			
            			
            TYPE	AGGRESSOR	NINJA	
            HW_COSTS	450		
            SW_COSTS	0	0	0
            VOLUME	60		
            MIN_ACCESS_SIZE_INDEX	2		
            SPEED	9		
            TASK_SPEED	9		
            ACCELERATION			
            ROTATION_SPEED	90		
            ROTATION_ACCELERATION	2500		
            HW_RESEARCH_COSTS	450		
            SW_RESEARCH_COSTS	10	12	14
            ARMOUR	250		
            HP	450		
            REPAIR_RATE	2		
            NUMBER_WEAPONS	1		
            ACCURACY	65		
            SCANNER_RANGE	120		
            LOCOMOTION	SPIDER		
            EPP	NO_BUILDINGS		
            //BODY_TURN_LINK	head		
            //BODY_TURN_RATE	180		
            HIGH_CLEARANCE	6		
            LOW_CLEARANCE	6		
            END			
            			
            TYPE	ADMINISTRATOR	BOSS	
            HW_COSTS	150	350	
            SW_COSTS	0	0	0
            VOLUME	20	20	
            MIN_ACCESS_SIZE_INDEX	2	2	
            SPEED	14	9	
            TASK_SPEED	3	4.5	
            ACCELERATION			
            ROTATION_SPEED	300	300	
            ROTATION_ACCELERATION	300	300	
            HW_RESEARCH_COSTS	20	40	
            SW_RESEARCH_COSTS	10	12	14
            ARMOUR	60	250	
            HP	80	200	
            REPAIR_RATE	0.25	0.55	
            NUMBER_WEAPONS	1	1	
            ACCURACY	40	75	
            SCANNER_RANGE	160	160	
            MAX_SUBORDINATES	2	5	
            LOCOMOTION	GLIDER	GLIDER	
            LOCOMOTION_PARAMETER	0.715	0.715	
            EPP	FRONTIER	FRONTIER	
            HIGH_CLEARANCE	4.3	6.4	
            LOW_CLEARANCE	4.3	6.4	
            END			
            			
            TYPE	ADMINISTRATOR	OVERSEER	
            HW_COSTS	100	150	
            SW_COSTS	0	0	0
            VOLUME	20	20	
            MIN_ACCESS_SIZE_INDEX	1	1	
            SPEED	10	14	
            TASK_SPEED	5	14	
            ACCELERATION	12	100	
            ROTATION_SPEED	45	55	
            ROTATION_ACCELERATION	55	2500	
            HW_RESEARCH_COSTS	50	90	
            SW_RESEARCH_COSTS	10	12	14
            ARMOUR	30	30	
            HP	40	60	
            REPAIR_RATE	0.75	0.8	
            NUMBER_WEAPONS	2	2	
            ACCURACY	60	70	
            SCANNER_RANGE	120	120	
            NVG_CAPABILITY	YES	YES	
            MAX_SUBORDINATES	7	10	
            LOCOMOTION	TRACKS	SPIDER	
            LOCOMOTION_PARAMETER	-3	1	
            EPP	FRONTIER	FRONTIER	
            BODY_TURN_LINK	body	body	
            BODY_TURN_RATE	180	180	
            HIGH_CLEARANCE	2.06	2.4	
            LOW_CLEARANCE	2.06	2.4	
            END			
            			
            TYPE	ADMINISTRATOR	COMMANDER	
            HW_COSTS	300	350	
            SW_COSTS	0	0	0
            VOLUME	20	20	
            MIN_ACCESS_SIZE_INDEX	1	2	
            SPEED	15	17	
            TASK_SPEED	6.5	7	
            ACCELERATION	15	15	
            ROTATION_SPEED	360	360	
            ROTATION_ACCELERATION	180	180	
            HW_RESEARCH_COSTS	160	200	
            SW_RESEARCH_COSTS	10	12	14
            ARMOUR	30	50	
            HP	70	80	
            REPAIR_RATE	0.95	1	
            NUMBER_WEAPONS	2	2	
            ACCURACY	70	80	
            SCANNER_RANGE	120	130	
            NVG_CAPABILITY	YES	YES	
            MAX_SUBORDINATES	12	15	
            LOCOMOTION	HOVER	HOVER	
            LOCOMOTION_PARAMETER	1	1	
            EPP	FRONTIER	NO_BUILDINGS	
            BODY_TURN_LINK	body	body	
            BODY_TURN_RATE	180	180	
            HIGH_CLEARANCE	1.63	2	
            LOW_CLEARANCE	1.63	2	
            END			
            			
            TYPE	APC		
            HW_COSTS	100	200	300
            SW_COSTS	0	0	0
            CAPACITY	80	80	60
            MIN_ACCESS_SIZE_INDEX	2	2	2
            VOLUME	1200	1800	900
            SPEED	15	25	34
            TASK_SPEED	5	6	8
            ACCELERATION	12	14	14
            ROTATION_SPEED	75	85	85
            ROTATION_ACCELERATION	300	300	300
            HW_RESEARCH_COSTS	50	100	200
            SW_RESEARCH_COSTS	2	4	5
            ARMOUR	100	150	200
            HP	300	450	600
            REPAIR_RATE	0.9	0.95	1
            SCANNER_RANGE	90	180	260
            LOCOMOTION	TRACKS	GLIDER	GLIDER
            LOCOMOTION_PARAMETER	-0.61	0.5	0.5
            EPP	RUN_AWAY	RUN_AWAY	RUN_AWAY
            HIGH_CLEARANCE	6.13	6.13	4.33
            LOW_CLEARANCE	6.13	6.13	4.33
            END			
            			
            TYPE	RESOURCE_CARRIER		
            HW_COSTS	30	90	150
            SW_COSTS	0	0	0
            CAPACITY	40	120	120
            VOLUME	10	10	10
            MIN_ACCESS_SIZE_INDEX	0	1	1
            SPEED	11	9	12
            TASK_SPEED	4	6	12
            ACCELERATION	7	6	100
            ROTATION_SPEED	75	65	45
            ROTATION_ACCELERATION	65	65	4500
            HW_RESEARCH_COSTS	20	40	60
            SW_RESEARCH_COSTS	2	4	5
            ARMOUR	10	15	30
            HP	25	40	100
            REPAIR_RATE	0.25	0.45	0.65
            SCANNER_RANGE	120	120	120
            LOCOMOTION	WHEELS	TRACKS	SPIDER
            LOCOMOTION_PARAMETER	0.715	-4.1	0
            EPP	RUN_AWAY	RUN_HOME	RUN_AWAY
            HIGH_CLEARANCE	1.66	3.26	3.26
            LOW_CLEARANCE	1.66	3.06	3.06
            END			
            			
            TYPE	GEO_LOCATOR		
            HW_COSTS	25	75	150
            SW_COSTS	0	0	0
            VOLUME	5	10	30
            MIN_ACCESS_SIZE_INDEX	0	1	2
            SPEED	6	13	20
            TASK_SPEED	6	3.5	10
            ACCELERATION	400	10	40
            ROTATION_SPEED	40	65	70
            ROTATION_ACCELERATION	4500	65	100
            HW_RESEARCH_COSTS	10	30	70
            SW_RESEARCH_COSTS	10	12	14
            ARMOUR	10	14	5
            HP	30	45	22
            REPAIR_RATE	0.25	0.65	0.9
            SCANNER_RANGE	70	140	250
            MINERAL_GRADE	1	3	4
            LOCOMOTION	SPIDER	TRACKS	GLIDER
            LOCOMOTION_PARAMETER	0.951	-2	0.5
            EPP	RUN_AWAY	RUN_HOME	NEAREST_ANYTHING
            HIGH_CLEARANCE	1.4	3.2	1.46
            LOW_CLEARANCE	1.4	3.2	1.46
            END			
            			
            TYPE	SPY_LOCATOR		
            HW_COSTS	150	220	
            SW_COSTS	0	0	0
            VOLUME	5	5	
            MIN_ACCESS_SIZE_INDEX	0	0	
            SPEED	12	20	
            TASK_SPEED	6.5	6	
            ACCELERATION	6	10	
            ROTATION_ACCELERATION	180	360	
            ROTATION_SPEED	270	720	
            HW_RESEARCH_COSTS	90	120	
            SW_RESEARCH_COSTS	10	12	14
            ARMOUR	6	6	
            HP	30	36	
            REPAIR_RATE	0.95	1	
            SCANNER_RANGE	200	280	
            MINE_CAPACITY	5	8	
            DOWNLOAD_RATE	60	120	
            LOCOMOTION	HOVER	HOVER	
            LOCOMOTION_PARAMETER	0.5	0.5	
            EPP	RUN_AWAY	NEAREST_ANYTHING	
            HIGH_CLEARANCE	1.13	1	
            LOW_CLEARANCE	1.13	1	
            NVG_CAPABILITY	YES	YES	
            END			
            			
            TYPE	TECHNICIAN	LAB_TECH	
            HW_COSTS	55		
            SW_COSTS	0	0	
            VOLUME	10		
            MIN_ACCESS_SIZE_INDEX	0		
            SPEED	8		
            TASK_SPEED	6		
            ACCELERATION	6		
            ROTATION_SPEED	55		
            ROTATION_ACCELERATION	55		
            HW_RESEARCH_COSTS	40		
            SW_RESEARCH_COSTS	12	12	
            RESEARCH_RATE	20		
            ARMOUR	9		
            HP	30		
            REPAIR_RATE	0.35		
            SCANNER_RANGE	60		
            LOCOMOTION	WHEELS		
            LOCOMOTION_PARAMETER	0.372		
            EPP	RUN_AWAY		
            HIGH_CLEARANCE	1.4		
            LOW_CLEARANCE	1.4		
            END			
            			
            TYPE	TECHNICIAN	TECH_BOY	
            HW_COSTS	180		
            SW_COSTS	0		
            VOLUME	10		
            MIN_ACCESS_SIZE_INDEX	0		
            SPEED	8		
            TASK_SPEED	2.5		
            ACCELERATION	6		
            ROTATION_SPEED	45		
            ROTATION_ACCELERATION	25		
            HW_RESEARCH_COSTS	80		
            SW_RESEARCH_COSTS	12		
            RESEARCH_RATE	60		
            ARMOUR	6		
            HP	45		
            REPAIR_RATE	0.55		
            SCANNER_RANGE	90		
            LOCOMOTION	TRACKS		
            LOCOMOTION_PARAMETER	-3.13		
            EPP	RUN_AWAY		
            HIGH_CLEARANCE	1.2		
            LOW_CLEARANCE	1.2		
            END			
            			
            TYPE	TECHNICIAN	BRAIN_BOX	
            HW_COSTS	360		
            SW_COSTS	0		
            VOLUME	10		
            MIN_ACCESS_SIZE_INDEX	0		
            SPEED	10		
            TASK_SPEED	5		
            ACCELERATION	1		
            ROTATION_SPEED	70		
            ROTATION_ACCELERATION	25		
            HW_RESEARCH_COSTS	30		
            SW_RESEARCH_COSTS	14		
            RESEARCH_RATE	120		
            ARMOUR	6		
            HP	36		
            REPAIR_RATE	1		
            SCANNER_RANGE	120		
            LOCOMOTION	HOVER		
            LOCOMOTION_PARAMETER	0.1		
            EPP	RUN_AWAY		
            HIGH_CLEARANCE	1.4		
            LOW_CLEARANCE	1.4		
            END			
            			
            TYPE	CONSTRUCTOR	DOZER	
            HW_COSTS	60		
            SW_COSTS	0		
            VOLUME	10		
            CAPACITY	20		
            MIN_ACCESS_SIZE_INDEX	1		
            RATE_CONSTRUCTION	100		
            SPEED	9		
            TASK_SPEED	4		
            ACCELERATION	6		
            ROTATION_SPEED	65		
            ROTATION_ACCELERATION	65		
            HW_RESEARCH_COSTS	10		
            SW_RESEARCH_COSTS	10		
            ARMOUR	30		
            HP	50		
            REPAIR_RATE	0.25		
            SCANNER_RANGE	80		
            LOCOMOTION	TRACKS		
            LOCOMOTION_PARAMETER	-3.13		
            MOST_ADVANCED_CONSTYPE	MISSILE_EMPLACEMENT		
            MOST_ADVANCED_CONSSUBTYPE	TURRET		
            MOST_ADVANCED_CONSLEVEL			
            EPP	RUN_AWAY		
            HIGH_CLEARANCE	2.53		
            LOW_CLEARANCE	2.06		
            END			
            			
            TYPE	CONSTRUCTOR	BUILDER	
            HW_COSTS	120		
            SW_COSTS	0		
            VOLUME	20		
            MIN_ACCESS_SIZE_INDEX	1		
            CAPACITY	260		
            RATE_CONSTRUCTION	200		
            SPEED	8.5		
            TASK_SPEED	6		
            ACCELERATION	1		
            ROTATION_SPEED	45		
            ROTATION_ACCELERATION	45		
            HW_RESEARCH_COSTS	20		
            SW_RESEARCH_COSTS	18		
            ARMOUR	50		
            HP	100		
            REPAIR_RATE	0.75		
            SCANNER_RANGE	160		
            LOCOMOTION	TRACKS		
            LOCOMOTION_PARAMETER	-3.13		
            MOST_ADVANCED_CONSTYPE	MISSILE_EMPLACEMENT		
            MOST_ADVANCED_CONSSUBTYPE	SENTRY		
            MOST_ADVANCED_CONSLEVEL			
            EPP	NEAREST_ANYTHING		
            HIGH_CLEARANCE	2.53		
            LOW_CLEARANCE	2.06		
            END			
            			
            TYPE	CONSTRUCTOR	BEHEMOTH	
            HW_COSTS	300	400	
            SW_COSTS	0	0	
            VOLUME	120	120	
            MIN_ACCESS_SIZE_INDEX	2	2	
            CAPACITY	600	360	
            RATE_CONSTRUCTION	280	350	
            SPEED	8	9	
            ROTATION_ACCELERATION	45	55	
            TASK_SPEED	6.5	7.5	
            ACCELERATION	5	5	
            ROTATION_SPEED	25	30	
            HW_RESEARCH_COSTS	24	30	
            SW_RESEARCH_COSTS	10	12	
            ARMOUR	75	100	
            HP	200	300	
            REPAIR_RATE	0.9	1	
            SCANNER_RANGE	170	180	
            LOCOMOTION	WHEELS	TRACKS	
            LOCOMOTION_PARAMETER	2	-1.88	
            MOST_ADVANCED_CONSTYPE	MISSILE_EMPLACEMENT	MISSILE_EMPLACEMENT	
            MOST_ADVANCED_CONSSUBTYPE	LAUNCHER	ICBM	
            MOST_ADVANCED_CONSLEVEL			
            EPP	NO_BUILDINGS	NO_BUILDINGS	
            HIGH_CLEARANCE	7.2	8.8	
            LOW_CLEARANCE	7.2	8.8	
            END			
            			
            END	MACHINES		
            			
            CONSTRUCTIONS			
            TYPE	HARDWARE_LAB	MILITARY	
            HW_COSTS	70	200	
            HW_RESEARCH_COSTS	10	25	
            ARMOUR	3	4	
            HP	250	800	
            ACCESS_SIZE_INDEX	0	0	
            BOUNDARY	LEVEL_1	-9	-7.2
            ENTRANCE	LEVEL_1	12.5	0
            INTERIOR_BOUNDARY	LEVEL_1	-7.4	-5.9
            STATION	LEVEL_1	-4.125	0
            			
            BOUNDARY	LEVEL_3	-15.2	-18.6
            ENTRANCE	LEVEL_3	20.5	-0.018
            INTERIOR_BOUNDARY	LEVEL_3	-7.04	-16.2
            STATION	LEVEL_3	2.9	13.2
            STATION	LEVEL_3	-3.2	13.2
            STATION	LEVEL_3	-3.2	-12.2
            STATION	LEVEL_3	2.9	-12.2
            END			
            			
            TYPE	HARDWARE_LAB	CIVILIAN	
            HW_COSTS	60	150	
            HW_RESEARCH_COSTS	10	25	
            ARMOUR	3	4	
            HP	250	800	
            ACCESS_SIZE_INDEX	0	0	
            			
            BOUNDARY	LEVEL_1	-9.2	-7.9
            ENTRANCE	LEVEL_1	12.5	0
            INTERIOR_BOUNDARY	LEVEL_1	-7.4	-5.9
            STATION	LEVEL_1	-4.125	0
            			
            BOUNDARY	LEVEL_3	-21.14	-21.01
            ENTRANCE	LEVEL_3	27.23	-0.28
            INTERIOR_BOUNDARY	LEVEL_3	-18.32	-18.38
            STATION	LEVEL_3	-14.7	3.2
            STATION	LEVEL_3	-14.7	-2.9
            STATION	LEVEL_3	-1	-14.84
            STATION	LEVEL_3	-1	14.16
            INTERIOR_OBSTACLE	LEVEL_3	6.2	-18.4
            INTERIOR_OBSTACLE	LEVEL_3	-18.3	-18.4
            INTERIOR_OBSTACLE	LEVEL_3	-18.3	7.8
            INTERIOR_OBSTACLE	LEVEL_3	6.2	7.8
            END			
            			
            TYPE	SMELTER		
            HW_COSTS	100	150	
            HW_RESEARCH_COSTS	10	15	
            ARMOUR	3	4	
            HP	450	1400	
            ACCESS_SIZE_INDEX	0	0	
            CAPACITY	1000	4000	
            //mine	distance	is	in
            MINE_DISTANCE	6400	6400	
            			
            BOUNDARY	LEVEL_1	-6.7	-12
            ENTRANCE	LEVEL_1	26.74	0.41
            INTERIOR_BOUNDARY	LEVEL_1	-5.5	-5.9
            STATION	LEVEL_1	0	0.41
            PUTDOWN	LEVEL_1	16.7	20.81
            PUTDOWN	LEVEL_1	-1.3	20.81
            			
            BOUNDARY	LEVEL_3	-20	-20
            ENTRANCE	LEVEL_3	26.1	0.4
            INTERIOR_BOUNDARY	LEVEL_3	-7.7	-5.7
            STATION	LEVEL_3	-2.7	0.4
            PUTDOWN	LEVEL_3	27	-16
            PUTDOWN	LEVEL_3	27	16
            PUTDOWN	LEVEL_3	-27	16
            PUTDOWN	LEVEL_3	-27	-16
            END			
            			
            TYPE	FACTORY	MILITARY	
            HW_COSTS	75	200	300
            BUILD_RATES	75	150	180
            HW_RESEARCH_COSTS	5	15	20
            ARMOUR	2	3	3
            HP	400	600	700
            ACCESS_SIZE_INDEX	1	1	1
            BOUNDARY	LEVEL_1	-5.3	-14
            ENTRANCE	LEVEL_1	24.3	0
            			
            BOUNDARY	LEVEL_3	-14.8	-19
            ENTRANCE	LEVEL_3	24.4	0
            			
            BOUNDARY	LEVEL_4	-14.8	-19
            ENTRANCE	LEVEL_4	24.4	0
            			
            BOUNDARY	LEVEL_5	-19.7	-26.1
            ENTRANCE	LEVEL_5	28	0.4
            END			
            			
            TYPE	FACTORY	CIVILIAN	
            HW_COSTS	40	400	750
            BUILD_RATES	75	150	225
            HW_RESEARCH_COSTS	5	30	60
            ARMOUR	2	4	5
            HP	300	750	1500
            ACCESS_SIZE_INDEX	1	1	1
            BOUNDARY	LEVEL_1	-12.3	-13.1
            ENTRANCE	LEVEL_1	21	0.6
            			
            BOUNDARY	LEVEL_3	-15	-16
            ENTRANCE	LEVEL_3	30	0.7
            			
            BOUNDARY	LEVEL_5	-19	-19
            ENTRANCE	LEVEL_5	33.5	0.2
            END			
            			
            TYPE	MISSILE_EMPLACEMENT	TURRET	
            HW_COSTS	40	80	130
            HW_RESEARCH_COSTS	25	45	800
            ARMOUR	10	20	30
            HP	70	120	180
            NUMBER_WEAPONS	2	2	2
            MAX_ROTATION	60	60	60
            ACCURACY	70	55	60
            BOUNDARY	LEVEL_1	-1	-1
            BOUNDARY	LEVEL_2	-1.5	-1.5
            BOUNDARY	LEVEL_3	-1.5	-1.5
            END			
            			
            TYPE	MISSILE_EMPLACEMENT	SENTRY	
            HW_COSTS	200	175	
            HW_RESEARCH_COSTS	65	95	
            ARMOUR	30	30	
            HP	170	200	
            NUMBER_WEAPONS	2	4	
            MAX_ROTATION	90	90	
            ACCURACY	80	100	
            BOUNDARY	LEVEL_3	-1.5	-1.5
            BOUNDARY	LEVEL_4	-1.5	-1.5
            END			
            			
            TYPE	MISSILE_EMPLACEMENT	LAUNCHER	
            HW_COSTS	400		
            HW_RESEARCH_COSTS	80		
            ARMOUR	60		
            HP	120		
            NUMBER_WEAPONS	2		
            MAX_ROTATION	360		
            ACCURACY	70		
            BOUNDARY	LEVEL_4	-4	-4
            END			
            			
            TYPE	MISSILE_EMPLACEMENT	ICBM	
            HW_COSTS	500		
            HW_RESEARCH_COSTS	130		
            ARMOUR	60		
            HP	800		
            NUMBER_WEAPONS	1		
            MAX_ROTATION	360		
            ACCURACY	80		
            BOUNDARY	LEVEL_5	-17.8	-13.8
            END			
            			
            TYPE	GARRISON		
            HW_COSTS	150		
            HW_RESEARCH_COSTS	20		
            ARMOUR	4		
            HP	1200		
            REPAIR_RATE	15		
            ACCESS_SIZE_INDEX	1		
            //Garrison	1	will	need
            BOUNDARY	LEVEL_1	-16	-16
            ENTRANCE	LEVEL_1	25.5	-0.3
            INTERIOR_BOUNDARY	LEVEL_1	-15	-15
            STATION	LEVEL_1	-0.4	10.2
            STATION	LEVEL_1	-10.7	10.2
            STATION	LEVEL_1	-0.4	-10.8
            STATION	LEVEL_1	-10.7	-10.8
            END			
            			
            TYPE	MINE		
            HW_COSTS	50	100	300
            EXTRACTION_RATE	100	180	250
            CAPACITY	120	500	4000
            MINERAL_DISTANCE	900	900	900
            HW_RESEARCH_COSTS	5	40	90
            ARMOUR	2	4	6
            HP	300	800	1750
            BOUNDARY	LEVEL_1	-5.8	-5.3
            PICKUP	LEVEL_1	0.6	14.7
            PICKUP	LEVEL_1	0.6	-14.8
            			
            BOUNDARY	LEVEL_3	-5.6	-16.5
            PICKUP	LEVEL_3	12.5	9.4
            PICKUP	LEVEL_3	12.5	-10.9
            			
            BOUNDARY	LEVEL_5	-12.6	-13.9
            PICKUP	LEVEL_5	-23	-9
            PICKUP	LEVEL_5	-8	-23
            PICKUP	LEVEL_5	9	-23
            PICKUP	LEVEL_5	27	-9
            END			
            			
            TYPE	BEACON		
            HW_COSTS	50	350	
            HW_RESEARCH_COSTS	5	30	
            ARMOUR	1	2	
            HP	100	500	
            BOUNDARY	LEVEL_1	-3.2	-3.2
            BOUNDARY	LEVEL_3	-4.6	-4.8
            END			
            			
            TYPE	POD		
            HW_COSTS	1200		
            HW_RESEARCH_COSTS	0		
            ARMOUR	1		
            HP	2000		
            ACCESS_SIZE_INDEX	0		
            BOUNDARY	LEVEL_1	-14.8	-14
            ENTRANCE	LEVEL_1	22.649	-0.293
            INTERIOR_BOUNDARY	LEVEL_1	-14.281	-13.351
            STATION	LEVEL_1	7	-9.4
            STATION	LEVEL_1	-0.2	-10.4
            STATION	LEVEL_1	-8.5	-9.6
            STATION	LEVEL_1	-11.8	-5.9
            STATION	LEVEL_1	-12.3	3
            STATION	LEVEL_1	-9.7	9
            STATION	LEVEL_1	-3.3	11.6
            STATION	LEVEL_1	5.8	11.4
            STATION	LEVEL_1	9.3	8.8
            STATION	LEVEL_1	10.1	-6.2
            PUTDOWN	LEVEL_1	-19.7	-18.9
            PUTDOWN	LEVEL_1	-20.6	20.2
            PUTDOWN	LEVEL_1	19.1	20.8
            PUTDOWN	LEVEL_1	17.9	-18.2
            EXTRACTION_RATE	6		
            CAPACITY	500		
            END			
            			
            			
            END	CONSTRUCTIONS		
            			
            			
            WEAPONS			
            			
            TYPE	VORTEX		
            DAMAGE	150		
            RANGE	90		
            SPEED	10		
            BURST	1	10	
            RELOAD_TIME	16		
            LAUNCH_OFFSET	1	0	0
            DEVIATION_ANGLES	20	20	
            TILT_ANGLES	-20	20	
            EXTRAS	40		
            //radius	RGB(2nd	light)	[intensity
            END			
            			
            TYPE	ION_ORBITAL_CANNON		
            DAMAGE	450		
            RANGE	10000		
            SPEED	10		
            BURST	1	10	
            RELOAD_TIME	240		
            LAUNCH_OFFSET	1	0	0
            EXTRAS	30		
            //	radius	R	G
            END			
            			
            TYPE	PULSE_RIFLE		
            DAMAGE	9		
            RANGE	95		
            SPEED	110		
            BURST	1	0.24	
            RELOAD_TIME	1.5		
            LAUNCH_OFFSET	1.6	0	0
            RECOIL	0.65	0.05	0.19
            TILT_ANGLES	-85	30	
            DEVIATION_ANGLES	15	15	
            EXTRAS	10		
            END			
            			
            TYPE	PULSE_CANNON		
            DAMAGE	15		
            RANGE	60		
            SPEED	80		
            BURST	3	1	VARIABLE
            RELOAD_TIME	2		
            LAUNCH_OFFSET	1.77	0	0
            RECOIL	1.8	0.04	0.29
            TILT_ANGLES	-89	30	
            DEVIATION_ANGLES	15	15	
            EXTRAS	10		
            END			
            			
            TYPE	BOLTER		
            DAMAGE	4		
            RANGE	35		
            SPEED	1000		
            BURST	1	0.25	
            RELOAD_TIME	1		
            LAUNCH_OFFSET	0.98	0	0
            RECOIL	0.3	0.1	0.15
            DEVIATION_ANGLES	30	30	
            EXTRAS	2	//light	intensity
            END			
            			
            TYPE	AUTO_CANNON		
            DAMAGE	3		
            RANGE	45		
            SPEED	1000		
            BURST	6	1.5	FIXED
            RELOAD_TIME	2.5		
            LAUNCH_OFFSET	2.22	0	0.36
            RECOIL	0	0.05	0.15
            TILT_ANGLES	-85	30	
            DEVIATION_ANGLES	30	30	
            EXTRAS	5	//light	intensity
            END			
            			
            TYPE	HEAVY_BOLTER1		
            DAMAGE	6		
            RANGE	45		
            SPEED	1000		
            BURST	1	0.35	
            RELOAD_TIME	1.5		
            LAUNCH_OFFSET	1.3	0	0.14
            LAUNCH_OFFSET	1.3	0	-0.14
            RECOIL	0.75	0.03	0.2
            TILT_ANGLES	-89	25	
            DEVIATION_ANGLES	30	30	
            EXTRAS	5	//light	intensity
            END			
            			
            TYPE	HEAVY_BOLTER2		
            DAMAGE	12		
            RANGE	50		
            SPEED	1000		
            BURST	1	0.45	
            RELOAD_TIME	2		
            LAUNCH_OFFSET	1.96	0	0.23
            LAUNCH_OFFSET	1.96	0	-0.17
            RECOIL	1.5	0.04	0.4
            TILT_ANGLES	-89	30	
            DEVIATION_ANGLES	30	30	
            EXTRAS	5	//light	intensity
            END			
            			
            TYPE	SUPERCHARGE_ADVANCED		
            DAMAGE	1		
            RANGE	35		
            SPEED	1000		
            BURST	1	10	
            RELOAD_TIME	1		
            LAUNCH_OFFSET	1.61	0	0
            RECOIL	0	0.15	0.2
            TILT_ANGLES	-85	85	
            DEVIATION_ANGLES	35	35	
            END			
            			
            TYPE	SUPERCHARGE_SUPER		
            DAMAGE	2		
            RANGE	35		
            SPEED	1000		
            BURST	1	10	
            RELOAD_TIME	1		
            LAUNCH_OFFSET	1.94	0	0
            RECOIL	0	0.15	0.2
            TILT_ANGLES	-85	85	
            DEVIATION_ANGLES	35	35	
            END			
            			
            TYPE	ORB_OF_TREACHERY		
            DAMAGE	0		
            RANGE	90		
            SPEED	50		
            BURST	6	0.4	
            RELOAD_TIME	8		
            LAUNCH_OFFSET	0.79	0.15	0
            RECOIL	0	0.15	0.2
            TILT_ANGLES	-85	55	
            END			
            			
            TYPE	FLAME_THROWER1		
            DAMAGE	15		
            RANGE	15		
            SPEED	10		
            BURST	5	0.5	FIXED
            RELOAD_TIME	2.5		
            LAUNCH_OFFSET	1.81	0	0
            RECOIL	0	0.15	0.2
            TILT_ANGLES	-85	30	
            DEVIATION_ANGLES	15	15	
            EXTRAS	0.2	0	-3.5
            //EXTRAS	0	0.45	5
            //EXTRAS	0	0	0
            //EXTRAS	0	0.03	0.07
            END			
            			
            TYPE	FLAME_THROWER2		
            DAMAGE	3		
            RANGE	15		
            SPEED	10		
            BURST	5	0.5	
            RELOAD_TIME	3		
            LAUNCH_OFFSET	1.83	0	0
            RECOIL	0	0.15	0.2
            DEVIATION_ANGLES	15	15	
            EXTRAS	0.2	0	-3.5
            //EXTRAS	0	0.45	5
            //EXTRAS	0	0	5
            //EXTRAS	0	0	0
            END			
            			
            TYPE	ELECTRIC_CHARGE		
            DAMAGE	18		
            RANGE	15		
            SPEED	10		
            BURST	1	0.35	
            RELOAD_TIME	3		
            LAUNCH_OFFSET	1.61	0	0
            RECOIL	0	0.15	0.2
            DEVIATION_ANGLES	15	15	
            EXTRAS	0.5	1	2.5
            END			
            			
            TYPE	MULTI_LAUNCHER1		
            DAMAGE	50		
            RANGE	100		
            SPEED	50		
            BURST	1	1	
            RELOAD_TIME	2		
            LAUNCH_OFFSET	1.76	0	1.08
            LAUNCH_OFFSET	1.76	0	1.08
            RECOIL	1	0.05	0.05
            TILT_ANGLES	-45	45	
            DEVIATION_ANGLES	15	15	
            TRAIL	OFF		
            FLAME	ROTATE	SCALING	2
            END			
            			
            TYPE	MULTI_LAUNCHER2		
            DAMAGE	80		
            RANGE	120		
            SPEED	40		
            BURST	1	0.8	
            RELOAD_TIME	5		
            LAUNCH_OFFSET	1.15	0.93	1.73
            LAUNCH_OFFSET	1.15	-0.96	1.73
            RECOIL	1	0.05	0.05
            TILT_ANGLES	-25	45	
            DEVIATION_ANGLES	15	15	
            TRAIL	ON	COLOUR	255
            FLAME	NOROTATE	SCALING	0.5
            END			
            			
            TYPE	MULTI_LAUNCHER3		
            DAMAGE	21		
            RANGE	75		
            SPEED	50		
            BURST	1	0.8	
            RELOAD_TIME	3		
            LAUNCH_OFFSET	1.3	0.38	0.75
            LAUNCH_OFFSET	1.3	0.38	0
            LAUNCH_OFFSET	1.3	0.38	-0.75
            LAUNCH_OFFSET	1.3	-0.35	0.75
            LAUNCH_OFFSET	1.3	-0.35	0
            LAUNCH_OFFSET	1.3	-0.35	-0.75
            RECOIL	1	0.05	0.05
            TILT_ANGLES	-89	45	
            DEVIATION_ANGLES	15	15	
            TRAIL	ON	COLOUR	255
            FLAME	NOROTATE	SCALING	0.5
            END			
            			
            TYPE	MULTI_LAUNCHER4		
            DAMAGE	19.5		
            RANGE	85		
            SPEED	50		
            BURST	1	0.8	
            RELOAD_TIME	3		
            LAUNCH_OFFSET	1.65	0.64	-0.28
            LAUNCH_OFFSET	1.65	0	-0.28
            LAUNCH_OFFSET	1.65	-0.63	-0.28
            LAUNCH_OFFSET	1.65	0.64	0.28
            LAUNCH_OFFSET	1.65	0	0.28
            LAUNCH_OFFSET	1.65	-0.63	0.28
            RECOIL	1	0.05	0.05
            TILT_ANGLES	-89	75	
            DEVIATION_ANGLES	15	15	
            TRAIL	ON	COLOUR	0
            FLAME	NOROTATE	SCALING	0.5
            END			
            			
            TYPE	MULTI_LAUNCHER5		
            DAMAGE	30		
            RANGE	90		
            SPEED	60		
            BURST	1	0.8	
            RELOAD_TIME	3		
            LAUNCH_OFFSET	1.08	0.32	0.63
            LAUNCH_OFFSET	1.08	0.32	0
            LAUNCH_OFFSET	1.08	0.32	-0.63
            LAUNCH_OFFSET	1.08	-0.28	0.63
            LAUNCH_OFFSET	1.08	-0.28	0
            LAUNCH_OFFSET	1.08	-0.28	-0.63
            RECOIL	1	0.05	0.05
            TILT_ANGLES	-85	65	
            DEVIATION_ANGLES	15	15	
            TRAIL	ON	COLOUR	128
            FLAME	ROTATE	SCALING	0.5
            END			
            			
            TYPE	MULTI_LAUNCHER6		
            DAMAGE	150		
            RANGE	120		
            SPEED	75		
            BURST	1	0.8	
            RELOAD_TIME	2		
            LAUNCH_OFFSET	1.09	0.31	-0.33
            LAUNCH_OFFSET	1.09	0.31	0.31
            LAUNCH_OFFSET	1.09	0.31	1.22
            LAUNCH_OFFSET	1.09	0.31	1.85
            LAUNCH_OFFSET	1.09	-0.3	-0.33
            LAUNCH_OFFSET	1.09	-0.3	0.31
            LAUNCH_OFFSET	1.09	-0.3	1.22
            LAUNCH_OFFSET	1.09	-0.3	1.85
            RECOIL	1	0.05	0.05
            TILT_ANGLES	-89	-15	
            DEVIATION_ANGLES	15	15	
            TRAIL	ON	COLOUR	0
            FLAME	ROTATE	SCALING	0.5
            END			
            			
            TYPE	MULTI_LAUNCHER7		
            DAMAGE	32		
            RANGE	100		
            SPEED	60		
            BURST	3	0.9	
            RELOAD_TIME	8		
            LAUNCH_OFFSET	1.2	0.09	0.76
            LAUNCH_OFFSET	1.2	0.09	1.36
            LAUNCH_OFFSET	1.2	0.09	1.97
            LAUNCH_OFFSET	1.2	0.54	0.76
            LAUNCH_OFFSET	1.2	0.09	1.36
            LAUNCH_OFFSET	1.2	-0.64	1.97
            LAUNCH_OFFSET	1.2	0.54	1.36
            LAUNCH_OFFSET	1.2	0.09	1.36
            LAUNCH_OFFSET	1.2	-0.64	1.36
            LAUNCH_OFFSET	1.2	0.54	1.97
            LAUNCH_OFFSET	1.2	0.09	1.36
            LAUNCH_OFFSET	1.2	-0.64	0.76
            RECOIL	1	0.02	0.02
            TILT_ANGLES	-85	30	
            DEVIATION_ANGLES	22	22	
            TRAIL	ON	COLOUR	124
            FLAME	NOROTATE	SCALING	0.5
            END			
            			
            TYPE	LARGE_MISSILE		
            DAMAGE	150		
            RANGE	500		
            SPEED	70		
            BURST	1	0.8	
            RELOAD_TIME	15		
            LAUNCH_OFFSET	0	0	1.28
            RECOIL	0	0.05	0.05
            DEVIATION_ANGLES	15	15	
            TRAIL	ON	COLOUR	255
            FLAME	NOROTATE		
            END			
            			
            TYPE	PLASMA_RIFLE		
            DAMAGE	3		
            RANGE	95		
            SPEED	130		
            BURST	4	0.7	VARIABLE
            RELOAD_TIME	2		
            LAUNCH_OFFSET	1.69	0	0
            RECOIL	1	0.05	0.12
            TILT_ANGLES	-85	30	
            DEVIATION_ANGLES	15	15	
            EXTRAS	0.7	10//Central	TTF
            END			
            			
            TYPE	PLASMA_CANNON1		
            DAMAGE	10		
            RANGE	50		
            SPEED	95		
            BURST	2	0.6	VARIABLE
            RELOAD_TIME	2		
            LAUNCH_OFFSET	2.2	0	0
            RECOIL	2	0.05	0.2
            TILT_ANGLES	-89	30	
            DEVIATION_ANGLES	15	15	
            EXTRAS	0.7	10//Central	TTF
            END			
            			
            TYPE	PLASMA_CANNON2		
            DAMAGE	20		
            RANGE	60		
            SPEED	80		
            BURST	1	1	FIXED
            RELOAD_TIME	2		
            LAUNCH_OFFSET	1.69	0	0
            RECOIL	3	0.05	0.35
            TILT_ANGLES	-89	30	
            DEVIATION_ANGLES	15	15	
            EXTRAS	2	10//Central	TTF
            END			
            			
            TYPE	VIRUS		
            DAMAGE	5		
            RANGE	15		
            SPEED	100		
            BURST	1	0.35	
            RELOAD_TIME	3		
            LAUNCH_OFFSET	2.71	0	0
            RECOIL	0	0.15	0.2
            EXTRAS	0.5	3	1.25
            END			
            			
            TYPE	NUCLEAR_MISSILE		
            DAMAGE	750		
            RANGE	10000		
            SPEED	50		
            BURST	1	0.35	
            RELOAD_TIME	360		
            LAUNCH_OFFSET	2.71	0	0
            RECOIL	0	0.15	0.2
            EXTRAS	0.1	4	0.5
            //shockWaveFromRadius	shockWaveToRadius	shockWaveDuration(for	machine
            //missileInitialFligtDistance			
            //3flashAlphaTimes(	t1,	t2,	t3)
            //mushroomUVSpeed			
            //nukewave	fromRadius	toRadius	duration
            TRAIL	OFF		
            FLAME	NOROTATE	SCALING	1
            END			
            			
            TYPE	GORILLA_PUNCH		
            DAMAGE	150		
            RANGE	1		
            SPEED	1		
            BURST	1	10	
            RELOAD_TIME	4		
            LAUNCH_OFFSET	1	0	0
            EXTRAS	40		
            RECOIL	0	0.15	0.2
            END			
            			
            TYPE	BEE_BOMB		
            DAMAGE	100		
            RANGE	30		
            SPEED	60		
            BURST	1	0.1	FIXED
            RELOAD_TIME	7		
            LAUNCH_OFFSET	0	0	0
            RECOIL	1	0.05	0.12
            TILT_ANGLES	90	90	
            DEVIATION_ANGLES	45	45	
            TRAIL	OFF		
            FLAME	NOROTATE		
            EXTRAS	0	0	2
            //3	(light	R	G
            END			
            			
            TYPE	WASP_LIGHT_STING		
            DAMAGE	8		
            RANGE	85		
            SPEED	100		
            BURST	1	0.5	VARIABLE
            RELOAD_TIME	0.5		
            LAUNCH_OFFSET	0.2	0	0.66
            LAUNCH_OFFSET	0.2	0.66	0
            LAUNCH_OFFSET	0.2	0	-0.66
            LAUNCH_OFFSET	0.2	-0.66	0
            LAUNCH_OFFSET	0.2	0.47	0.47
            LAUNCH_OFFSET	0.2	0.47	-0.47
            LAUNCH_OFFSET	0.2	-0.47	-0.47
            LAUNCH_OFFSET	0.2	-0.47	0.47
            RECOIL	0.4	0.03	0.12
            TILT_ANGLES	-85	30	
            DEVIATION_ANGLES	15	15	
            END			
            			
            TYPE	WASP_METAL_STING		
            DAMAGE	40		
            RANGE	75		
            SPEED	80		
            BURST	1	0.5	FIXED
            RELOAD_TIME	1.5		
            LAUNCH_OFFSET	1	-0.5	0
            LAUNCH_OFFSET	1	0.5	0
            RECOIL	1	0.05	0.12
            TILT_ANGLES	-85	30	
            DEVIATION_ANGLES	15	15	
            TRAIL	ON	COLOUR	255
            FLAME	NOROTATE	SCALING	1
            END			
            			
            END	WEAPONS		
            			
            			
            GENERAL_DATA			
            1ST_PERSON_LOOK_UP_DOWN_RATE	60		
            1ST_PERSON_LOOK_UP_DOWN_ANGLES	-45	70	
            1ST_PERSON_MAX_TURN_RATES	45	10	
            			
            //			
            //			
            START_ROTATION_DISTANCE			
            			
            //			
            MAX_MOVE_GRADIENT			
            			
            //			
            //	which	we	can
            MAX_TERRAIN_UNEVENNESS			
            			
            //	Grace	period	(in
            //			
            VIRTUAL_DEFCON_INTERVAL	7		
            			
            //			
            PC_PATH_FINDING_PRIORITY			
            			
            //	The	BMU	cost
            //	NUKE_LAUNCH_COST	200	
            			
            			
            END			
            			
            			
            END
            
            1 Reply Last reply Reply Quote 0
            • JudasJ
              Judas
              last edited by Judas

              Crashes, and what do they mean?

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

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

              First Load Screen:

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

              Skirmish Selection Menu

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

              Skirmish Load

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

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

              During Play

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

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

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

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

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

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              • JudasJ
                Judas
                last edited by

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


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

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

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

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

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

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

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

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

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

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

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

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


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

                  Pretty good. Link plz?

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

                    @Encrypted

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

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

                      @Judas gorilladance? yay.gorilla!

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

                        @Encrypted

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

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

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

                          69 views lol.

                          Btw, we really need those emoticons back!

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

                            @Encrypted

                            Eeeeehhhh, no we really don't hahaha

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

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

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

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

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

                                  @bilal Why not?
                                  Oh.

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

                                    Guess what I'm doing ;)

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

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

                                      Not using libre office?

                                      I like the cover page. Looks so official

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

                                        @bilal
                                        You said official?

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

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

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

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

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