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

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    • JudasJ
      Judas
      last edited by

      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.

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                            • 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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