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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Johnny</id>
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	<updated>2026-04-06T08:58:52Z</updated>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9301</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9301"/>
		<updated>2018-07-15T16:48:05Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* Version 2.15.4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9300</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9300"/>
		<updated>2018-07-15T16:47:46Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* Version 2.15.4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[emp_sv_artillery_recoil_multiplier | Server_Cvars]] to control it.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9299</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9299"/>
		<updated>2018-07-15T16:47:14Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added `emp_sv_artillery_recoil_multiplier` to control it.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=9298</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=9298"/>
		<updated>2018-07-15T16:41:07Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_artillery_recoil_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Multiplier on the recoil of artillery cannons.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the axis aligned bounding box for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the VPhysics mesh for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|Disables physics for buildings.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_basevalue&#039;&#039;&#039;:&lt;br /&gt;
|Minimum value for diminishing returns. See emp_sv_refinery_diminishing_returns_valueperrefinery.&lt;br /&gt;
|(Default = 0.25)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_valueperrefinery&#039;&#039;&#039;:&lt;br /&gt;
|Amount to decrease the output of a refinery by. Computed as 1 - ( valueperrefinery * N ) where N is the Nth - 1 refinery owned by the team. If this is smaller then the basevalue, basevalue is used for the refinery.&lt;br /&gt;
|(Default = 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|Controls how often spotted targets are updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_debug_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|The client&#039;s movement is used on the server, instead of synchronizing the client with the server. Disabled.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Vehicle driver data is not sent to clients. Does not function correctly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9293</id>
		<title>Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9293"/>
		<updated>2017-12-10T21:04:00Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* C++ development setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the workflow from a concept until release. Try to follow this when developing a new feature or releasing a new Empires version.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re working on something that impacts user experience or gamedesign, please look at the [[Guiding Principles]]&lt;br /&gt;
&lt;br /&gt;
== Creating an Issue ==&lt;br /&gt;
&lt;br /&gt;
To ensure we don&#039;t duplicate effort and to allow team members to see what we&#039;re working on we add a short description of the thing we&#039;re trying to fix / achieve to an issue on the internal [https://git.empiresmod.com/empires_assets/empires_build/issues issue tracker].&lt;br /&gt;
&lt;br /&gt;
An issue is a new feature, known bug, known exploit or anything that requires developer work/discussion.&lt;br /&gt;
&lt;br /&gt;
When adding an issue, try to stick to formulating it as a [https://www.mountaingoatsoftware.com/agile/user-stories user story]. This makes it easier to evaluate whether a proposed change actually fixes the issue. To help discoverability you can add relevant tags.&lt;br /&gt;
&lt;br /&gt;
If you plan on working on the issue yourself, be sure to assign yourself to it. For more information on how you can effectively use issues you can refer to the [https://docs.gitlab.com/ce/user/project/issues/index.html official issue documentation].&lt;br /&gt;
&lt;br /&gt;
== Cloning the Relevant Repository ==&lt;br /&gt;
&#039;&#039;If you&#039;ve already performed this step in the past you can ignore this section&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Make sure you have an account on the internal [https://git.empiresmod.com gitlab] and have received the appropriate permissions.&lt;br /&gt;
# Make sure you have [[Adding Public Key to Gitlab | added your public key]] to your acccount.&lt;br /&gt;
# Clone &amp;lt;code&amp;gt;git@git.empiresmod.com:empires_assets/empires_build.git&amp;lt;/code&amp;gt; in a location of your choosing. Make sure you have at least 30gb free space.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;setup.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;setup&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;preview.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;preview&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# You should now have a development version of Empires you can run in your preview folder.&lt;br /&gt;
&lt;br /&gt;
== C++ development setup ==&lt;br /&gt;
&lt;br /&gt;
To get started with C++ development you just need to checkout [https://git.empiresmod.com/empires_code/empires_main empires_main] and copy the file from steam (Steam\steamapps\common\Empires\empires) to empires_main/mp/game/empires. For more details on Visual Studio setup check the README in the repo. &lt;br /&gt;
&lt;br /&gt;
If you also want to make changes to [https://git.empiresmod.com/empires_assets/assets_base assets_base] and [https://git.empiresmod.com/empires_public/empires_scripts empires_scripts] and test them with your C++ changes, you can best checkout those repos next to the empires_main repo and then edit empires_main/mp/game/empires/gameinfo.txt&lt;br /&gt;
&lt;br /&gt;
    SearchPaths {&lt;br /&gt;
      game+mod				|gameinfo_path|../../../../assets_base   // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|../../../../empires_scripts // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|custom/*&lt;br /&gt;
&lt;br /&gt;
== Creating a New Branch ==&lt;br /&gt;
# Figure out which repository you should be editing. The &amp;lt;code&amp;gt;repos&amp;lt;/code&amp;gt; folder contains a list of all the repositories you have access to.&lt;br /&gt;
# Figure out if the issue you&#039;re working on should be categorized as a bugfix or as a feature. Bugfixes are changes which don&#039;t change the intended behavior of the game but purely fix a previous mistake. The rest are features.&lt;br /&gt;
# [https://git-scm.com/book/en/v2/Git-Branching-Basic-Branching-and-Merging Create a new branch] named &amp;lt;code&amp;gt;bugfix/your-description&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;feature/your-description&amp;lt;/code&amp;gt; based on the master or develop branch. (Not all repositories have a develop branch, use master in that case)&lt;br /&gt;
# Start working on this branch and regularly commit your changes. You can create a new preview for testing by clicking the preview script again. This will include the changes you just made.&lt;br /&gt;
&lt;br /&gt;
== Creating a Merge Request ==&lt;br /&gt;
# Push your changes to the remote server. In the console output you&#039;ll see a link you can visit to create a new merge request. If there is no link you can also manually go to the project in [https://git.empiresmod.com gitlab] and click on the New Merge Request button under the Merge Request tab.&lt;br /&gt;
# Give the merge request a descriptive title and mention the issue number in the description as follows: &amp;lt;code&amp;gt;#123&amp;lt;/code&amp;gt;&lt;br /&gt;
# If your changes are not yet done or they don&#039;t yet pass all the build tests it&#039;s recommended to prefix the name of your merge request with &amp;lt;code&amp;gt;WIP: &amp;lt;/code&amp;gt;. This is a signal to reviewers that they should wait a bit until they spend time reviewing the change.&lt;br /&gt;
# Try to describe in the description field what you had to change and why.&lt;br /&gt;
# Configure the merge request to delete the source branch when it is merged. If you don&#039;t know how to do this you can skip this step.&lt;br /&gt;
&lt;br /&gt;
== Reviewing a Merge Request ==&lt;br /&gt;
# Start with a code review. A code review is meant to improve code quality and distributes knowledge about the codebase between team members. Code review is not meant to catch errors / bugs although it&#039;s not a problem if it does. Try to review the code on the following areas:&lt;br /&gt;
#* Feature Completion (Does this change actually address the issue referenced)&lt;br /&gt;
#* Side Effects (Does this change only impact the issue or does it negatively influence other features)&lt;br /&gt;
#* Readability and Maintenance (The codebase is now 10+ years old and will probably have to be used for a long time, make sure we don&#039;t reduce our [https://en.wikipedia.org/wiki/Velocity_%28software_development%29 velocity])&lt;br /&gt;
#* Consistency (Does the code look the same as the surrounding code and does it solve problems in the same way as we do elsewhere)&lt;br /&gt;
#* Performance (If we can improve performance without impacting Readability and Maintenance or other side effects we should probably do so. When in doubt, measure the performance using [https://msdn.microsoft.com/en-us/library/ms182372.aspx profiling]).&lt;br /&gt;
#* Simplicity (Simpler code is usually better, even when it reduces performance)&lt;br /&gt;
#* [https://en.wikipedia.org/wiki/Code_reuse Reuse] of Existing Code (A lot of our code looks copy pasted, we can reuse a lot more than we currently do. Try to review whether there is code that can be reused)&lt;br /&gt;
#* Source Files (Make sure we have source files for all compiled assets that are in the merge request)&lt;br /&gt;
# Test the code. Check out the code and create a preview to test with on a local listen server.&lt;br /&gt;
# If everything works as intended add a thumbs up smiley as a response.&lt;br /&gt;
&lt;br /&gt;
== Merging Requests Into Alpha ==&lt;br /&gt;
You generally want to merge bugfixes as fast as possible. If you plan on releasing another point release (2.14.3 -&amp;gt; 2.14.4) you should probably wait with merging new features. Merging new features usually results in more bugs so queuing them for the next minor release (2.14.3 -&amp;gt; 2.15.1) is advised.&lt;br /&gt;
&lt;br /&gt;
Once the Continuous Integration has been run after the merge you can press the play button on the empires_build [https://git.empiresmod.com/empires_assets/empires_build/pipelines Pipelines] tab for the newly created version. After that has finished the alpha branch on Steam should have the latest development build. If you don&#039;t have the alpha branch on steam, please ask for the password on Hipchat.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Beta Release ==&lt;br /&gt;
# Update the version in the alpha branch. Never release the game twice with the same version number, it&#039;ll cause weird issues if people try to connect to servers with the wrong version.&lt;br /&gt;
# Add the changes in this release to the [[Changelog]].&lt;br /&gt;
# Push the new release to alpha.&lt;br /&gt;
# Create a new merge request from alpha to beta. Make sure to uncheck the box that removes the source branch.&lt;br /&gt;
# Test the alpha with some developers. If you encounter issues, fix them before releasing to beta.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Full Release ==&lt;br /&gt;
# Merge the pull request from alpha to beta&lt;br /&gt;
# Schedule a beta test and a beta server.&lt;br /&gt;
## Post the beta test on [https://forums.empiresmod.com the forum]&lt;br /&gt;
## Post the beta test on [https://reddit.com/r/Empires reddit]&lt;br /&gt;
# If you encounter issues, prepare a new Beta Release with a new version number until you&#039;re ready to release it.&lt;br /&gt;
&lt;br /&gt;
== Releasing a New Version ==&lt;br /&gt;
# On the Steam Partner page:&lt;br /&gt;
## Publish the latest beta to the default channel for the server&lt;br /&gt;
## Publish the latest beta to the default channel for the client&lt;br /&gt;
## Update the dedicated server version for the server&lt;br /&gt;
## Update the dedicated server version for the client&lt;br /&gt;
## Publish the store changes for the server&lt;br /&gt;
## Publish the store changes for the client&lt;br /&gt;
# Publish the changelog as a [http://steamcommunity.com/games/empires/announcements/create steam announcement]&lt;br /&gt;
# Publish the changelog to [https://reddit.com/r/Empires Reddit]&lt;br /&gt;
# Publish the changelog to [https://forums.empiresmod.com the forum]&lt;br /&gt;
# Publish the changelog to [http://www.moddb.com/mods/empires Moddb]&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9292</id>
		<title>Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9292"/>
		<updated>2017-12-10T21:00:03Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* C++ development setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the workflow from a concept until release. Try to follow this when developing a new feature or releasing a new Empires version.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re working on something that impacts user experience or gamedesign, please look at the [[Guiding Principles]]&lt;br /&gt;
&lt;br /&gt;
== Creating an Issue ==&lt;br /&gt;
&lt;br /&gt;
To ensure we don&#039;t duplicate effort and to allow team members to see what we&#039;re working on we add a short description of the thing we&#039;re trying to fix / achieve to an issue on the internal [https://git.empiresmod.com/empires_assets/empires_build/issues issue tracker].&lt;br /&gt;
&lt;br /&gt;
An issue is a new feature, known bug, known exploit or anything that requires developer work/discussion.&lt;br /&gt;
&lt;br /&gt;
When adding an issue, try to stick to formulating it as a [https://www.mountaingoatsoftware.com/agile/user-stories user story]. This makes it easier to evaluate whether a proposed change actually fixes the issue. To help discoverability you can add relevant tags.&lt;br /&gt;
&lt;br /&gt;
If you plan on working on the issue yourself, be sure to assign yourself to it. For more information on how you can effectively use issues you can refer to the [https://docs.gitlab.com/ce/user/project/issues/index.html official issue documentation].&lt;br /&gt;
&lt;br /&gt;
== Cloning the Relevant Repository ==&lt;br /&gt;
&#039;&#039;If you&#039;ve already performed this step in the past you can ignore this section&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Make sure you have an account on the internal [https://git.empiresmod.com gitlab] and have received the appropriate permissions.&lt;br /&gt;
# Make sure you have [[Adding Public Key to Gitlab | added your public key]] to your acccount.&lt;br /&gt;
# Clone &amp;lt;code&amp;gt;git@git.empiresmod.com:empires_assets/empires_build.git&amp;lt;/code&amp;gt; in a location of your choosing. Make sure you have at least 30gb free space.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;setup.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;setup&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;preview.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;preview&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# You should now have a development version of Empires you can run in your preview folder.&lt;br /&gt;
&lt;br /&gt;
== C++ development setup ==&lt;br /&gt;
&lt;br /&gt;
To get started with C++ development just need to checkout [https://git.empiresmod.com/empires_code/empires_main empires_main]. Read README for setup details. &lt;br /&gt;
&lt;br /&gt;
If you also want to test with changes in [https://git.empiresmod.com/empires_assets/assets_base assets_base] and [https://git.empiresmod.com/empires_public/empires_scripts empires_scripts] you can best checkout those repos next to the empires_main repo and then edit empires_main/mp/game/empires/gameinfo.txt&lt;br /&gt;
&lt;br /&gt;
    SearchPaths {&lt;br /&gt;
      game+mod				|gameinfo_path|../../../../assets_base   // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|../../../../empires_scripts // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|custom/*&lt;br /&gt;
&lt;br /&gt;
== Creating a New Branch ==&lt;br /&gt;
# Figure out which repository you should be editing. The &amp;lt;code&amp;gt;repos&amp;lt;/code&amp;gt; folder contains a list of all the repositories you have access to.&lt;br /&gt;
# Figure out if the issue you&#039;re working on should be categorized as a bugfix or as a feature. Bugfixes are changes which don&#039;t change the intended behavior of the game but purely fix a previous mistake. The rest are features.&lt;br /&gt;
# [https://git-scm.com/book/en/v2/Git-Branching-Basic-Branching-and-Merging Create a new branch] named &amp;lt;code&amp;gt;bugfix/your-description&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;feature/your-description&amp;lt;/code&amp;gt; based on the master or develop branch. (Not all repositories have a develop branch, use master in that case)&lt;br /&gt;
# Start working on this branch and regularly commit your changes. You can create a new preview for testing by clicking the preview script again. This will include the changes you just made.&lt;br /&gt;
&lt;br /&gt;
== Creating a Merge Request ==&lt;br /&gt;
# Push your changes to the remote server. In the console output you&#039;ll see a link you can visit to create a new merge request. If there is no link you can also manually go to the project in [https://git.empiresmod.com gitlab] and click on the New Merge Request button under the Merge Request tab.&lt;br /&gt;
# Give the merge request a descriptive title and mention the issue number in the description as follows: &amp;lt;code&amp;gt;#123&amp;lt;/code&amp;gt;&lt;br /&gt;
# If your changes are not yet done or they don&#039;t yet pass all the build tests it&#039;s recommended to prefix the name of your merge request with &amp;lt;code&amp;gt;WIP: &amp;lt;/code&amp;gt;. This is a signal to reviewers that they should wait a bit until they spend time reviewing the change.&lt;br /&gt;
# Try to describe in the description field what you had to change and why.&lt;br /&gt;
# Configure the merge request to delete the source branch when it is merged. If you don&#039;t know how to do this you can skip this step.&lt;br /&gt;
&lt;br /&gt;
== Reviewing a Merge Request ==&lt;br /&gt;
# Start with a code review. A code review is meant to improve code quality and distributes knowledge about the codebase between team members. Code review is not meant to catch errors / bugs although it&#039;s not a problem if it does. Try to review the code on the following areas:&lt;br /&gt;
#* Feature Completion (Does this change actually address the issue referenced)&lt;br /&gt;
#* Side Effects (Does this change only impact the issue or does it negatively influence other features)&lt;br /&gt;
#* Readability and Maintenance (The codebase is now 10+ years old and will probably have to be used for a long time, make sure we don&#039;t reduce our [https://en.wikipedia.org/wiki/Velocity_%28software_development%29 velocity])&lt;br /&gt;
#* Consistency (Does the code look the same as the surrounding code and does it solve problems in the same way as we do elsewhere)&lt;br /&gt;
#* Performance (If we can improve performance without impacting Readability and Maintenance or other side effects we should probably do so. When in doubt, measure the performance using [https://msdn.microsoft.com/en-us/library/ms182372.aspx profiling]).&lt;br /&gt;
#* Simplicity (Simpler code is usually better, even when it reduces performance)&lt;br /&gt;
#* [https://en.wikipedia.org/wiki/Code_reuse Reuse] of Existing Code (A lot of our code looks copy pasted, we can reuse a lot more than we currently do. Try to review whether there is code that can be reused)&lt;br /&gt;
#* Source Files (Make sure we have source files for all compiled assets that are in the merge request)&lt;br /&gt;
# Test the code. Check out the code and create a preview to test with on a local listen server.&lt;br /&gt;
# If everything works as intended add a thumbs up smiley as a response.&lt;br /&gt;
&lt;br /&gt;
== Merging Requests Into Alpha ==&lt;br /&gt;
You generally want to merge bugfixes as fast as possible. If you plan on releasing another point release (2.14.3 -&amp;gt; 2.14.4) you should probably wait with merging new features. Merging new features usually results in more bugs so queuing them for the next minor release (2.14.3 -&amp;gt; 2.15.1) is advised.&lt;br /&gt;
&lt;br /&gt;
Once the Continuous Integration has been run after the merge you can press the play button on the empires_build [https://git.empiresmod.com/empires_assets/empires_build/pipelines Pipelines] tab for the newly created version. After that has finished the alpha branch on Steam should have the latest development build. If you don&#039;t have the alpha branch on steam, please ask for the password on Hipchat.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Beta Release ==&lt;br /&gt;
# Update the version in the alpha branch. Never release the game twice with the same version number, it&#039;ll cause weird issues if people try to connect to servers with the wrong version.&lt;br /&gt;
# Add the changes in this release to the [[Changelog]].&lt;br /&gt;
# Push the new release to alpha.&lt;br /&gt;
# Create a new merge request from alpha to beta. Make sure to uncheck the box that removes the source branch.&lt;br /&gt;
# Test the alpha with some developers. If you encounter issues, fix them before releasing to beta.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Full Release ==&lt;br /&gt;
# Merge the pull request from alpha to beta&lt;br /&gt;
# Schedule a beta test and a beta server.&lt;br /&gt;
## Post the beta test on [https://forums.empiresmod.com the forum]&lt;br /&gt;
## Post the beta test on [https://reddit.com/r/Empires reddit]&lt;br /&gt;
# If you encounter issues, prepare a new Beta Release with a new version number until you&#039;re ready to release it.&lt;br /&gt;
&lt;br /&gt;
== Releasing a New Version ==&lt;br /&gt;
# On the Steam Partner page:&lt;br /&gt;
## Publish the latest beta to the default channel for the server&lt;br /&gt;
## Publish the latest beta to the default channel for the client&lt;br /&gt;
## Update the dedicated server version for the server&lt;br /&gt;
## Update the dedicated server version for the client&lt;br /&gt;
## Publish the store changes for the server&lt;br /&gt;
## Publish the store changes for the client&lt;br /&gt;
# Publish the changelog as a [http://steamcommunity.com/games/empires/announcements/create steam announcement]&lt;br /&gt;
# Publish the changelog to [https://reddit.com/r/Empires Reddit]&lt;br /&gt;
# Publish the changelog to [https://forums.empiresmod.com the forum]&lt;br /&gt;
# Publish the changelog to [http://www.moddb.com/mods/empires Moddb]&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9291</id>
		<title>Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9291"/>
		<updated>2017-12-10T20:59:07Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* Cloning the Relevant Repository */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the workflow from a concept until release. Try to follow this when developing a new feature or releasing a new Empires version.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re working on something that impacts user experience or gamedesign, please look at the [[Guiding Principles]]&lt;br /&gt;
&lt;br /&gt;
== Creating an Issue ==&lt;br /&gt;
&lt;br /&gt;
To ensure we don&#039;t duplicate effort and to allow team members to see what we&#039;re working on we add a short description of the thing we&#039;re trying to fix / achieve to an issue on the internal [https://git.empiresmod.com/empires_assets/empires_build/issues issue tracker].&lt;br /&gt;
&lt;br /&gt;
An issue is a new feature, known bug, known exploit or anything that requires developer work/discussion.&lt;br /&gt;
&lt;br /&gt;
When adding an issue, try to stick to formulating it as a [https://www.mountaingoatsoftware.com/agile/user-stories user story]. This makes it easier to evaluate whether a proposed change actually fixes the issue. To help discoverability you can add relevant tags.&lt;br /&gt;
&lt;br /&gt;
If you plan on working on the issue yourself, be sure to assign yourself to it. For more information on how you can effectively use issues you can refer to the [https://docs.gitlab.com/ce/user/project/issues/index.html official issue documentation].&lt;br /&gt;
&lt;br /&gt;
== Cloning the Relevant Repository ==&lt;br /&gt;
&#039;&#039;If you&#039;ve already performed this step in the past you can ignore this section&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Make sure you have an account on the internal [https://git.empiresmod.com gitlab] and have received the appropriate permissions.&lt;br /&gt;
# Make sure you have [[Adding Public Key to Gitlab | added your public key]] to your acccount.&lt;br /&gt;
# Clone &amp;lt;code&amp;gt;git@git.empiresmod.com:empires_assets/empires_build.git&amp;lt;/code&amp;gt; in a location of your choosing. Make sure you have at least 30gb free space.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;setup.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;setup&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;preview.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;preview&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# You should now have a development version of Empires you can run in your preview folder.&lt;br /&gt;
&lt;br /&gt;
== C++ development setup ==&lt;br /&gt;
&lt;br /&gt;
To get started with C++ development just need to checkout [https://git.empiresmod.com/empires_code/empires_main]. Read README for setup details. &lt;br /&gt;
&lt;br /&gt;
If you also want to test with changes in [https://git.empiresmod.com/empires_assets/assets_base] and [https://git.empiresmod.com/empires_public/empires_scripts] you can best checkout those repos next to the empires_main repo and then edit empires_main/mp/game/empires/gameinfo.txt&lt;br /&gt;
&lt;br /&gt;
    SearchPaths {&lt;br /&gt;
      game+mod				|gameinfo_path|../../../../assets_base   // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|../../../../empires_scripts // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|custom/*&lt;br /&gt;
&lt;br /&gt;
== Creating a New Branch ==&lt;br /&gt;
# Figure out which repository you should be editing. The &amp;lt;code&amp;gt;repos&amp;lt;/code&amp;gt; folder contains a list of all the repositories you have access to.&lt;br /&gt;
# Figure out if the issue you&#039;re working on should be categorized as a bugfix or as a feature. Bugfixes are changes which don&#039;t change the intended behavior of the game but purely fix a previous mistake. The rest are features.&lt;br /&gt;
# [https://git-scm.com/book/en/v2/Git-Branching-Basic-Branching-and-Merging Create a new branch] named &amp;lt;code&amp;gt;bugfix/your-description&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;feature/your-description&amp;lt;/code&amp;gt; based on the master or develop branch. (Not all repositories have a develop branch, use master in that case)&lt;br /&gt;
# Start working on this branch and regularly commit your changes. You can create a new preview for testing by clicking the preview script again. This will include the changes you just made.&lt;br /&gt;
&lt;br /&gt;
== Creating a Merge Request ==&lt;br /&gt;
# Push your changes to the remote server. In the console output you&#039;ll see a link you can visit to create a new merge request. If there is no link you can also manually go to the project in [https://git.empiresmod.com gitlab] and click on the New Merge Request button under the Merge Request tab.&lt;br /&gt;
# Give the merge request a descriptive title and mention the issue number in the description as follows: &amp;lt;code&amp;gt;#123&amp;lt;/code&amp;gt;&lt;br /&gt;
# If your changes are not yet done or they don&#039;t yet pass all the build tests it&#039;s recommended to prefix the name of your merge request with &amp;lt;code&amp;gt;WIP: &amp;lt;/code&amp;gt;. This is a signal to reviewers that they should wait a bit until they spend time reviewing the change.&lt;br /&gt;
# Try to describe in the description field what you had to change and why.&lt;br /&gt;
# Configure the merge request to delete the source branch when it is merged. If you don&#039;t know how to do this you can skip this step.&lt;br /&gt;
&lt;br /&gt;
== Reviewing a Merge Request ==&lt;br /&gt;
# Start with a code review. A code review is meant to improve code quality and distributes knowledge about the codebase between team members. Code review is not meant to catch errors / bugs although it&#039;s not a problem if it does. Try to review the code on the following areas:&lt;br /&gt;
#* Feature Completion (Does this change actually address the issue referenced)&lt;br /&gt;
#* Side Effects (Does this change only impact the issue or does it negatively influence other features)&lt;br /&gt;
#* Readability and Maintenance (The codebase is now 10+ years old and will probably have to be used for a long time, make sure we don&#039;t reduce our [https://en.wikipedia.org/wiki/Velocity_%28software_development%29 velocity])&lt;br /&gt;
#* Consistency (Does the code look the same as the surrounding code and does it solve problems in the same way as we do elsewhere)&lt;br /&gt;
#* Performance (If we can improve performance without impacting Readability and Maintenance or other side effects we should probably do so. When in doubt, measure the performance using [https://msdn.microsoft.com/en-us/library/ms182372.aspx profiling]).&lt;br /&gt;
#* Simplicity (Simpler code is usually better, even when it reduces performance)&lt;br /&gt;
#* [https://en.wikipedia.org/wiki/Code_reuse Reuse] of Existing Code (A lot of our code looks copy pasted, we can reuse a lot more than we currently do. Try to review whether there is code that can be reused)&lt;br /&gt;
#* Source Files (Make sure we have source files for all compiled assets that are in the merge request)&lt;br /&gt;
# Test the code. Check out the code and create a preview to test with on a local listen server.&lt;br /&gt;
# If everything works as intended add a thumbs up smiley as a response.&lt;br /&gt;
&lt;br /&gt;
== Merging Requests Into Alpha ==&lt;br /&gt;
You generally want to merge bugfixes as fast as possible. If you plan on releasing another point release (2.14.3 -&amp;gt; 2.14.4) you should probably wait with merging new features. Merging new features usually results in more bugs so queuing them for the next minor release (2.14.3 -&amp;gt; 2.15.1) is advised.&lt;br /&gt;
&lt;br /&gt;
Once the Continuous Integration has been run after the merge you can press the play button on the empires_build [https://git.empiresmod.com/empires_assets/empires_build/pipelines Pipelines] tab for the newly created version. After that has finished the alpha branch on Steam should have the latest development build. If you don&#039;t have the alpha branch on steam, please ask for the password on Hipchat.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Beta Release ==&lt;br /&gt;
# Update the version in the alpha branch. Never release the game twice with the same version number, it&#039;ll cause weird issues if people try to connect to servers with the wrong version.&lt;br /&gt;
# Add the changes in this release to the [[Changelog]].&lt;br /&gt;
# Push the new release to alpha.&lt;br /&gt;
# Create a new merge request from alpha to beta. Make sure to uncheck the box that removes the source branch.&lt;br /&gt;
# Test the alpha with some developers. If you encounter issues, fix them before releasing to beta.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Full Release ==&lt;br /&gt;
# Merge the pull request from alpha to beta&lt;br /&gt;
# Schedule a beta test and a beta server.&lt;br /&gt;
## Post the beta test on [https://forums.empiresmod.com the forum]&lt;br /&gt;
## Post the beta test on [https://reddit.com/r/Empires reddit]&lt;br /&gt;
# If you encounter issues, prepare a new Beta Release with a new version number until you&#039;re ready to release it.&lt;br /&gt;
&lt;br /&gt;
== Releasing a New Version ==&lt;br /&gt;
# On the Steam Partner page:&lt;br /&gt;
## Publish the latest beta to the default channel for the server&lt;br /&gt;
## Publish the latest beta to the default channel for the client&lt;br /&gt;
## Update the dedicated server version for the server&lt;br /&gt;
## Update the dedicated server version for the client&lt;br /&gt;
## Publish the store changes for the server&lt;br /&gt;
## Publish the store changes for the client&lt;br /&gt;
# Publish the changelog as a [http://steamcommunity.com/games/empires/announcements/create steam announcement]&lt;br /&gt;
# Publish the changelog to [https://reddit.com/r/Empires Reddit]&lt;br /&gt;
# Publish the changelog to [https://forums.empiresmod.com the forum]&lt;br /&gt;
# Publish the changelog to [http://www.moddb.com/mods/empires Moddb]&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9271</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9271"/>
		<updated>2017-12-02T14:51:24Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 2.15.2 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Background stamina(sprint) bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Translating&amp;diff=9251</id>
		<title>Translating</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Translating&amp;diff=9251"/>
		<updated>2017-10-22T19:23:12Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* Translation Workflow (Developers) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Translating the game is done using VGui Localization (https://developer.valvesoftware.com/wiki/VGUI_Documentation#Localization). The individual language files are generated by: http://translate.empiresmod.com/&lt;br /&gt;
&lt;br /&gt;
== Translation Workflow (Developers) ==&lt;br /&gt;
# Create a feature that requires text messages to be sent to the user.&lt;br /&gt;
# Add a new section to [https://git.empiresmod.com/empires_public/empires_translations/blob/develop/empires_template.txt empires_template.txt]:&lt;br /&gt;
#:&amp;lt;pre&amp;gt;&lt;br /&gt;
#::// Great new feature&amp;lt;/pre&amp;gt;&lt;br /&gt;
# Create identifiers with their english version for the strings you use:&lt;br /&gt;
#:&amp;lt;pre&amp;gt;&lt;br /&gt;
#::&amp;quot;emp_great_hello&amp;quot;  &amp;quot;Hello World&amp;quot;&lt;br /&gt;
#::&amp;quot;emp_great_tip&amp;quot;  &amp;quot;Tip: %s1&amp;quot;&lt;br /&gt;
#::&amp;quot;emp_great_press&amp;quot;  &amp;quot;Now press %k{+use} to build this building&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
# Lookup the localized strings in code:&lt;br /&gt;
## By using the ClientMessage system:&amp;lt;br /&amp;gt;&lt;br /&gt;
##:&amp;lt;pre&amp;gt;&lt;br /&gt;
##::ClientPrint(player, HUD_PRINTCENTER, &amp;quot;#emp_great_tip&amp;quot;, &amp;quot;#emp_great_press&amp;quot;);&lt;br /&gt;
##::// Prints: &amp;quot;Tip: Now press E to build this building&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
## By using javascript:&amp;lt;br /&amp;gt;&lt;br /&gt;
##:&amp;lt;pre&amp;gt;&lt;br /&gt;
##::translation.lookup(&amp;quot;#emp_great_tip&amp;quot;, &amp;quot;#emp_great_press&amp;quot;)&lt;br /&gt;
##::// Returns: &amp;quot;Tip: Now press E to build this building&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
## By using a manual lookup:&lt;br /&gt;
##:&amp;lt;pre&amp;gt;&lt;br /&gt;
##::const char *message = g_pVGuiLocalize-&amp;gt;FindAsUTF8(&amp;quot;#emp_great_press&amp;quot;);  &lt;br /&gt;
##::char expanded[2048];&lt;br /&gt;
##::ExpandPrintFKeyNames(expanded, sizeof(expanded), message);&lt;br /&gt;
##::// expanded now contains: &amp;quot;Now press E to build this building&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You can temporarily copy the empires_template.txt over the empires_english.txt file to test your changes. Make sure not to commit it though. (The encoding is weird and won&#039;t be merged correctly)&lt;br /&gt;
# Create a pull request.&lt;br /&gt;
# Get your pull request accepted into develop.&lt;br /&gt;
# The translation system now automatically adds the new strings to the translation system.&lt;br /&gt;
# Translators will see new strings they can translate.&lt;br /&gt;
# Once strings are translated new compiled versions will appear once an hour at http://translate.empiresmod.com/compiled/ and will appear in the repo in the empires_assets:translations branch.&lt;br /&gt;
# You can place these in mp/game/empires/resources/ to test our your feature in other languages. &lt;br /&gt;
# Before a release the translations branch will be merged into develop.&lt;br /&gt;
&lt;br /&gt;
== Translation Workflow (translators) ==&lt;br /&gt;
# Contact one of the developers to get translation access.&lt;br /&gt;
# Sign the Contributors Agreement.&lt;br /&gt;
# Log in to http://translate.empiresmod.com with the credentials you received.&lt;br /&gt;
# Start translating strings for the languages you&#039;re proficient with.&lt;br /&gt;
# The strings you translate can be placed in game by using the files at http://translate.empiresmod.com/compiled/ These files are updated once an hour if someone updates a translation. You can place these files in the empires/resource/ folder in your empires install.&lt;br /&gt;
# The updated strings will be merged before a release so make sure you check the website regularly to see if there are more strings to translate. (If certain strings aren&#039;t translated before a release those messages will appear in English.&lt;br /&gt;
&lt;br /&gt;
=== Changing a description in game ===&lt;br /&gt;
# Download the template file from http://translate.empiresmod.com/compiled/empires_template.txt&lt;br /&gt;
# Make the changes to the descriptions. Be sure to keep the keys the same.&lt;br /&gt;
# Send the changed file to one of the developers, preferably by uploading the file to the Translations channel in hipchat.&lt;br /&gt;
# If the developers decide to merge your changes the strings will update automatically for all languages.&lt;br /&gt;
# Add translations for all languages&lt;br /&gt;
# Go play the game after release :)&lt;br /&gt;
&lt;br /&gt;
== Language differences ==&lt;br /&gt;
&lt;br /&gt;
Some strings can&#039;t be translated to carry the exact same meaning while maintaining simplicity of use. Because of that, there are certain small discrepancies between the translations. Below are examples of these.&lt;br /&gt;
&lt;br /&gt;
=== Polish translation ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! English !! Polish&lt;br /&gt;
|-&lt;br /&gt;
| Bullet Projectile || Nabój&lt;br /&gt;
|- &lt;br /&gt;
| Fission Reactor || Reaktor Atomowy&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant First Class || Chorąży&lt;br /&gt;
|-&lt;br /&gt;
| Master Sergeant || Starszy Chorąży&lt;br /&gt;
|-&lt;br /&gt;
| Scoped Rifle || Karabin Wyborowy&lt;br /&gt;
|-&lt;br /&gt;
| Heavy-Duty || Ciężki&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Stun Bomb || Lepka Bomba Grzewcza&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8817</id>
		<title>VGUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8817"/>
		<updated>2017-04-16T19:17:57Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VGUI==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Borders==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DebugBorder2&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;inset&amp;quot; &amp;quot;0 0 0 0&amp;quot; // margin&lt;br /&gt;
	&amp;quot;backgroundType&amp;quot; &amp;quot;1&amp;quot; // is of type backgroundtype_e (BACKGROUND_FILLED = 0, BACKGROUND_TEXTURED = 1, BACKGROUND_ROUNDEDCORNERS = 2)&lt;br /&gt;
	Left // the side&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;  // a border can have more then 1 line. &lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot; // color of the border&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;2 1&amp;quot;  // start and end offset. skip the first 2 pixels and skip the last 1 pixel&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Right&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;1 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Top&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Bottom&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==HUD Hide flags==&lt;br /&gt;
&lt;br /&gt;
The player has a variable &amp;lt;code&amp;gt;m_iHideHUD&amp;lt;/code&amp;gt; that defines which hud elements should be hidden. &lt;br /&gt;
https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/client/hud.cpp#L948&lt;br /&gt;
&lt;br /&gt;
Each hud element can asign its self to a hide group using &amp;lt;code&amp;gt;SetHiddenBits(int group)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There are 3 special hide flags. &lt;br /&gt;
* HIDEHUD_ALL is special because it is always asigned to every element. So calling SetHiddenBits(HIDEHUD_ALL) is pointless. &lt;br /&gt;
* HIDEHUD_PLAYERDEAD &amp;amp; HIDEHUD_NEEDSUIT are special because it does not use &amp;lt;code&amp;gt;m_iHideHUD&amp;lt;/code&amp;gt;. Seem to be a bit of a hack by valve.&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8816</id>
		<title>VGUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8816"/>
		<updated>2017-04-16T14:37:59Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* Borders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VGUI==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Borders==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DebugBorder2&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;inset&amp;quot; &amp;quot;0 0 0 0&amp;quot; // margin&lt;br /&gt;
	&amp;quot;backgroundType&amp;quot; &amp;quot;1&amp;quot; // is of type backgroundtype_e (BACKGROUND_FILLED = 0, BACKGROUND_TEXTURED = 1, BACKGROUND_ROUNDEDCORNERS = 2)&lt;br /&gt;
	Left // the side&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;  // a border can have more then 1 line. &lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot; // color of the border&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;2 1&amp;quot;  // start and end offset. skip the first 2 pixels and skip the last 1 pixel&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Right&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;1 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Top&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Bottom&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8815</id>
		<title>VGUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8815"/>
		<updated>2017-04-16T14:34:57Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* Borders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VGUI==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Borders==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DebugBorder2&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;inset&amp;quot; &amp;quot;0 0 0 0&amp;quot; // margin&lt;br /&gt;
	Left // the side&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;  // a border can have more then 1 line. &lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot; // color of the border&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;2 1&amp;quot;  // start and end offset. skip the first 2 pixels and skip the last 1 pixel&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Right&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;1 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Top&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Bottom&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8814</id>
		<title>VGUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8814"/>
		<updated>2017-04-16T14:34:22Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* Borders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VGUI==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Borders==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DebugBorder2&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;inset&amp;quot; &amp;quot;0 0 0 0&amp;quot; // margin&lt;br /&gt;
	Left // the &lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;  // a border can have more then 1 line. &lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot; // color of the border&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;2 1&amp;quot;  // start and end offset. skip the first 2 pixels and skip the last 1 pixel&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Right&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;1 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Top&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Bottom&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8813</id>
		<title>VGUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8813"/>
		<updated>2017-04-16T14:33:52Z</updated>

		<summary type="html">&lt;p&gt;Johnny: /* VGUI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VGUI==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Borders==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
DebugBorder2&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;inset&amp;quot; &amp;quot;0 0 0 0&amp;quot; // margin&lt;br /&gt;
	Left // the &lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;  // a border can have more then 1 line. &lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot; // color of the border&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;2 1&amp;quot;  // start and end offset. skip the first 2 pixels and skip the last 1 pixel&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Right&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;1 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Top&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Bottom&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8694</id>
		<title>VGUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=8694"/>
		<updated>2017-04-02T12:03:25Z</updated>

		<summary type="html">&lt;p&gt;Johnny: Created page with &amp;quot;==VGUI==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VGUI==&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2391</id>
		<title>User:Stefan2904</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2391"/>
		<updated>2006-05-11T10:38:54Z</updated>

		<summary type="html">&lt;p&gt;Johnny: irc channel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My WikiPage :&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Positions (inofficial):&lt;br /&gt;
* Mapper&lt;br /&gt;
* German Wiki Translation&lt;br /&gt;
* German IRC Supporter (#empiresmod-german)&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2390</id>
		<title>User:Stefan2904</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2390"/>
		<updated>2006-05-11T10:38:19Z</updated>

		<summary type="html">&lt;p&gt;Johnny: ^^&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My WikiPage :&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Positions (inofficial):&lt;br /&gt;
* Mapper&lt;br /&gt;
* German Wiki Translation&lt;br /&gt;
* German IRC Supporter&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2389</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2389"/>
		<updated>2006-05-10T18:15:51Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
[[image:Mapping.JPG|thumb|right|An example of an Empires map in Hammer.]]&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room. Your map will need to be &#039;&#039;&#039;at least&#039;&#039;&#039; 10000 units square and that will be a small map.&lt;br /&gt;
If you want to have a sky instead of a solid roof, then use the Tools/SkyBox texture on those walls that will be the boundary to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_Imp]]&lt;br /&gt;
* [[Emp_building_nf_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_NF]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vehicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vehicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and copy a pair of any two .vtf and .vmt files (must be the from the same map). Rename them to emp_&amp;lt;yourmapname&amp;gt;.&amp;lt;vtf/vmt&amp;gt;. These will serve as placeholders for your map&#039;s overhead view until later. Untill you have created your own minimap picture and .VTF file, your map will use the minimap from the map files you just copied.&lt;br /&gt;
&lt;br /&gt;
This is no problem for testing things out so do not worry about your minimap untill the map is nearly ready to go.&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite interesting gameplay types, with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases. It is used on maps such as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferably marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of the above entities are absolutely required, the game will work as long as there is a way for people from both teams to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recapturable by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag, you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options if you don&#039;t mind waiting several hours for the map to compile. &lt;br /&gt;
&lt;br /&gt;
If you just want to quickly check something, you can compile without making lighting calculations, this saves an awful lot of time over the development of a map.  Make sure your compile options are Normal, (not advanced mode),  then under Run Vis and Run Rad, check the no box. &lt;br /&gt;
&lt;br /&gt;
This is not to be used when you are checking water as that needs the lighting calculations in order to appear in game. This is also obviously not to be used for final compiles or your lighting will look pretty pants! &lt;br /&gt;
&lt;br /&gt;
Check your developer console by pressing tilde (~ or ^) in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]], [[Setting Up Map Resources]], [http://developer.valvesoftware.com/wiki/Category:Level_Design Advanced Tutorials from the Valve Wiki]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2386</id>
		<title>User:Stefan2904</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2386"/>
		<updated>2006-05-10T17:12:25Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comming soon :&amp;gt; ==&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User_talk:Stefan2904&amp;diff=2385</id>
		<title>User talk:Stefan2904</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User_talk:Stefan2904&amp;diff=2385"/>
		<updated>2006-05-10T17:12:13Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hoi --[[User:Stefan2904|Stefan2904]] 13:12, 10 May 2006 (EDT)&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=German:Empires_IRC&amp;diff=2379</id>
		<title>German:Empires IRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=German:Empires_IRC&amp;diff=2379"/>
		<updated>2006-05-10T07:29:07Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|German:Empires IRC}}&lt;br /&gt;
&lt;br /&gt;
Die Empires IRC Channel sind derzeit im [http://www.gamesurge.net/ GameSurge] IRC Netzwork zu finden.&lt;br /&gt;
* Offizieller Channel: &#039;&#039;&#039;#empiresmod&#039;&#039;&#039;&lt;br /&gt;
* Doku-Channel: &#039;&#039;&#039;#empiresmod-docs&#039;&#039;&#039;&lt;br /&gt;
* Inoffizieller deutscher Channel: &#039;&#039;&#039;#empiresmod-german&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eine GameSurge IRC Serverliste findest du unter [http://www.gamesurge.net/servers/ GameSurge Servers].&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=2377</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=2377"/>
		<updated>2006-05-10T07:21:50Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Empires.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Welcome to the Empires Mod wiki, home to documentation, guides, tips, and other useful information for players and developers. The contents of this site are maintained and policed by the community for the better of the whole, please be considerate and enjoy what others have spent much time putting together for everyone.&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Download|Download Empires]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Tip|Join &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod-docs/ #empiresmod-docs]&#039;&#039;&#039; to assist with writing documentation, or idle in the main channel for Empires Mod which is &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod/ #empiresmod]&#039;&#039;&#039;Show your support and stay up to date with Empires. Both channels are on the &#039;&#039;&#039;[irc://irc.gamesurge.net/ GameSurge]&#039;&#039;&#039; Irc Network }}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #ffc9c9; color: #000; background-color: #fff3f3&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
The following pages are of general interest to players.&lt;br /&gt;
* [[Empires Mod|What is Empires Mod?]]&lt;br /&gt;
* [[FAQ|Empires Mod FAQ]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Maps]]&lt;br /&gt;
* [[Squads]]&lt;br /&gt;
* [[Commanding]]&lt;br /&gt;
* [[Structures|Structures and Building]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
&lt;br /&gt;
== Classes and Skills ==&lt;br /&gt;
Empires Mod features four different classes, each with unique abilities.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
Additionally, with experience, players can gain ranks, opening up new [[Skills]] that grant special or improved abilities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right; text-align: left; float: right; padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Developer Documentation ==&lt;br /&gt;
The following pages contain information useful to the developers, mappers, modelers, and other contributors to the mod.&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
* [[Change Log]]&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
* [[Server List]]&lt;br /&gt;
* [[Dedicated Server Setup]]&lt;br /&gt;
* [[Server Optimization]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://empires.cw-hosting.net Empires Forum]&lt;br /&gt;
* [http://empiresmod.com/download.php Empires Downloads]&lt;br /&gt;
* [[Empires IRC]]&lt;br /&gt;
* [[Clan Listing]]&lt;br /&gt;
* [[Fan_Sites|Fan Sites]]&lt;br /&gt;
&lt;br /&gt;
== Wiki Stuff ==&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[To Do]]&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents#For_editors Wiki Editing Manual]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
* [[Subdomains]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Visit [[German:Main_Page|German Main Page (Deutsche Startseite)]]&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=2376</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=2376"/>
		<updated>2006-05-10T06:16:28Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Empires.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Welcome to the Empires Mod wiki, home to documentation, guides, tips, and other useful information for players and developers. The contents of this site are maintained and policed by the community for the better of the whole, please be considerate and enjoy what others have spent much time putting together for everyone.&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Download|Download Empires]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Tip|Join &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod-docs/ #empiresmod-docs]&#039;&#039;&#039; to assist with writing documentation, or idle in the main channel for Empires Mod which is &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod/ #empiresmod]&#039;&#039;&#039;Show your support and stay up to date with Empires. Both channels are on the &#039;&#039;&#039;[irc://irc.gamesurge.net/ GameSurge]&#039;&#039;&#039; Irc Network }}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #ffc9c9; color: #000; background-color: #fff3f3&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
The following pages are of general interest to players.&lt;br /&gt;
* [[Empires Mod|What is Empires Mod?]]&lt;br /&gt;
* [[FAQ|Empires Mod FAQ]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Maps]]&lt;br /&gt;
* [[Squads]]&lt;br /&gt;
* [[Commanding]]&lt;br /&gt;
* [[Structures|Structures and Building]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
&lt;br /&gt;
== Classes and Skills ==&lt;br /&gt;
Empires Mod features four different classes, each with unique abilities.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
Additionally, with experience, players can gain ranks, opening up new [[Skills]] that grant special or improved abilities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right; text-align: left; float: right; padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Developer Documentation ==&lt;br /&gt;
The following pages contain information useful to the developers, mappers, modelers, and other contributors to the mod.&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
* [[Change Log]]&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
* [[Server List]]&lt;br /&gt;
* [[Dedicated Server Setup]]&lt;br /&gt;
* [[Server Optimization]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://empires.cw-hosting.net/cgi-bin/ikonboard.pl Empires Forum]&lt;br /&gt;
* [http://empiresmod.com/download.php Empires Downloads]&lt;br /&gt;
* [[Empires IRC]]&lt;br /&gt;
* [[Clan Listing]]&lt;br /&gt;
* [[Fan_Sites|Fan Sites]]&lt;br /&gt;
&lt;br /&gt;
== Wiki Stuff ==&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[To Do]]&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents#For_editors Wiki Editing Manual]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
* [[Subdomains]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Visit [[German:Main_Page|German Main Page (Deutsche Startseite)]]&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2373</id>
		<title>User:Stefan2904</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2373"/>
		<updated>2006-05-09T19:43:02Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comming sooon :&amp;gt; ==&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2372</id>
		<title>User:Stefan2904</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Stefan2904&amp;diff=2372"/>
		<updated>2006-05-09T19:42:26Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Comming sooon :&amp;gt;&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=2371</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=2371"/>
		<updated>2006-05-09T16:44:53Z</updated>

		<summary type="html">&lt;p&gt;Johnny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Empires.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Welcome to the Empires Mod wiki, home to documentation, guides, tips, and other useful information for players and developers. The contents of this site are maintained and policed by the community for the better of the whole, please be considerate and enjoy what others have spent much time putting together for everyone.&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Download|Download Empires]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Tip|Join &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod-docs/ #empiresmod-docs]&#039;&#039;&#039; to assist with writing documentation, or idle in the main channel for Empires Mod which is &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod/ #empiresmod]&#039;&#039;&#039;Show your support and stay up to date with Empires. Both channels are on the &#039;&#039;&#039;[irc://irc.gamesurge.net/ GameSurge]&#039;&#039;&#039; Irc Network }}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #ffc9c9; color: #000; background-color: #fff3f3&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
The following pages are of general interest to players.&lt;br /&gt;
* [[Empires Mod|What is Empires Mod?]]&lt;br /&gt;
* [[FAQ|Empires Mod FAQ]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Maps]]&lt;br /&gt;
* [[Squads]]&lt;br /&gt;
* [[Commanding]]&lt;br /&gt;
* [[Structures|Structures and Building]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
&lt;br /&gt;
== Classes and Skills ==&lt;br /&gt;
Empires Mod features four different classes, each with unique abilities.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
Additionally, with experience, players can gain ranks, opening up new [[Skills]] that grant special or improved abilities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right; text-align: left; float: right; padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Developer Documentation ==&lt;br /&gt;
The following pages contain information useful to the developers, mappers, modelers, and other contributors to the mod.&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
* [[Change Log]]&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
* [[Server List]]&lt;br /&gt;
* [[Dedicated Server Setup]]&lt;br /&gt;
* [[Server Optimization]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://empires.cw-hosting.net/cgi-bin/ikonboard.pl Empires Forum]&lt;br /&gt;
* [http://empiresmod.com/download.php Empires Downloads]&lt;br /&gt;
* [[Empires IRC]]&lt;br /&gt;
* [[Clan Listing]]&lt;br /&gt;
* [[Fan_Sites|Fan Sites]]&lt;br /&gt;
&lt;br /&gt;
== Wiki Stuff ==&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[To Do]]&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents#For_editors Wiki Editing Manual]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
* [[Subdomains]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Visit [[German:Main_Page|Deutsche Startseite]]&lt;/div&gt;</summary>
		<author><name>Johnny</name></author>
	</entry>
</feed>