<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Joy</id>
	<title>Empires Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Joy"/>
	<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/Special:Contributions/Joy"/>
	<updated>2026-09-27T02:42:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.4</generator>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:User:Brutos/Wall_Suggestions&amp;diff=7796</id>
		<title>User:User:Brutos/Wall Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:User:Brutos/Wall_Suggestions&amp;diff=7796"/>
		<updated>2010-08-11T01:20:23Z</updated>

		<summary type="html">&lt;p&gt;Joy: User:Brutos\Wall Suggestions moved to User:Brutos/Wall Suggestions: I failed ^^&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Brutos/Wall Suggestions]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Brutos/Wall_Suggestions&amp;diff=7795</id>
		<title>User:Brutos/Wall Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Brutos/Wall_Suggestions&amp;diff=7795"/>
		<updated>2010-08-11T01:20:23Z</updated>

		<summary type="html">&lt;p&gt;Joy: User:Brutos\Wall Suggestions moved to User:Brutos/Wall Suggestions: I failed ^^&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this Document ==&lt;br /&gt;
This document discusses defines the purpose of walls, highlights different problems in the current implementation and discusses different possibilities to reduce and solve these problems.&lt;br /&gt;
== Purpose of Walls in Empires ==&lt;br /&gt;
Walls are meant to restrict access to an area and also shield the area from some damage.&lt;br /&gt;
They also give infantry units on the field dynamic cover.&lt;br /&gt;
== Problems ==&lt;br /&gt;
Wall spamming is defined as an act of placing excessive amounts of walls, to deny access to an area. &lt;br /&gt;
While area control and denial is a key aspect of the current Empires gameplay, wall spamming has several gameplay, logical and technical implications that are not desired.&lt;br /&gt;
Walls are also a defensive structure by their nature, but are used in several offense tactics, some of these creative use cases are valid, other cases seem to have the character of an exploits.&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Excessive amounts of walls often cause engineer toolkit fights, where one person keeps trying to construct new walls, while the other person does the opposite. This can be especially a problem in a Commander vs. Commander Fight, where both Commanders try to trap each other, by constructing walls. Fights are meant to be fought with weapons, not with unmovable map objects.&lt;br /&gt;
=== Logical Problem ===&lt;br /&gt;
Commanders sometimes use walls to trap units. It is hard to predict when a wall is going to be placed and confronting players with unpredictable situations can frustrate them.&lt;br /&gt;
It is also possible to place multiple layers of walls into each other, which does not make sense.&lt;br /&gt;
=== Technical ===&lt;br /&gt;
Debris from deconstructed walls can cause performance issues for the clients.&lt;br /&gt;
Huge amounts of walls also put a not to be ignored weight on the engine’s entity limit.&lt;br /&gt;
== Possible solutions ==&lt;br /&gt;
=== Transparent Blueprints ===&lt;br /&gt;
Walls are spawned, like some map objects, as transparent blueprints that have to be constructed first before other objects can collide with them.&lt;br /&gt;
This would solve the unnatural abuse as offensive walls, but would also burden engineers with the boring tasks to build up these walls first; this burden might be lessened by requiring engineers to build the walls up to only 25%. &lt;br /&gt;
This solution might also make walls as cover for infantry useless, which would conflict with the purpose of walls.&lt;br /&gt;
It can be concluded that this solution is not favorable. It also does not solve the logical problem of having multiple layers of walls stacked inside of each other.&lt;br /&gt;
=== Anti-Wall/Anti-Defense Weapon ===&lt;br /&gt;
Another way to solve the problem might be the introduction of a specialized Anti-Defense weapon able to damage multiple wall layers in one hit. This could be a tank weapon, e.g. Siege Canon (Drag’s scriptset), or an Infantry Weapon (Anti-Wall sticky, Blizzerds Suggestion).&lt;br /&gt;
This might be a viable solution to gaining access to heavily defended chokepoints and would result in more dynamic fights, due to forcing the front line to move back and forth.&lt;br /&gt;
&lt;br /&gt;
=== Change of Wall placement System ===&lt;br /&gt;
The following suggested model of wall placement introduces two attachment points on the side of the walls and a small no build zone around the wall piece. Other wall pieces can only be connected on the attachment points.&lt;br /&gt;
This would solve the problem of stacking multiple walls on the same spot. It also might encourage a more strategic placement of walls.&lt;br /&gt;
This can be implemented on its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wall_change.jpg]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Brutos/Wall_Suggestions&amp;diff=7794</id>
		<title>User:Brutos/Wall Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Brutos/Wall_Suggestions&amp;diff=7794"/>
		<updated>2010-08-11T01:19:14Z</updated>

		<summary type="html">&lt;p&gt;Joy: gtfo with deleting my stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this Document ==&lt;br /&gt;
This document discusses defines the purpose of walls, highlights different problems in the current implementation and discusses different possibilities to reduce and solve these problems.&lt;br /&gt;
== Purpose of Walls in Empires ==&lt;br /&gt;
Walls are meant to restrict access to an area and also shield the area from some damage.&lt;br /&gt;
They also give infantry units on the field dynamic cover.&lt;br /&gt;
== Problems ==&lt;br /&gt;
Wall spamming is defined as an act of placing excessive amounts of walls, to deny access to an area. &lt;br /&gt;
While area control and denial is a key aspect of the current Empires gameplay, wall spamming has several gameplay, logical and technical implications that are not desired.&lt;br /&gt;
Walls are also a defensive structure by their nature, but are used in several offense tactics, some of these creative use cases are valid, other cases seem to have the character of an exploits.&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Excessive amounts of walls often cause engineer toolkit fights, where one person keeps trying to construct new walls, while the other person does the opposite. This can be especially a problem in a Commander vs. Commander Fight, where both Commanders try to trap each other, by constructing walls. Fights are meant to be fought with weapons, not with unmovable map objects.&lt;br /&gt;
=== Logical Problem ===&lt;br /&gt;
Commanders sometimes use walls to trap units. It is hard to predict when a wall is going to be placed and confronting players with unpredictable situations can frustrate them.&lt;br /&gt;
It is also possible to place multiple layers of walls into each other, which does not make sense.&lt;br /&gt;
=== Technical ===&lt;br /&gt;
Debris from deconstructed walls can cause performance issues for the clients.&lt;br /&gt;
Huge amounts of walls also put a not to be ignored weight on the engine’s entity limit.&lt;br /&gt;
== Possible solutions ==&lt;br /&gt;
=== Transparent Blueprints ===&lt;br /&gt;
Walls are spawned, like some map objects, as transparent blueprints that have to be constructed first before other objects can collide with them.&lt;br /&gt;
This would solve the unnatural abuse as offensive walls, but would also burden engineers with the boring tasks to build up these walls first; this burden might be lessened by requiring engineers to build the walls up to only 25%. &lt;br /&gt;
This solution might also make walls as cover for infantry useless, which would conflict with the purpose of walls.&lt;br /&gt;
It can be concluded that this solution is not favorable. It also does not solve the logical problem of having multiple layers of walls stacked inside of each other.&lt;br /&gt;
=== Anti-Wall/Anti-Defense Weapon ===&lt;br /&gt;
Another way to solve the problem might be the introduction of a specialized Anti-Defense weapon able to damage multiple wall layers in one hit. This could be a tank weapon, e.g. Siege Canon (Drag’s scriptset), or an Infantry Weapon (Anti-Wall sticky, Blizzerds Suggestion).&lt;br /&gt;
This might be a viable solution to gaining access to heavily defended chokepoints and would result in more dynamic fights, due to forcing the front line to move back and forth.&lt;br /&gt;
&lt;br /&gt;
=== Change of Wall placement System ===&lt;br /&gt;
The following suggested model of wall placement introduces two attachment points on the side of the walls and a small no build zone around the wall piece. Other wall pieces can only be connected on the attachment points.&lt;br /&gt;
This would solve the problem of stacking multiple walls on the same spot. It also might encourage a more strategic placement of walls.&lt;br /&gt;
This can be implemented on its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wall_change.jpg]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Wall_Suggestions&amp;diff=7793</id>
		<title>Wall Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Wall_Suggestions&amp;diff=7793"/>
		<updated>2010-08-11T01:18:54Z</updated>

		<summary type="html">&lt;p&gt;Joy: Wall Suggestions moved to User:Brutos\Wall Suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Brutos\Wall Suggestions]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Brutos/Wall_Suggestions&amp;diff=7792</id>
		<title>User:Brutos/Wall Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Brutos/Wall_Suggestions&amp;diff=7792"/>
		<updated>2010-08-11T01:18:54Z</updated>

		<summary type="html">&lt;p&gt;Joy: Wall Suggestions moved to User:Brutos\Wall Suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deletebecause| useless page, A wiki is not for making suggestions. Use the forum instead}}&lt;br /&gt;
&lt;br /&gt;
== Purpose of this Document ==&lt;br /&gt;
This document discusses defines the purpose of walls, highlights different problems in the current implementation and discusses different possibilities to reduce and solve these problems.&lt;br /&gt;
== Purpose of Walls in Empires ==&lt;br /&gt;
Walls are meant to restrict access to an area and also shield the area from some damage.&lt;br /&gt;
They also give infantry units on the field dynamic cover.&lt;br /&gt;
== Problems ==&lt;br /&gt;
Wall spamming is defined as an act of placing excessive amounts of walls, to deny access to an area. &lt;br /&gt;
While area control and denial is a key aspect of the current Empires gameplay, wall spamming has several gameplay, logical and technical implications that are not desired.&lt;br /&gt;
Walls are also a defensive structure by their nature, but are used in several offense tactics, some of these creative use cases are valid, other cases seem to have the character of an exploits.&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Excessive amounts of walls often cause engineer toolkit fights, where one person keeps trying to construct new walls, while the other person does the opposite. This can be especially a problem in a Commander vs. Commander Fight, where both Commanders try to trap each other, by constructing walls. Fights are meant to be fought with weapons, not with unmovable map objects.&lt;br /&gt;
=== Logical Problem ===&lt;br /&gt;
Commanders sometimes use walls to trap units. It is hard to predict when a wall is going to be placed and confronting players with unpredictable situations can frustrate them.&lt;br /&gt;
It is also possible to place multiple layers of walls into each other, which does not make sense.&lt;br /&gt;
=== Technical ===&lt;br /&gt;
Debris from deconstructed walls can cause performance issues for the clients.&lt;br /&gt;
Huge amounts of walls also put a not to be ignored weight on the engine’s entity limit.&lt;br /&gt;
== Possible solutions ==&lt;br /&gt;
=== Transparent Blueprints ===&lt;br /&gt;
Walls are spawned, like some map objects, as transparent blueprints that have to be constructed first before other objects can collide with them.&lt;br /&gt;
This would solve the unnatural abuse as offensive walls, but would also burden engineers with the boring tasks to build up these walls first; this burden might be lessened by requiring engineers to build the walls up to only 25%. &lt;br /&gt;
This solution might also make walls as cover for infantry useless, which would conflict with the purpose of walls.&lt;br /&gt;
It can be concluded that this solution is not favorable. It also does not solve the logical problem of having multiple layers of walls stacked inside of each other.&lt;br /&gt;
=== Anti-Wall/Anti-Defense Weapon ===&lt;br /&gt;
Another way to solve the problem might be the introduction of a specialized Anti-Defense weapon able to damage multiple wall layers in one hit. This could be a tank weapon, e.g. Siege Canon (Drag’s scriptset), or an Infantry Weapon (Anti-Wall sticky, Blizzerds Suggestion).&lt;br /&gt;
This might be a viable solution to gaining access to heavily defended chokepoints and would result in more dynamic fights, due to forcing the front line to move back and forth.&lt;br /&gt;
&lt;br /&gt;
=== Change of Wall placement System ===&lt;br /&gt;
The following suggested model of wall placement introduces two attachment points on the side of the walls and a small no build zone around the wall piece. Other wall pieces can only be connected on the attachment points.&lt;br /&gt;
This would solve the problem of stacking multiple walls on the same spot. It also might encourage a more strategic placement of walls.&lt;br /&gt;
This can be implemented on its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wall_change.jpg]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Brutos/Wall_Suggestions&amp;diff=7460</id>
		<title>User:Brutos/Wall Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Brutos/Wall_Suggestions&amp;diff=7460"/>
		<updated>2010-04-02T15:49:32Z</updated>

		<summary type="html">&lt;p&gt;Joy: New page: == Purpose of this Document == This document discusses defines the purpose of walls, highlights different problems in the current implementation and discusses different possibilities to re...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this Document ==&lt;br /&gt;
This document discusses defines the purpose of walls, highlights different problems in the current implementation and discusses different possibilities to reduce and solve these problems.&lt;br /&gt;
== Purpose of Walls in Empires ==&lt;br /&gt;
Walls are meant to restrict access to an area and also shield the area from some damage.&lt;br /&gt;
They also give infantry units on the field dynamic cover.&lt;br /&gt;
== Problems ==&lt;br /&gt;
Wall spamming is defined as an act of placing excessive amounts of walls, to deny access to an area. &lt;br /&gt;
While area control and denial is a key aspect of the current Empires gameplay, wall spamming has several gameplay, logical and technical implications that are not desired.&lt;br /&gt;
Walls are also a defensive structure by their nature, but are used in several offense tactics, some of these creative use cases are valid, other cases seem to have the character of an exploits.&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Excessive amounts of walls often cause engineer toolkit fights, where one person keeps trying to construct new walls, while the other person does the opposite. This can be especially a problem in a Commander vs. Commander Fight, where both Commanders try to trap each other, by constructing walls. Fights are meant to be fought with weapons, not with unmovable map objects.&lt;br /&gt;
=== Logical Problem ===&lt;br /&gt;
Commanders sometimes use walls to trap units. It is hard to predict when a wall is going to be placed and confronting players with unpredictable situations can frustrate them.&lt;br /&gt;
It is also possible to place multiple layers of walls into each other, which does not make sense.&lt;br /&gt;
=== Technical ===&lt;br /&gt;
Debris from deconstructed walls can cause performance issues for the clients.&lt;br /&gt;
Huge amounts of walls also put a not to be ignored weight on the engine’s entity limit.&lt;br /&gt;
== Possible solutions ==&lt;br /&gt;
=== Transparent Blueprints ===&lt;br /&gt;
Walls are spawned, like some map objects, as transparent blueprints that have to be constructed first before other objects can collide with them.&lt;br /&gt;
This would solve the unnatural abuse as offensive walls, but would also burden engineers with the boring tasks to build up these walls first; this burden might be lessened by requiring engineers to build the walls up to only 25%. &lt;br /&gt;
This solution might also make walls as cover for infantry useless, which would conflict with the purpose of walls.&lt;br /&gt;
It can be concluded that this solution is not favorable. It also does not solve the logical problem of having multiple layers of walls stacked inside of each other.&lt;br /&gt;
=== Anti-Wall/Anti-Defense Weapon ===&lt;br /&gt;
Another way to solve the problem might be the introduction of a specialized Anti-Defense weapon. This could be a tank weapon, e.g. Siege Canon (Drag’s scriptset), or an Infantry Weapon (Anti-Wall sticky, Blizzerds Suggestion).&lt;br /&gt;
This might be a viable solution to gaining access to heavily defended chokepoints and would result in more dynamic fights, due to forcing the front line to move back and forth.&lt;br /&gt;
=== Change of Wall placement System ===&lt;br /&gt;
The following suggested model of wall placement introduces two attachment points on the side of the walls and a small no build zone around the wall piece. Other wall pieces can only be connected on the attachment points.&lt;br /&gt;
This would solve the problem of stacking multiple walls on the same spot. It also might encourage a more strategic placement of walls.&lt;br /&gt;
This can be implemented on its own.&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Additional_Downloads&amp;diff=7409</id>
		<title>Additional Downloads</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Additional_Downloads&amp;diff=7409"/>
		<updated>2009-09-24T12:53:13Z</updated>

		<summary type="html">&lt;p&gt;Joy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Additional_Downloads}}&lt;br /&gt;
&lt;br /&gt;
This page is for extra stuff to change the appearance of Empires.&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;padding: .4em .75em .4em;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot;|[[Image:warning.gif|40px|Warning]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&#039;&#039;&#039;Warning&#039;&#039;&#039;:  The files listed on these page are contributed by the community. We give no guarantee that they work nor can  guarantee that they are harmless. They are &#039;&#039;&#039;NOT&#039;&#039;&#039; officially supported.&lt;br /&gt;
|} &lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;padding: .4em .75em .4em;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot;|[[Image:warning.gif|40px|Warning]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&#039;&#039;&#039;Warning&#039;&#039;&#039;:  As with all changes that you make to your Empires install: &#039;&#039;&#039;MAKE SURE TO BACK UP THE OLD FILES FIRST!&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;padding: .4em .75em .4em;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot;|[[Image:warning.gif|40px|Warning]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&#039;&#039;&#039;Warning&#039;&#039;&#039;:  Also note, these changes might not work on servers that have enabled sv_pure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;border: 1px solid #b0b0b0; color: #000; background-color: #f0f0f0&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right; padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Model Replacement ===&lt;br /&gt;
&lt;br /&gt;
Model replacements change the way things look but, not how they work.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot; border: 1px solid #b0b0b0; color: #000; background-color: #f0f0f0&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot;|[[Image:Nf imp starwars.jpg|thumb|left|EMPIRES FOR EMPIRES!]]&lt;br /&gt;
{| style=&amp;quot; border: 1px solid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Star Wars&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Player model replacement pack!.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www4.bplaced.net/request.php?10 Download Link]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Install Instructions:&lt;br /&gt;
|-&lt;br /&gt;
| Extract the contents of the .rar into your &amp;quot;SourceMods\Empires\&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Link to original forum discussion: [http://forums.empiresmod.com/showthread.php?t=5449 Link]&lt;br /&gt;
|}&lt;br /&gt;
|[[Image:Iphone.jpg|thumb|left|SEXY!]] &lt;br /&gt;
{|style=&amp;quot; border: 1px solid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;iRepair Tool&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| An iPhone replacement for the engineer kit.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www4.bplaced.net/request.php?11 Download Link]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Install Instructions:&lt;br /&gt;
|-&lt;br /&gt;
| Extract the contents of the .rar into your &amp;quot;SourceMods\Empires\&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Link to original forum discussion: [http://forums.empiresmod.com/showthread.php?t=4732 Link]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Smg3.JPG|thumb|left|Staple gun?]] &lt;br /&gt;
{|style=&amp;quot; border: 1px sog|tlid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;SMG2 Replacement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Replaces the SMG2, you get the SMG3 from ye old Empires 1.0&lt;br /&gt;
|-&lt;br /&gt;
| [http://rapidshare.com/files/185988314/nf_smg3_10_ob.zip Download Link]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Install Instructions:&lt;br /&gt;
|-&lt;br /&gt;
| Extract the contents of the .rar into your &amp;quot;SourceMods\Empires\&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Link to original forum discussion: [http://forums.empiresmod.com/showthread.php?t=5595 Link]&lt;br /&gt;
|}&lt;br /&gt;
|[[Image:Jeep1nn7.jpg|thumb|left|I CAN DRIVE NOW!]] &lt;br /&gt;
{|style=&amp;quot; border: 1px solid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Less Roll Bars On NF Jeep&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Removes the some of the roll bars from the NF jeep. Now you can see where you are going but, your still going to die. &lt;br /&gt;
|-&lt;br /&gt;
| [http://depositfiles.com/files/4o73wvlna Download Link]&lt;br /&gt;
|-&lt;br /&gt;
| Ya the download site sucks but, waiting 60 seconds for this download is ok by me.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Install Instructions:&lt;br /&gt;
|-&lt;br /&gt;
| Extract and then copy nf_jeep.vmt and nf_jeep.vtf into your Empires\materials\nf\vehicles\ground\jeep folder.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Link to original forum discussion: [http://forums.empiresmod.com/showthread.php?t=6131 Link]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Particle Effects ===&lt;br /&gt;
&lt;br /&gt;
Changes different particle effects in the game, like bullet tracers etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot; border: 1px solid #b0b0b0; color: #000; background-color: #f0f0f0&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;| [[Image:Fun_With_Particles.JPG|thumb|left|ZOMG FLAME THROWER MG!]] &lt;br /&gt;
{|width=&amp;quot;50%&amp;quot; style=&amp;quot; border: 1px solid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Chris&#039;s Particle Effects 1.0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| This download will change your boring guns and tank MGs into flamethrowers and electric beams.&lt;br /&gt;
|-&lt;br /&gt;
| Base file for the particle effects [http://www.filefront.com/14364961/empires.zip Link]&lt;br /&gt;
|-&lt;br /&gt;
| Choose muzzle flashes connected to the chain gun [http://www.filefront.com/14360417/bullet_tracers.pcf Link] or muzzle flashes except plasma [http://www.filefront.com/14360469/bullet_tracers.pcf Link]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Install Instructions:&lt;br /&gt;
|-&lt;br /&gt;
| Extract the &amp;quot;empires.zip&amp;quot; file into your Empires directory. Then copy the file you chose into your Empries/particles directory.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Link to original forum discussion: [http://forums.empiresmod.com/showthread.php?t=9310 Link]&lt;br /&gt;
|}&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=top| [[Image:Chris Particles 2.JPG|thumb|left|Pixy Dust!]]&lt;br /&gt;
{| style=&amp;quot; border: 1px solid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Chris&#039;s Particle Effects 2.0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Totally revamped particle system. &amp;quot;The new system allows for better looking bullets, greater visibility in first person, and smoke wakes for each projectile.&amp;quot; Its also ALOT easier to install!&lt;br /&gt;
|-&lt;br /&gt;
| [http://dl.getdropbox.com/u/1579090/filehost/particles_r4.zip Download Link]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Install Instructions:&lt;br /&gt;
|-&lt;br /&gt;
| Extract file to the Empires directory.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Link to original forum discussion: [http://forums.empiresmod.com/showthread.php?t=10856 Link]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Known issues: Impact smoke renders above muzzleflashes sometimes, I don&#039;t know why so it may take a while to fix.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;| [[Image:Fire2.JPG|thumb|left|FIRE FIRE!]]&lt;br /&gt;
{| style=&amp;quot; border: 1px solid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Building Smoke&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| This download will change your FPS heavy smoke into something much more beautiful with flames and less smoke.(Did I mention less FPS intensive? No? Well there ya go!)&lt;br /&gt;
|-&lt;br /&gt;
| [http://dl.getdropbox.com/u/516743/buildings.pcf Download Link]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Install Instructions:&lt;br /&gt;
|-&lt;br /&gt;
| Place the file in the Empires/particles directory.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Link to original forum discussion: [http://forums.empiresmod.com/showthread.php?t=10457 Link]&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width=50%&amp;quot;; border: 1px solid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot;|&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Downloads ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot; border: 1px solid #b0b0b0; color: #000; background-color: #f0f0f0&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;| [[Image:Background shandy preview.jpg|thumb|left|!New Backgrounds!]] &lt;br /&gt;
{|width=&amp;quot;70%&amp;quot; style=&amp;quot; border: 1px solid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;John Shandy&#039;s Main menu backgrounds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Behold my children, NEW main menu backgrounds to gaze upon!&lt;br /&gt;
|-&lt;br /&gt;
| Choose between [http://empires.martinpace.com/releases/menu/jshandy_empbg_be.rar BE Background] or [http://empires.martinpace.com/releases/menu/jshandy_empbg_nf.rar NF Background].&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Install Instructions:&lt;br /&gt;
|-&lt;br /&gt;
| Extract the file into your Empires directory.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Link to original forum discussion: [http://forums.empiresmod.com/showthread.php?t=10852 Link]&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width=50%&amp;quot;; border: 1px solid #f0f0f0; color: #000; background-color: #f0f0f0&amp;quot;|&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Tips]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=7408</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=7408"/>
		<updated>2009-09-24T12:40:16Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* General Information */&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/ #empiresmod]&#039;&#039;&#039; for the official Empires Mod channel to discuss all aspects of the mod including improving this wiki.&#039;&#039;&#039;&#039;&#039;&#039;  Show your support and stay up to date with Empires.  This channel is located 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;
** [[Vehicle customization|Vehicle Customization]]&lt;br /&gt;
* [[Weapons]]&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;
* [[Jargon]]&lt;br /&gt;
* [[Client_Optimization|Client Optimization]]&lt;br /&gt;
* [[Additional_Downloads|Additional Content]]&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;
* [[Bugs]]&lt;br /&gt;
* [[Credits]]&lt;br /&gt;
* [[Scripts]]&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;
* [[Server Cvars]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://forums.empiresmod.com 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;
Other Languages: [[German:Main_Page|German]], [[French:Main_Page|French]], [[Spanish:Main_Page|Spanish]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:ViroMan&amp;diff=7386</id>
		<title>User:ViroMan</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:ViroMan&amp;diff=7386"/>
		<updated>2009-09-12T18:49:28Z</updated>

		<summary type="html">&lt;p&gt;Joy: Some imporvments to style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:349px;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;[[Image:Empires.jpg]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;Welcome to the Empires Mod wiki, home to documentation, guides, tips, and other useful information for players and developers.&amp;lt;br /&amp;gt;The contents of this site are maintained and policed by the community for the better of the whole.&amp;lt;br /&amp;gt;Please be considerate and enjoy what others have spent much time putting together for everyone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Download|Download Empires]]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Tip|Join &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod/ #empiresmod]&#039;&#039;&#039; for the official Empires Mod channel to discuss all aspects of the mod including improving this wiki.&#039;&#039;&#039;&#039;&#039;&#039;  Show your support and stay up to date with Empires.  This channel is located on the &#039;&#039;&#039;[irc://irc.gamesurge.net/ GameSurge]&#039;&#039;&#039; Irc Network }}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:90%;border:0; color: #000; background-color: #ffffff;text-align:left;margin-left:auto;margin-right:auto&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:48%;border: 1px solid #ffc9c9; color: #000; background-color: #fff3f3;padding:1em;vertical-align:top;&amp;quot; |  &lt;br /&gt;
{|&lt;br /&gt;
== General Information ==&lt;br /&gt;
The following pages are of general interest to players.&lt;br /&gt;
|style=&amp;quot;width:24%;border:0; color: #000; background-color: #fff3f3;vertical-align:top&amp;quot; |  &lt;br /&gt;
{|&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;
** [[Vehicle customization|Vehicle Customization]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Additional Content]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:24%;border:0; color: #000; background-color: #fff3f3;vertical-align:top&amp;quot; |&lt;br /&gt;
{|&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;
* [[Jargon]]&lt;br /&gt;
* [[Client_Optimization|Client Optimization]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:48%;border:0; color: #000; background-color: #fff3f3;vertical-align:bottom&amp;quot; rowspan=&amp;quot;1&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{|&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;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:1%;border:0; color: #000; background-color: #ffffff&amp;quot;|&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;width:48%;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff;padding:1em;&amp;quot;|&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;
* [[Bugs]]&lt;br /&gt;
* [[Credits]]&lt;br /&gt;
* [[Scripts]]&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;
* [[Server Cvars]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://forums.empiresmod.com 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;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other Languages: [[German:Main_Page|German]], [[French:Main_Page|French]], [[Spanish:Main_Page|Spanish]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=7371</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=7371"/>
		<updated>2009-09-10T02:07:10Z</updated>

		<summary type="html">&lt;p&gt;Joy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version: 2.24d&lt;br /&gt;
&lt;br /&gt;
Closed Beta Version: 2.25 SVN&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
=Source Engine=&lt;br /&gt;
==Empires v2.24e==&lt;br /&gt;
July 13, 2009&lt;br /&gt;
&lt;br /&gt;
This is 2.24d fixed for Linux servers. If you are not running a Linux server you can&#039;t use this release.&lt;br /&gt;
&lt;br /&gt;
==Empires v2.24d==&lt;br /&gt;
May 21, 2009&lt;br /&gt;
&lt;br /&gt;
Several fixes and minor balancing tweaks, a server crash was also fixed.&lt;br /&gt;
&lt;br /&gt;
==Empires v2.24b==&lt;br /&gt;
May 8, 2009&lt;br /&gt;
&lt;br /&gt;
Note: 2.24a was released only as an internal release.&lt;br /&gt;
===Balance===&lt;br /&gt;
*Dig In effectiveness decreased (50%--&amp;gt;25%)&lt;br /&gt;
*Repair amount required to disable sabotage decreased from 50 to 25&lt;br /&gt;
*Sabotage now does 4 damage every 3 seconds&lt;br /&gt;
*Raised Jeep health from 120 to 200&lt;br /&gt;
*Jeeps no longer can carry armor&lt;br /&gt;
*Jeep speeds have been increased (fission and 3phase excluded) and minor horsepower changes&lt;br /&gt;
*APC speeds have been decreased (fission and 3phase decreased the most)&lt;br /&gt;
*APC health has been restored to 150 health&lt;br /&gt;
*Upgraded and Advanced Grenadier RPG research times and costs reduced, their effectiveness improved (-15 sec, -50% cost, +5/+10 more)&lt;br /&gt;
*Raised Max weight of all vehicles by 10 (jeep excluded)&lt;br /&gt;
*Raised engine weights and differentiated between engines&lt;br /&gt;
*Hull now inherits armor resists (change for future versions, shouldn&#039;t affect this one)&lt;br /&gt;
*BE medium steering changes&lt;br /&gt;
*BE standard cannon is now &amp;quot;Improved Standard Cannon&amp;quot; with better characteristics (temporary fix)&lt;br /&gt;
*Various changes to vehicle hull healths (mainly BE AFV/temporary fix)&lt;br /&gt;
*Infantry weapon changes (exact changes in changelog located in /scripts folder)&lt;br /&gt;
*Building HP and thus building times have been tweaked (Armory is weaker, barracks and vehicle factories are stronger but take longer to build)&lt;br /&gt;
*Walls are generally weaker. It is now feasible to blow up walls using seismics.&lt;br /&gt;
*Mortar versus building damage is higher&lt;br /&gt;
*RPG damage against buildings &amp;gt; 1 but still very crappy&lt;br /&gt;
*Gas turbine, research time from 120 to 150 (but moved down one research level saving 325 res and 60 sec)&lt;br /&gt;
*Biological projectile, research cost from 500 to 400&lt;br /&gt;
*Biological warhead, research cost from 700 to 500&lt;br /&gt;
*Reactive armor, research time from 90 to 150&lt;br /&gt;
*Composite armor, research time from 120 to 90&lt;br /&gt;
*UML, weight from 50 to 70&lt;br /&gt;
*BioML, weight rfom 80 to 70&lt;br /&gt;
*HITML, weight from 200 to 120&lt;br /&gt;
*SalvoML, weight from 40 to 50&lt;br /&gt;
*GML, weight from 50 to 70&lt;br /&gt;
*UGML, weight from 50 to 70&lt;br /&gt;
*HML, weight from 50 to 70&lt;br /&gt;
*UHML, weight from 50 to 70&lt;br /&gt;
*Reactive, damage mod from 0.8 back to 0.9&lt;br /&gt;
*Lowered health of vehicle armor&lt;br /&gt;
*all weapon costs increased, all armor costs decreased resulting in armor costs being equal to weapon costs (was: armor cost = 60-80% of total tank price)&lt;br /&gt;
*Infantry resists set, rifleman has resists against vehicle mgs and other infantry fire (effective armor increase); grenadier has resists against tank shells&lt;br /&gt;
*Lower &amp;quot;heat to target&amp;quot; values on all weapons safe for plasma and HIT&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Building and infantry resist system support&lt;br /&gt;
*Plus sign in class selection screen next to weapons that have multiple options.&lt;br /&gt;
*If you have Revive as an Engineer, there will be an icon above friendly corpses.&lt;br /&gt;
*Mappers can now [set/get/modify] [NF/BE] [tickets/resources] via inputs/outputs for emp_info_params&lt;br /&gt;
*New entities &amp;quot;emp_vehicle_preset&amp;quot; and &amp;quot;emp_vehicle_spawner&amp;quot; for spawning vehicles&lt;br /&gt;
*New entity &amp;quot;emp_mine_restrict&amp;quot; to block placement of grenadier mines&lt;br /&gt;
*Squad artillery strike &#039;whistle&#039; noise&lt;br /&gt;
*Lua support for servers&lt;br /&gt;
*Chat escape sequences (%_c,%_h, %_l, %_m, %_n, %_s, %_w)&lt;br /&gt;
*Cheat command: emp_increase_squadpoints to increase squadpoints for testing&lt;br /&gt;
*Bindings for the slotn commands, so plugins can use their on-screen menus&lt;br /&gt;
*Can now see name and health of friendly players without directly looking at them; health indicator on friendly players is coloured according to health&lt;br /&gt;
*A few client messages for research (research cancelled, insufficient resources, research already in progress)&lt;br /&gt;
*New particle effects and sounds for certain vehicle MGs&lt;br /&gt;
*emp_coast (works now)&lt;br /&gt;
*emp_arid&lt;br /&gt;
*cooldown on squad abilities; squad arty and revive cost changes&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*DLLs compiled with statically linked libraries, should no longer need the c++ redistributable&lt;br /&gt;
*A rare server crash&lt;br /&gt;
*You no longer run faster against a wall&lt;br /&gt;
*Bug with changing resolution&lt;br /&gt;
*Chat window buttons are now hidden at the start of a map, but chat window permanently has a slightly slightly grey background&lt;br /&gt;
*Locked various server-crashing commands&lt;br /&gt;
*You can now use the center button of the flower voice menu in a vehicle with handbrake (jump for infantry)&lt;br /&gt;
*You can now bind commands to semicolon&lt;br /&gt;
*Vehicle presets&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Weapon and skill descriptions are now stored in a script (emp_descriptions.txt).&lt;br /&gt;
*When selecting infantry units in Comm View, the selection images will accurately reflect the infantry class of the unit.&lt;br /&gt;
*Removed the &amp;quot;Leave Squad&amp;quot; button in the Pop-Up Menu.&lt;br /&gt;
*Default commander option is now to be opted out&lt;br /&gt;
*Bullet knockback forces when proned and crouching are now equal to that of standing.&lt;br /&gt;
*Maximum number of slots is now 64 (I wouldn&#039;t recommend using it though)&lt;br /&gt;
*emp_urbanchaos and emp_slaughtered optimizations -- turrets work now too&lt;br /&gt;
*BE medium viewpoint altered&lt;br /&gt;
*Recycletime and carcass removal time added to building.txt (this prevents &amp;quot;turret corpse spam&amp;quot; to block off areas for example)&lt;br /&gt;
*Updated manual and quickstart guide&lt;br /&gt;
&lt;br /&gt;
===Known issues===&lt;br /&gt;
*New vehicle MG tracer particle effects only show up for the one doing the shooting&lt;br /&gt;
*Streets of Fire still crashes for some people, please take caution when playing this map.&lt;br /&gt;
*Lua support on the server is very limited.&lt;br /&gt;
&lt;br /&gt;
==Empires v2.23==&lt;br /&gt;
March 3, 2009&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
&lt;br /&gt;
*Added: New map, emp_Coast by tysn; a commander based map, features a capturable flag.&lt;br /&gt;
*Added: New version of emp_urbanchaos; various improvements and optimizations, the reinforcements have been lowered.&lt;br /&gt;
*Added: New version of emp_slaughtered; various tweaks, fixes and optimizations.&lt;br /&gt;
*Added: New water textures, used on emp_mvalley.&lt;br /&gt;
*Added: New version of the minimap icons, size lowered to 75%.&lt;br /&gt;
&lt;br /&gt;
*Added: Engineer buildable map objects now support repair and damage multipliers (http://wiki.empiresmod.com/index.php?title=Emp_eng_map_brush)&lt;br /&gt;
*Added: New entity &amp;quot;emp_infantry_restrict&amp;quot; allows mappers restrict areas based on class and faction (http://wiki.empiresmod.com/index.php?title=Emp_inf_restrict)&lt;br /&gt;
*Added: Added ability to restrict turret level per map and in emp_engineer_restrict&lt;br /&gt;
&lt;br /&gt;
*Added: The ability for player to opt in/out of commanding.&lt;br /&gt;
*Added: More feature for weapon balance scripts.&lt;br /&gt;
*Added: Servers can now support upto 29 player slots (added 1 for sourceTV support)&lt;br /&gt;
*Added: Experimental game events, for plugin support.&lt;br /&gt;
*Added: MKII chassis; they are 2 new experimental variations on the BE AFV and NF Light Tank, modified to fit bigger weaponry. Available by researching &amp;quot;Upgraded Chassis&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
&lt;br /&gt;
*Fixed: Various exploits that could cause the server to crash.&lt;br /&gt;
*Fixed: No more spontaneous deaths standing on top of ammo boxes, walls, etc.&lt;br /&gt;
*Fixed: Can now disable spectator (&amp;quot;emp_allowspectators&amp;quot; default 1).&lt;br /&gt;
*Fixed: Can now specify how long a player must wait after switching team before they may switch again (&amp;quot;emp_teamswitch_delay&amp;quot; default 0).&lt;br /&gt;
*Fixed: Handbrake no longer stuck after death in vehicle while handbraking.&lt;br /&gt;
*Fixed: Fixed some issues with the spectator control bar.&lt;br /&gt;
*Fixed: Stamina penalty for ducking was incorrect.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
&lt;br /&gt;
*Modified: You can now only mute people on the scoreboard with the left mouse button.&lt;br /&gt;
*Modified: Improved vehicle handling.&lt;br /&gt;
*Modified: Barracks now cost 400 resources.&lt;br /&gt;
*Modified: Damage drain suffered by sabotaged buildings is now 20 per interval (used to be 4).&lt;br /&gt;
*Modified: slight increase in the squad point range.&lt;br /&gt;
*Modified: squad arty and squad revive costs doubled (8 and 10 respectively).&lt;br /&gt;
*Modified: the research tree has been rebalanced, time and cost of many items have been changed.&lt;br /&gt;
*Modified: Removed Improved Detonators research inside Electrical Engineering branch, it didn&#039;t do anything.&lt;br /&gt;
*Modified: Infantry weapons, for a detailed list see &amp;quot;.../empires/scripts/changelog_infantry_weapons.txt&amp;quot;.&lt;br /&gt;
*Modified: Vehicles as follows:&lt;br /&gt;
*Modified: Buffed stock AFV hull health from 150 to 200.&lt;br /&gt;
*Modified: Increased HP of plain armor.&lt;br /&gt;
*Modified: Changed costs of a couple armor types.&lt;br /&gt;
*Modified: Lowered heat to damage mod for CV, from 0.18 to 0.14&lt;br /&gt;
*Modified: 50.cal HMG, ammo from 75 to 125&lt;br /&gt;
*Modified: railgun, lowered weight from 120 to 110&lt;br /&gt;
*Modified: Lowered maximum weight of APCs by 40&lt;br /&gt;
*Modified: Increased maximum weight of AFV by 30&lt;br /&gt;
*Modified: Slightly buffed damage modifier for reactive armor.&lt;br /&gt;
*Modified: Plain armor heat dissipation from 4 to 6, it now dissipates heat at the same rate as the Bio Diesel Engine&lt;br /&gt;
*Modified: Doubled CV armor&#039;s HP from 30 to 60. Can hopefully be justified by Damage to heat absorbed still being higher than other chassis.&lt;br /&gt;
*Modified: Increased health of all armors by ~20, decreased damage modifier of the CV armor from 0.8 to 0.6&lt;br /&gt;
*Modified: Raised Hull Health of Medium and Heavy tanks.&lt;br /&gt;
*Modified: Increased CV hull Health from 1200 to 1600&lt;br /&gt;
&lt;br /&gt;
==Empires 2.22==&lt;br /&gt;
January 19th, 2009&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: a second skin group for orex trees&lt;br /&gt;
*Added: Icons for each building for the minimap&lt;br /&gt;
*Added: Detail textures to many textures, most notably the vehicles.&lt;br /&gt;
*Added: Vehicle weapon limited to the amounts shown on the physical model.&lt;br /&gt;
*Added: Stats reporting for kills, deaths and rank points.&lt;br /&gt;
*Added: Weapon stats: bullets total, bullets hit and damage done.&lt;br /&gt;
*Added: Player counter to Unassigned and Spectator teams in the scoreboard.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: Handbrake can now be properly assigned to its own button&lt;br /&gt;
*Fixed: Improper physbox on the static orex trees&lt;br /&gt;
*Fixed: Physics.cpp crash, relating to ragdolls for the commander&lt;br /&gt;
*Fixed: Vehicle didn&#039;t receive additional heat when going backwards.&lt;br /&gt;
*Fixed: Maximum range shown in commander interface is incorrect for new turrets.&lt;br /&gt;
*Fixed: Cannot use the engineer kit from the command vehicle anymore&lt;br /&gt;
*Fixed: NF SMG2 was reloading 2 times after emptying it and getting ammo.&lt;br /&gt;
*Fixed: A small &#039;cut&#039; at the top right corner of the commander&#039;s minimap only visible in a 1.33 aspect ratio&lt;br /&gt;
*Fixed: Reviving player getting stuck in a revived player.&lt;br /&gt;
*Fixed: Jitter in Spectator mode&lt;br /&gt;
*Fixed: Damage over time caused by biological weaponry to vehicles can now affect more than one side of armor at once.&lt;br /&gt;
*Fixed: scoreboard displayed the ping value for spectators too far to the left.&lt;br /&gt;
*Fixed: Commanders with defusal are now protected while in commander view, not just vehicle view.&lt;br /&gt;
*Fixed: A crash relating to tanks&lt;br /&gt;
*Fixed: A crash relating to the Engineer Tool&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: Changed the material of the static orex trees&lt;br /&gt;
*Modified: Scheme Settings for the background of bullets on the HUD&lt;br /&gt;
*Modified: Main Menu GUI Theme&lt;br /&gt;
*Modified: After researching Advanced Personnel Deployment, previously built APCS can have their spawnpoints enabled at the repair pad.&lt;br /&gt;
*Modified: Changed engine stall time back to 0.5s&lt;br /&gt;
*Modified: Stats are sent only if sv_cheats was never set to 1.&lt;br /&gt;
&lt;br /&gt;
==Empires 2.21==&lt;br /&gt;
December 29, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: Shells now eject from all weapons&lt;br /&gt;
*Added: Muzzleflashes now light up the area around them&lt;br /&gt;
*Added: Rudamentry stat tracking interface.  Only records maps wins/losses for now.&lt;br /&gt;
*Added: emp_sv_stats_enabled cvar.&lt;br /&gt;
*Added: Customizable falloff for vehicle MGs.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: Scoreboard text wasn&#039;t properly aligned.&lt;br /&gt;
*Fixed: emp_glycencity: Fixed vehicles clipping through short walls at the middle flag&lt;br /&gt;
*Fixed: Mines could be dropped in the commander interface&lt;br /&gt;
*Fixed: Sever skipping maps&lt;br /&gt;
*Fixed: Map brush wasn&#039;t properly unsticking people.&lt;br /&gt;
*Fixed: Commander could change team in command interface using jointeam.&lt;br /&gt;
*Fixed: Rifleman armor, &#039;dig in&#039;, and squad armor aura now affect damage received.&lt;br /&gt;
*Fixed: Repair station not repairing vehicle that has armor left.&lt;br /&gt;
*Fixed: Melee attacks were not lag compensated.&lt;br /&gt;
*Fixed: Possible fix to commander crash relating to physics&lt;br /&gt;
*Fixed: It is now possible to revive people who have killed themselves.  It doesn&#039;t give a point&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: Added more tickets to Canyon (prev: 200, now 300)&lt;br /&gt;
*Modified: emp_mvalley: Uses nice looking water&lt;br /&gt;
*Modified: Re-enabled the bump maps for BE building textures&lt;br /&gt;
*Modified: Joining a team with more players is not possible.&lt;br /&gt;
*Modified: Concussion grenades don&#039;t blind spectators.&lt;br /&gt;
*Modified: Entering a vehicle after throwing a sticky grenade at it no longer does damage to the vehicle&lt;br /&gt;
*Modified: Jeeps can now carry 4 plates of reactive armor.&lt;br /&gt;
*Modified: Infantry weapons have been slightly modified.&lt;br /&gt;
&lt;br /&gt;
*Modified/Fixed: Canyon Optimizations, Viscluster added,Increased the size of hint brush covering skybox&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Removed: &amp;quot;spectate&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
==Empires 2.2 Beta==&lt;br /&gt;
December 12, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: Skill points and kill/death counts are stored. If a player crashes and comes back he retains his points.&lt;br /&gt;
*Added: Notification that a respawn or class change is necessary to acquire selected skills.&lt;br /&gt;
*Added: Vehicle Handbrake&lt;br /&gt;
*Added: Different Modifiers to spread and kick while in Iron sight mode&lt;br /&gt;
*Added: Scriptable Weapon damage falloff&lt;br /&gt;
*Added: New Camo skins for all playermodels&lt;br /&gt;
*Added: Vehicle horns&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: Commander and Infantry commands can now be bound to the space bar&lt;br /&gt;
*Fixed: If a player dies by the bio effect, he no longer spawns instantly&lt;br /&gt;
*Fixed: Crash relating to switching teams with the vehicle menu open and then building a vehicle&lt;br /&gt;
*Fixed: Crosshair turning green when looking at engineer buildings&lt;br /&gt;
*Fixed: Double animation for grenade throws&lt;br /&gt;
*Fixed: Engineer Radar no longer spins while dead.&lt;br /&gt;
*Fixed: Scout training has improved, and they no longer think that they can sabotage Walls, Engineer Radars, and Cameras. Silly Scouts....&lt;br /&gt;
*Fixed: Scoreboard no longer shows spectators and unconnected people as dead&lt;br /&gt;
*Fixed: Server no longer uses the Standing collision boxes for prone players&lt;br /&gt;
*Fixed: You can now use Voice Chat with the Vehicle Customization Menu open.&lt;br /&gt;
*Fixed: Nukes now give proper Heat To Target.&lt;br /&gt;
*Fixed/Modified: Bio weapons work properly on regen effect / cancel out regen effect + damage&lt;br /&gt;
*Fixed: If there were more than 32 players on a server players 33-46 could not be muted via scoreboard. Instead player 32 (?) was being muted all the time.&lt;br /&gt;
*Fixed: You can exit vehicles on top of buildable brushes&lt;br /&gt;
*Fixed: Involuntary squad switch related to F menu&lt;br /&gt;
*Fixed: Priming a grenade while prone + standing up resulted in stuck animation&lt;br /&gt;
*Fixed: Various description text typos and grammatical errors&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: APC spawn points are now Researchable&lt;br /&gt;
*Modified: The number of players on a team is now visible on the Team Selection Menu&lt;br /&gt;
*Modified: RShift, RCtrl, and RAlt are now treated separate from their left counterparts, and can be used in binds.&lt;br /&gt;
*Modified: Commander Vehicles are now frozen for 60 seconds after commander vote.&lt;br /&gt;
*Modified: Engines now have specific settings for Chassis type&lt;br /&gt;
*Modified: BE Assault Rifle has been modified to have a 3-round burst, and has been re-christened the Brenodi Assault Carbine.&lt;br /&gt;
*Modified: BE Pistol 2 has been modified to have a 3-round burst, and has been renamed to the Brenodi Machine Pistol&lt;br /&gt;
*Modified: Vehicle Armor rebalanced&lt;br /&gt;
*Modified: Various research cost changes&lt;br /&gt;
*Modified: Heavy tank vehicle speed lowered&lt;br /&gt;
*Modified: Nuke description and name changed to HIT Warhead&lt;br /&gt;
*Modified: Lock-on sound has been changed to be less annoying.&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Removed: The First mine no longer explodes after a Ninth mine has been dropped. &lt;br /&gt;
&lt;br /&gt;
==Empires 2.12 Beta==&lt;br /&gt;
January 30, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: resource label in the top right now shows the change in res flow&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load after having played the previous round as commander&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode. A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Empires 2.11 Beta==&lt;br /&gt;
January 2, 2008&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load&lt;br /&gt;
*Fixed: crashes related to engineer kit&lt;br /&gt;
*Fixed: &amp;quot;Time Left&amp;quot; would permanently appear over the reinforcement numbers on the HUD after playing a map that reached CV sudden death&lt;br /&gt;
*Fixed: spawn point selection map window would show up behind the squad window and disable input&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: made reinforcements show 0 when players can no longer spawn instead of 1&lt;br /&gt;
&lt;br /&gt;
==Empires 2.1 Beta==&lt;br /&gt;
January 1, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: new wall models for both teams&lt;br /&gt;
*Added: walls now crumble when destroyed (the debris lasts for 15 seconds)&lt;br /&gt;
*Added: hard coded bans for confirmed griefers; report them on the official forums with evidence&lt;br /&gt;
*Added: vehicle only collision meshes to buildings for optimization purposes and to prevent players from being able to get vehicles stuck in the NF vehicle factory&lt;br /&gt;
*Added: vehicles automatically drive out of the vehicle factory when built&lt;br /&gt;
*Added: support for research items to be able to modify player weapon damage via their ammo type&lt;br /&gt;
*Added: &amp;quot;Upgraded Grenadier RPG&amp;quot; and &amp;quot;Advanced Grenadier RPG&amp;quot; research items within the Chemistry-&amp;gt;Improved Warhead Compounds research tree branch which upgrade the grenadier class&#039; RPG damage (+15 and +25)&lt;br /&gt;
*Added: new NF voice&lt;br /&gt;
*Added: when both teams reach 1 reinforcement on commander maps, a CV sudden death timer (default is 5 minutes; &amp;quot;emp_sv_stalemate_countdown&amp;quot; cvar controls the time with 0 turning it off) starts and counts down to 0, and upon reaching 0, both CVs become permanently spotted and will die in one hit; this is to prevent prolonged stand offs when there are no reinforcements&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash when querying the player for his animation sequence and it returning an invalid sequence&lt;br /&gt;
*Fixed: terrain exploit where a player could wedge himself inbetween a model and a steep part of terrain and walk through the terrain&lt;br /&gt;
*Fixed: server crash due to a dangling pointer left behind by a destroyed spawn point&lt;br /&gt;
*Fixed: crash in commander&#039;s Units panel associated with a lag spike&lt;br /&gt;
*Fixed: engineer kit sometimes showing multiple model previews when placing an engineer item&lt;br /&gt;
*Fixed: on conquest maps, a team could not always recapture their first flag once it had been turned neutral&lt;br /&gt;
*Fixed: &amp;quot;O-1&amp;quot; (second lieutenant) and &amp;quot;O-2&amp;quot; (first lieutenant) rank titles were backwards&lt;br /&gt;
*Fixed: when placing a building as the commander, the preview model was more lenient in showing the build area as being ok with an enemy building nearby while actually building it would be denied due to the build function being less lenient&lt;br /&gt;
*Fixed: walls were reducing damage to 1/24th their original value instead of the intended 1/12th&lt;br /&gt;
*Fixed: when placing walls as an engineer and seeing the transparent preview walls, the first wall preview was being shown too high&lt;br /&gt;
*Fixed: rare crash when spectating a player and they enter a vehicle&lt;br /&gt;
*Fixed: the &amp;quot;emp_sv_kick_commander_nf&amp;quot; console command was missing&lt;br /&gt;
*Fixed: commander camera could move, rotate, and zoom into the edge of the skybox, causing all entities to disappear from view&lt;br /&gt;
*Fixed: rare crash with tank turrets&lt;br /&gt;
*Fixed: rare crash in controls panel&lt;br /&gt;
*Fixed: grenadier would begin reloading the RPG after 3 seconds even if a rocket was still being guided&lt;br /&gt;
*Fixed: minor incorrect information in the research tree descriptions&lt;br /&gt;
*Fixed: barbed wire on top of NF walls was not drawn correctly&lt;br /&gt;
*Fixed: on emp_crossroads, players could get on top of the hills&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: mortar, BE scoped rifle, BE SMG 2, BE pistol 1, BE pistol 2, and NF shotty pistol sound effects&lt;br /&gt;
*Modified: increased maximum number of sprites from 2048 to 8192, the lower limit was causing explosions to not show&lt;br /&gt;
*Modified: tweaked all SMG melee animations&lt;br /&gt;
*Modified: increased speed NF SMG 1 is drawn&lt;br /&gt;
*Modified: &amp;quot;mp_chattime&amp;quot; which controls how long the server sits at the scoreboard once the game has ended before switching maps can no longer be set any less than 10 seconds&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_fogofwar&amp;quot; cvar to &amp;quot;emp_cl_comm_fogofwar&amp;quot;&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_zoom_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_zoom_speed&amp;quot; and increased the default value from 9 to 20&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_move_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_move_speed&amp;quot;&lt;br /&gt;
*Modified: sticky stun bombs now cause a vehicle to overheat for 10 seconds (increased from 5 seconds)&lt;br /&gt;
*Modified: commander camera no longer collides with player clip brushes&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle armor as follows:&lt;br /&gt;
**absorbant armor, weight, from 15 to 12.5 (pair of extra plates for mediums and heavies)&lt;br /&gt;
**reactive armor, damage modifier, from 0.9 to 0.85   &lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle weapons as follows:&lt;br /&gt;
**AP MG, cycletime, from 0.1 to 0.2&lt;br /&gt;
**AP MG, damage, from 4 to 8&lt;br /&gt;
**AP MG, clipsize, from 80 to 140&lt;br /&gt;
**AP MG, total ammo clips, from 4 to 5&lt;br /&gt;
**AP HMG, cycletime, from 0.09 to 0.18&lt;br /&gt;
**AP HMG, damage, from 5 to 10&lt;br /&gt;
**AP,HMG, clipsize, from 120 to 180&lt;br /&gt;
**AP HMG, total ammo clips, from 4 to 5&lt;br /&gt;
**standard cannon, heat, from 16 to 14 (to compensate for building damage-resistance change in earlier 2.0 rc&#039;s)&lt;br /&gt;
**Plasma cannon, cycletime, from 2 to 1 &lt;br /&gt;
**railgun, heat to target, from 3 to 0.5&lt;br /&gt;
**ranged arty, cycletime, from 4 to 3&lt;br /&gt;
**upgraded ml, clipsize, from 6 to 5&lt;br /&gt;
**upgraded ml, total ammo clips, from 5 to 6&lt;br /&gt;
**Salvo homing, lock on time, from 1 to 0.5&lt;br /&gt;
&lt;br /&gt;
==Empires 2.0 Beta==&lt;br /&gt;
November 30, 2007&lt;br /&gt;
*Released to the public&lt;br /&gt;
{{Note|See Closed Beta Version 1.08 for full changelog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Closed Beta Version: Version 1.08==&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 218/RC 34 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_isle, a rock was floating above the ground&lt;br /&gt;
*Added: after a player is revived, the player is checked for being stuck after 2 seconds and automatically issues &amp;quot;emp_unstuck&amp;quot; if found to be stuck&lt;br /&gt;
*Fixed: going prone while reloading would let you shoot before the reload animation had finished&lt;br /&gt;
*Fixed: it was possible to build a vehicle without a weapon assigned to a group&lt;br /&gt;
*Fixed: on a server with 48 players, bringing up the scoreboard would give an error message&lt;br /&gt;
*Modified: made engineer kit third person animation play once every second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_glycencity, vehicles could be blow up over the clip brushes surrounding the level and fall under the level&lt;br /&gt;
*Maps: emp_glycencity, removed the ability to build walls in buildings&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Added: new BE MG model and animations&lt;br /&gt;
*Added: new BE engineer kit model and animations&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Fixed: when the NF team lost due to being eliminated, it would show the last BE player killed instead of the last NF player killed&lt;br /&gt;
*Fixed: getting the Health Upgrade skill and then changing it to another skill while still alive would cause the player to still have the extra health (broken in RC 31)&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: it was possible to spawn just as the commander vote had ended and before the votes were tallied resulting in the winner not spawning as the commander&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: engineer squad leader revive power was costing more points that it should be (broken in RC 32)&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: concussion grenades could stun friendly turrets&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: engineer build effect would show on a recycled engineer wall&lt;br /&gt;
*Fixed: when building a turret as commander, the circle indicating the range of the turret was not expanding to reflect the increased range due to having level 2 or 3 turrets researched&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: altered the unstuck command to try a set of randomly chosen points in addition to the predefined ones so that if the first attempt fails, later attempts have a chance of succeeding&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: changed reported game description to &amp;quot;Empires v2.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings&lt;br /&gt;
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues&lt;br /&gt;
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: turrets were not generating alerts to the commander when harmed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader&#039;s view&lt;br /&gt;
*Fixed: squad leader artillery icon appearing green&lt;br /&gt;
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_unresearch_item&amp;quot; sometimes being overridden by the emp_info_params entity unlocking all research&lt;br /&gt;
*Fixed: health upgrade skill was broken in RC 31&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
==Version 1.071 Beta ==&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
==Version 1.07 Beta==&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
==Unofficial Version 1.064 Beta==&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Version 1.06 Beta==&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Version 1.05 Beta==&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
==Version 1.04 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
==Version 1.031 Beta==&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
==Version 1.03 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 1.02 Beta==&lt;br /&gt;
===Additions===&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
==Version 1.01 Beta==&lt;br /&gt;
March 17, 2006&lt;br /&gt;
===Additions===&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
===Fixes===&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
===Removals===&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
==Version 1.0 Beta==&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: All&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Refractor 2 Engine=&lt;br /&gt;
==Version 0.2==&lt;br /&gt;
April 10, 2004&lt;br /&gt;
&lt;br /&gt;
{{Note|This section may requires heavy cleaning.}}&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
* New map - EMP_GlycenPipeline&lt;br /&gt;
* New map - EMP_BaenIsland&lt;br /&gt;
* Added statics to factory and spawn bunker&lt;br /&gt;
* New HUD&lt;br /&gt;
* Added reflections to vehicles and weapons&lt;br /&gt;
* New sniper scope&lt;br /&gt;
* Added 44khz APC and KAT sounds&lt;br /&gt;
* Added 3rd person view to infantry.&lt;br /&gt;
* Added new flags for each side.&lt;br /&gt;
* Added new dropship model.&lt;br /&gt;
* Added ability for engineer to enter a built wall and easily build connecting walls on both sides.&lt;br /&gt;
* Added shadow to scout&#039;s rock disguise.&lt;br /&gt;
* Added resource generator to command tank.  Even if you have no resource points, you&#039;ll still get 1 credit per every 10 seconds.  Therefore, you have a chance to somehow come back if you lose all your refineries and don&#039;t have enough credits to afford another refinery.&lt;br /&gt;
* Added ability for dropship to pick up cargo crates containing vehicles and spawn that vehicle elsewhere.  The secondary fire button will pick up the cargo crate when close to it.  The &amp;quot;deploy cargo&amp;quot; icon will appear if it has been picked up.  Land the dropship anywhere else, and press seconardy fire again to spawn that vehicle behind you.&lt;br /&gt;
* Added ability for already built vehicles to use pitch up (default is the up arrow) to turn itself into a cargo crate.  This ability is only available when the vehicle is at full health and a dropship which is not currently carrying a vehicle is within 50 units.  Its health will then drop down to zero, destroying itself and leaving a cargo crate in its place.  10 seconds will be given to exit the vehicles, and a vocal warning of &amp;quot;bail out&amp;quot; will be given.  The pitch up key must be held for 4-8 seconds.  This cannot be done within 50 units of any other cargo crate.&lt;br /&gt;
* Added flak ammo to APC&#039;s forward turret so that it can now damage vehicles.&lt;br /&gt;
* Added new mission briefing info on level loading screens.&lt;br /&gt;
* Added new soldier player model for both sides and new first person hands.&lt;br /&gt;
* Created separate server build with no textures or sounds.&lt;br /&gt;
* New precache which only caches vehicles and aircraft.&lt;br /&gt;
* Added new HUD icons for when you&#039;re inside the engineer&#039;s walls or the scout&#039;s disguise objects.&lt;br /&gt;
* Added support struts to ends of engineer&#039;s straight wall to prevent infantry from being able to squeeze through walls placed next to eachother.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Fixed animations file to work with BF1942 1.6.&lt;br /&gt;
* Fixed 1st person infantry view to look straight up.&lt;br /&gt;
* Fixed 3rd person view for aircraft from zooming out so much.&lt;br /&gt;
* Fixed KAT not blowing up when its associated team loses.&lt;br /&gt;
* Fixed KAT driver and passengers being inside the vehicle upon exiting.&lt;br /&gt;
* Fixed game not ending when command tank dies by going in water.&lt;br /&gt;
* Fixed crash when client tried to join a dedicated server.&lt;br /&gt;
* Fixed build variables object attached to commander&#039;s PCO not being destroyed upon exiting.&lt;br /&gt;
* Fixed crash when in commander camera and pressing &amp;quot;1&amp;quot;.&lt;br /&gt;
* Fixed walls from disappearing when not looking at their center and fixed their shadows too.&lt;br /&gt;
* Fixed the supply bunker and refinery&#039;s shadows.&lt;br /&gt;
* Fixed AT&#039;s RPG to sit on his shoulder instead of going through it.&lt;br /&gt;
* Fixed Rocket Turrets Being Able to shoot machine gun.&lt;br /&gt;
* Fixed commander unable to build things sometimes until he exited the camera and got back in.&lt;br /&gt;
* Fixed the engineer&#039;s corner wall icon not turning blue when disabled.&lt;br /&gt;
* Fixed dying while in the commander camera not letting anyone else enter the command tank afterward.&lt;br /&gt;
* Once again, attempted to fix the resources going to 0 instead of 100 bug.&lt;br /&gt;
* Fixed the external view of the command tank being very far away.&lt;br /&gt;
* Fixed engineer&#039;s &amp;quot;Kill Placed Object&amp;quot; menu item taking several times to kill walls.&lt;br /&gt;
* Fixed command tank&#039;s player spawner from not being killed off when it should&#039;ve been after 3 minutes.&lt;br /&gt;
* Fixed bug where apc cargo crate wouldn&#039;t disappear after being picked up by a dropship.&lt;br /&gt;
* Fixed comm view fog flickering on and off when a friendly vehicle was parked next to an enemy vehicle.&lt;br /&gt;
* Fixed placing engineer kit from commander&#039;s factory menu crashing the game.&lt;br /&gt;
* Fixed some supply depots (like the repair pad and engineer ammo crate) not working.&lt;br /&gt;
* Fixed NF aircraft factory not having an icon.&lt;br /&gt;
* Fixed dropship not picking up vehicle crates.&lt;br /&gt;
* Fixed bomber exploding upon being built from the commander&#039;s factory menu.&lt;br /&gt;
* Fixed vehicle crate not disappearing for APC when picked up by a dropship.&lt;br /&gt;
* Fixed network bug where placing kits from commander&#039;s factory menu disconnected all players.&lt;br /&gt;
* Fixed imperial commander able to build vehicles and aircraft around command tank which was placed in for testing purposes and I forgot to take it out.&lt;br /&gt;
* Fixed commander&#039;s camera from exploding when going back to tank, damaging nearby objects.&lt;br /&gt;
* Fixed engineer&#039;s wall PCO not turning beyond +45/-45 degrees when placing an adjacent wall.&lt;br /&gt;
* Fixed northern faction wall from being unenterable.&lt;br /&gt;
* Fixed medic crate from falling through ground.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
* EMP_DesertValley - Name change and statics added.&lt;br /&gt;
* Changed weapon/soldier camera so that you see from your head, not your chin (So that when you duck you dont get the top of your head shot off when you think you&#039;re actually behind something)&lt;br /&gt;
* Changed scout&#039;s dummy disguise to be completely invisible and die after two minutes.  Changed scout disguise menu to reenable after 2 minutes once a disguise object is dropped.&lt;br /&gt;
* Changed medic&#039;s medical crate and engineer ammo crate to appear instantly once being selected from the menu instead of having the build crate appear and then spawn them.&lt;br /&gt;
* Changed position of command tank&#039;s commander view so that players outside of the command tank can see the name of the person occupying it.&lt;br /&gt;
* Reenabled the external camera views for the command tank.&lt;br /&gt;
* Made the command tank&#039;s overhead camera a separate player controlled object activated by right-click instead of entering position #2.  No one else can enter the command tank ever as long as one person is in the tank compared with before where one person could be in each passenger seat.&lt;br /&gt;
* The command tank&#039;s overhead camera now always moves based on which direction you&#039;re facing, IE: moving left and right will always strafe the camera left and right based on the direction the camera is facing, not the command tank&#039;s direction.  Also, the minimap is always centered on the camera&#039;s position and is viewable by all players on the team, not just when close or when using the call for artillery view.&lt;br /&gt;
* Changed minimap icon for planes to triangles.&lt;br /&gt;
* Changed gatling gun, pistol, and medic smg weapon flashes to match with end of barrel.&lt;br /&gt;
* Change anti-tank&#039;s RPG to not drift downward at all after firing.&lt;br /&gt;
* Increased the rate that the medic pack and repair wrench regain energy.&lt;br /&gt;
* Added back in enemy vehicles and aircraft showing up on the minimap when near your team&#039;s radar building.&lt;br /&gt;
* Increased distance around buildings that you can&#039;t build within.&lt;br /&gt;
* Increased the mass of all tanks.&lt;br /&gt;
* Increased gatling gun and scout rifle accuracy.  Decreased heat added per shot for gatling gun.  Reduced round of fire for engineer pistol and scout rifle.&lt;br /&gt;
* Increased distance you can select a menu item from so that you can select menu items even if the menu isn&#039;t the perfect distance from the commander&#039;s camera.&lt;br /&gt;
* Increased commander&#039;s camera movement speed.&lt;br /&gt;
* Decreased the rate at which you can place buildings, vehicles, and kits to a maximum of one per every two seconds.  This fixes the possibility of building two buildings at the same time right next to eachother.&lt;br /&gt;
* Changed scout&#039;s rock disguise object to the rocks on Baen, made it enterable, and gave it hitpoints so that it can be destroyed.&lt;br /&gt;
* Increased expack&#039;s damage towards buildings.&lt;br /&gt;
* Increased Aircraft Factorys HP to 980.&lt;br /&gt;
* Increased Radar Building HP to 980.&lt;br /&gt;
* Increased Refinery HP to 980.&lt;br /&gt;
* Increased Repairpads HP to 980.&lt;br /&gt;
* Increased Spawn Bunker HP to 980.&lt;br /&gt;
* Increased Vehicle Factory HP to 980.&lt;br /&gt;
* Increased the Engineer Pistol Magazine to 15.&lt;br /&gt;
* Decreased Engineer Pistol Rate of Fire to 3.&lt;br /&gt;
* Decreased Medic SMG Rate of Fire to 6.&lt;br /&gt;
* Decreased Gattling Gun Rate of Fire to 25.&lt;br /&gt;
* Decreased RPG radius to 10.&lt;br /&gt;
* Decreased RPG DMG to 25.&lt;br /&gt;
* Increased Bomber HP to 400.&lt;br /&gt;
* Increased Transport HP to 500.&lt;br /&gt;
* Fixed the Tanks speeds, the heavy tank should now be the slowest and the Light tank the fastest.&lt;br /&gt;
* Fixed Tanks Damage, the heavy tank and medium tank no longer have the same damage. &lt;br /&gt;
* Changed Artillerys Velocity, now can shoot further.&lt;br /&gt;
* Made it so that players and vehicles can&#039;t go up the cliffs on Baen Island.&lt;br /&gt;
* Reduced AT class&#039; RPG splash damage radius from 12 to 4.&lt;br /&gt;
* Increased engineer&#039;s walls&#039; resistance to collisions.&lt;br /&gt;
* Moved variable objects from being attached to the command tank to attempt to reduce command tank lag.&lt;br /&gt;
* Altered dust effect for KAT to snow effect on glycen pipeline.&lt;br /&gt;
* Reduced springiness of KAT&#039;s wheels.&lt;br /&gt;
* Made scout&#039;s grass disguise map specific.&lt;br /&gt;
* Added radar objects back in on vehicles so that they show up when near an enemy&#039;s radar station.&lt;br /&gt;
* Lowered center of gravity for KAT and APC vehicles.&lt;br /&gt;
* Increased turning radius of APC.&lt;br /&gt;
* Placing a vehicle build crate down from the commander&#039;s factory menu within close proximity to the aircraft factory will spawn a cargo crate of that vehicle instead of the actual vehicle.  A dropship is then required to pick it up and turn it into the final vehicle using its new cargo transport ability.&lt;br /&gt;
* Made commander&#039;s view become clouded when looking at enemy vehicles and buildings that were not close to friendly vehicles and buildings.  Friendly vehicles, buildings, and infantry that are nearby will disable enemy buildings and vehicles from clouding the commander tank up to five seconds after they&#039;ve left the area.  Enemy aircraft will not cloud the commander camera.&lt;br /&gt;
* Altered commander&#039;s kit placement ability to only be able to place kits near supply bunkers and APCs.&lt;br /&gt;
* Improved placement of dropship&#039;s invisible landing gear for easier landings.&lt;br /&gt;
* Slightly reduced dropship wing&#039;s lift.&lt;br /&gt;
* Made buildings&#039; build sites be dropped in water be killed off immediately.&lt;br /&gt;
* Made all ground vehicles&#039; wreckage remain for 30 seconds after being destroyed to provide infantry cover.&lt;br /&gt;
* Reverted command tank&#039;s objects from being spawned by the map back to being spawned by the command tank.  This caused instability in 9.18.&lt;br /&gt;
* Reduced rate at which everything loses health after the command tank is destroyed.&lt;br /&gt;
* Made engineer&#039;s walls dig deeper into the ground so that you can&#039;t crawl underneath them if they&#039;re not perfectly level.&lt;br /&gt;
* Added shadow back in for spawn bunker, attempted to fix refinery&#039;s shadow.&lt;br /&gt;
* Changed tank treads back to having only four actual wheels since having more causes a crash without a precache.&lt;br /&gt;
* Altered some variables with the dropship to prevent spawning kats when it shouldn&#039;t be able to.&lt;br /&gt;
* Decreased radius you can&#039;t build around props so that you can build on the resource point on GlycenPipeline&#039;s imperial starting point.&lt;br /&gt;
* The commander can now look up when in free roaming camera.&lt;br /&gt;
* Altered APC and KAT center of gravities to not flip over so easily.&lt;br /&gt;
* Made it so that command camera experiencing the fog of war effect can&#039;t drop buildings.&lt;br /&gt;
* Changed infantry kit spawner construction boxes to smaller sized version.&lt;br /&gt;
* Replaced the old HUD icon for the dropship with one depicting the new dropship.&lt;br /&gt;
* Scout disguise objects and engineer walls are now destroyed when the command tank is destroyed.&lt;br /&gt;
* Gave command tank 999 ammo.&lt;br /&gt;
* Altered all vehicle collision meshes so that they take damage from collisions with the ground and other vehicles.&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
* Removed the cursor from the commander&#039;s overhead view for selecting the menu.  The crosshair is now accurate in selecting menu items.&lt;br /&gt;
* Eliminated minimap icon from invisible menu variable objects that would appear when the commander&#039;s menu would appear.&lt;br /&gt;
* Removed minimap icons from aircraft and vehicle factory menu items.&lt;br /&gt;
* Removed ability for the commander to call for artillery.&lt;br /&gt;
* Removed ability to build near a command tank which was a popular exploit to build on the enemy command tank.&lt;br /&gt;
* Removed ability to build near static objects on the map such as bridges and bunkers.&lt;br /&gt;
* Removed models from commander&#039;s camera.&lt;br /&gt;
* Removed precache from maps.&lt;br /&gt;
* Removed the command tank&#039;s minimap icon to prevent the enemy commander from easily finding it on the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.11==&lt;br /&gt;
February 8, 2004&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Changed precache to actually work, which reduces sudden lag in game when having to cache a new object into memory and possibly fixing crashes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.1==&lt;br /&gt;
January 10, 2004&lt;br /&gt;
&lt;br /&gt;
* Initial Release&lt;br /&gt;
* Added: All&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=7341</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=7341"/>
		<updated>2009-09-08T19:34:00Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Developer Documentation */&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/ #empiresmod]&#039;&#039;&#039; for the official Empires Mod channel to discuss all aspects of the mod including improving this wiki.&#039;&#039;&#039;&#039;&#039;&#039;  Show your support and stay up to date with Empires.  This channel is located 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;
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|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;
** [[Vehicle customization|Vehicle Customization]]&lt;br /&gt;
* [[Weapons]]&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;
* [[Jargon]]&lt;br /&gt;
* [[Client_Optimization|Client Optimization]]&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;
* [[Bugs]]&lt;br /&gt;
* [[Credits]]&lt;br /&gt;
* [[Scripts]]&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;
* [[Server Cvars]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://forums.empiresmod.com 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;
Other Languages: [[German:Main_Page|German]], [[French:Main_Page|French]], [[Spanish:Main_Page|Spanish]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Resources&amp;diff=6689</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Resources&amp;diff=6689"/>
		<updated>2009-07-26T10:30:58Z</updated>

		<summary type="html">&lt;p&gt;Joy: Reverted edits by LiletOlica (Talk); changed back to last version by Brutos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Resources}}&lt;br /&gt;
&lt;br /&gt;
Resources are the life blood of each faction, allowing them to [[Research]] and build [[Structures]] and [[Vehicles]]. Depending on the  [[Maps|map]] and the [[Gameplay_Types|game mode]], resources are earned by building [[Refinery|Refineries]] on [[Resource Node|Resource Nodes]] or by taking control of [[Capture_Point|capture points]].&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that some [[Resource Node]]s give more resources per minute than others do. These are typically the ones in the center of the map, where they are hard to capture and maintain.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Maps]], [[Resource Node]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Resources]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=6464</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=6464"/>
		<updated>2009-06-19T14:47:05Z</updated>

		<summary type="html">&lt;p&gt;Joy: Fixed Broken URL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[image:Mapping.JPG|thumb|right|An example of an Empires map in Hammer.]]&lt;br /&gt;
==Overview==&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;
* [http://developer.valvesoftware.com/wiki/Info_node | Info_node] AI pathfinding node (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 Vis 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>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Resources&amp;diff=6281</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Resources&amp;diff=6281"/>
		<updated>2009-05-22T16:28:22Z</updated>

		<summary type="html">&lt;p&gt;Joy: Undo revision 6280 by GetdrOnelt (Talk) Spam??&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Resources}}&lt;br /&gt;
&lt;br /&gt;
Resources are the life blood of each faction, allowing them to [[Research]] and build [[Structures]] and [[Vehicles]]. Depending on the  [[Maps|map]] and the [[Gameplay_Types|game mode]], resources are earned by building [[Refinery|Refineries]] on [[Resource Node|Resource Nodes]] or by taking control of [[Capture_Point|capture points]].&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that some [[Resource Node]]s give more resources per minute than others do. These are typically the ones in the center of the map, where they are hard to capture and maintain.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Maps]], [[Resource Node]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Resources]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=6240</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=6240"/>
		<updated>2009-05-06T17:05:59Z</updated>

		<summary type="html">&lt;p&gt;Joy: Undo revision 6236 by Dumdum (Talk) Stop the spam -.-&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|Jargon}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #BBB; padding: 0 5px;&amp;quot;&lt;br /&gt;
| [[#.23|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are playing Empires, you may come across some jargon you don&#039;t understand.  Here is a list of the most commonly used bits of Empires jargon.&lt;br /&gt;
==#==&lt;br /&gt;
&#039;&#039;&#039;3 Phase&#039;&#039;&#039; - Refers to the (3 Phase Electric) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 mine&#039;&#039;&#039; - Refers to 8 mines being used to a similar effect as a 9mine, but being counterable by defusal, while 9 mine had no defense other than preventing grenadiers placing the 9th mine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 mine&#039;&#039;&#039; - Refers to the 9th Mine Trick and anything associated with this ability, was removed in 2.2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#slot&#039;&#039;&#039; - Refers to how many slots a vehicle has for a certain weapon type, or how many slots a weapon uses. &amp;quot;HE is a 2slot cannon&amp;quot; &amp;quot;Brenodi APCs have 3slot MGs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#-#&#039;&#039;&#039; - used to describe teams, for example in an 11 versus 8 stacked game, someone might say &amp;quot;Fix the teams, it&#039;s stacked 11-8&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&#039;&#039;&#039;AIDS&#039;&#039;&#039; - The effects of Bioweapons. &amp;quot;They are giving us AIDS!11&amp;quot;. Uncommonly used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammoz&#039;&#039;&#039; - Running joke referring to a frequently asked question by new players, usage: &amp;quot;How to get ammoz?!&amp;quot; the subject may be changed, or a specific ammunition type may be referenced: &amp;quot;How to get aircraft?!&amp;quot;, &amp;quot;How to get fist ammoz?!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC rush&#039;&#039;&#039; - Building a Vehicle Factory at the beginning of the game, constructing an APC from it, getting all players inside it, and then driving off to the enemy base to quickly destroy their barracks and CV before they have defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty&#039;&#039;&#039; - Artillery Vehicle. Plural: &#039;Arties&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty Whore&#039;&#039;&#039; - used to refer to those that use artillery in escort and occasionally other maps, in specific locations artillery tanks can be angled such to ignore the turret minimum angle thus becoming highly deadly cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura&#039;&#039;&#039; - Refers to the Squad Leader&#039;s power-up aura that gives nearby units improved abilities. Uncommonly used.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;&#039;BE&#039;&#039;&#039; - Refers to the &amp;quot;Brenodi Empire&amp;quot; Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEAR&#039;&#039;&#039; - The standard assault rifle of the Brenodi Empire&#039;s [[Rifleman]]. Not the carnivorous mammal, BEAR no longer exists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BECAR&#039;&#039;&#039; - The Brenodi [[Rifleman]]&#039;s long range burst fire rifle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEHR&#039;&#039;&#039; - The heavier variety of the assault rifle available for the Brenodi Empire&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio&#039;&#039;&#039; - Short for Biological, can be used to refer to either Biological Machine Guns or Biological Missile Launchers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BioMG&#039;&#039;&#039; - Biological Machine Guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BioML&#039;&#039;&#039; - Biological Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio Engine(s)&#039;&#039;&#039; - BioDiesel Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blimb&#039;&#039;&#039; - Running joke, Blimbz are joked about often inside the forums and occasionally ingame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boomtank&#039;&#039;&#039; - The [[Command Vehicle]]. Originates from before the Commander voting system was implemented, when new players would rush to the Command Vehicle and proceed to drive it around the map as if it were some kind of uber-tank, oblivious to its true purpose. It is ironic that some skilled players do use the Command Vehicle to destroy weak tanks or stop/slow bigger tanks allowing others to get a shot in without worrying about the target running. (For further satire, see: [[Noob&#039;s Guide to Empires]]). Rarely used nowadays.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;&#039;Calculator/Calc&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CDR&#039;&#039;&#039; - A prefix to the name of a map, taken to mean &#039;&amp;lt;u&amp;gt;c&amp;lt;/u&amp;gt;omman&amp;lt;u&amp;gt;d&amp;lt;/u&amp;gt;e&amp;lt;u&amp;gt;r&amp;lt;/u&amp;gt;less&#039;. The only current usage of this term is in [[map:emp_cdr_canyon|emp_cdr_canyon]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem&#039;&#039;&#039; - The &#039;Chemistry&#039; research tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chokepoint&#039;&#039;&#039; - Any point on a map that forces a team into a small geographic area--for example, a bridge, a narrow canyon, an elevator, or a gate. It is these spots in a map that are most often camped, and where battles most often take place, because both teams know that the other team must pass this particular area. These also are the routes that are most easily defendable against assault, as the assaulter is vulnerable when forced into tight quarters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm&#039;&#039;&#039; – [[Commander]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comvee&#039;&#039;&#039; - [[Command Vehicle]]. Rarely used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm Suicide&#039;&#039;&#039; - A usually malicious act of intentionally destroying one&#039;s own Command Vehicle by driving it into an unrecoverable situation (e.g. off a high cliff or into deep water). More commonly referred to as griefing, or something along the lines of: &amp;quot;The ****ing comm just sank himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coolant&#039;&#039;&#039; - Refers to the (Advanced Coolant) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crash Dumps&#039;&#039;&#039; - Files generated by the game whenever it crashes. These files contain debugging information used by developers to track down bugs responsible for the crash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CV&#039;&#039;&#039; - [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&#039;&#039;&#039;Decon&#039;&#039;&#039; - Short for &amp;quot;Deconstruct&amp;quot;; an Engineer&#039;s ability to un-build and destroy enemy structures with the engineer tool.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&#039;&#039;&#039;E&#039;&#039;&#039; - East side of map / Right side of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy&#039;&#039;&#039; - The [[Engineer]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy Tool&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ER&#039;&#039;&#039; - The Extended Range cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETA&#039;&#039;&#039; - Estimated Time of Arrival (e.g. &amp;quot;ETA armor?!&amp;quot; = When will armor be done)&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&#039;&#039;&#039;Flip&#039;&#039;&#039; - (Verb) In reference to when a vehicle is somehow turned upside down by any number of means; poor driving, collision, explosion, etc. Usually in reference to the command vehicle, when a grenadier uses the [[Grenadier#Tips|ninth mine trick]]. Flipped vehicles self-destruct over a short period of time to simplify game mechanics and prevent the server from being bogged down with vehicles. As in &amp;quot;to Flip,&amp;quot; or &amp;quot;has been Flipped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&#039;&#039;&#039;GG&#039;&#039;&#039; - Abbreviation of Good Game, not genera&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gren&#039;&#039;&#039; - The [[Grenadier]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Griefer&#039;&#039;&#039; - Someone who intends to ruin the game. See &#039;Comm Suicide&#039;.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&#039;&#039;&#039;HE&#039;&#039;&#039; - The High Explosive cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEMG&#039;&#039;&#039; - The High Explosive Machine Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavies&#039;&#039;&#039; - Heavy tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMG&#039;&#039;&#039; - The Heavy Machine Gun, a weapon of the [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killspawn&#039;&#039;&#039; - Suiciding by typing &amp;quot;kill&amp;quot; in the console so that you can re-spawn at another spawn point elsewhere on the map. Useful emergency measure if immediate reinforcements are required.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&#039;&#039;&#039;Lights&#039;&#039;&#039; - The Northern Faction Light tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT&#039;&#039;&#039; - The Northern Faction Light Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl/Level&#039;&#039;&#039; - In reference to turrets. Usually described in-game as a &amp;quot;lvl3&amp;quot;, this being the third and most powerful variety of turret.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&#039;&#039;&#039;Main&#039;&#039;&#039; - The main base, usually where the VF radar and main barracks are placed. Can be the starting base, but that sometimes changes. If the original base is not the main base, it is referred to as &amp;quot;Old Main&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meds&#039;&#039;&#039; - Medium tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; - Machine Gun Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML&#039;&#039;&#039; - Missile Launcher Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mowtar&#039;&#039;&#039; - Alternate spelling of the [[Grenadier|Grenadier&#039;s]] Mortar weapon.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;&#039;N&#039;&#039;&#039; - North part of map / Top of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nade&#039;&#039;&#039; - Grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nader&#039;&#039;&#039; - Another term for a person spamming grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nadespam&#039;&#039;&#039; - The act of constantly throwing grenades into some vital area, while simultaneously restocking from an ammo box, often used by engineers with seismic grenades to take down structures. Also seen on district402.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NE&#039;&#039;&#039; - Northeast corner of map / Upper-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF&#039;&#039;&#039; - Refers to the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFAR&#039;&#039;&#039; - The standard assault rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFHR&#039;&#039;&#039; - The heavy rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039; - The attempt of a player to sneak into the enemy base and destroy key structures (especially the CV) without the enemy noticing before it is too late.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nukes&#039;&#039;&#039; - HIT Missiles, veterans call it a Nuke as that was the original term and the missile is still effectively a nuke, as it is researched under the Fission item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NW&#039;&#039;&#039; - Northwest corner of map / Upper-right corner of map&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&#039;&#039;&#039;OP&#039;&#039;&#039; - Overpowered, unfair in that it suits one side or another. &amp;quot;The LT Mkii is OP!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
&#039;&#039;&#039;Paper Tank/Arty/Armor&#039;&#039;&#039; - A vehicle armored with the basic (weak) armor. Also applies to tanks that have one plate of armor on all sides, regardless of armor type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partybus&#039;&#039;&#039; - An APC with spawns, usually refers to an APC loaded with infantry heading to the enemy base in a rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pixerduduh&#039;&#039;&#039; - Vocalisation of PXR-DDH (&#039;&#039;&#039;P&#039;&#039;&#039;ortable &#039;&#039;&#039;X&#039;&#039;&#039;-&#039;&#039;&#039;R&#039;&#039;&#039;ay &#039;&#039;&#039;D&#039;&#039;&#039;etection &#039;&#039;&#039;D&#039;&#039;&#039;evice for &#039;&#039;&#039;H&#039;&#039;&#039;umanoids), a.k.a. an engineer-placed camera. Rarely used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUG&#039;&#039;&#039; - Acronym of &#039;&#039;&#039;&#039;P&#039;&#039;&#039;ick-&#039;&#039;&#039;U&#039;&#039;&#039;p &#039;&#039;&#039;G&#039;&#039;&#039;ame&#039;, a community organized match frequented by veterans of Empires. A good place to show off your skills to the best of the rest in the Empires community, or, at the very least, meet some of the regulars.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
&#039;&#039;&#039;Rax&#039;&#039;&#039; - Abbreviation for [[Barracks]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; - [[Refinery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen&#039;&#039;&#039; - Usually in reference to Regenerative Vehicle Armor. Sometimes refers to the Regenerate skill upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res&#039;&#039;&#039; - Resources, the &amp;quot;money&amp;quot; for Empires and therefore required to build anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rev&#039;&#039;&#039; - The act of reviving a dead player by use of the Engineer skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rez&#039;&#039;&#039; - Derived from &amp;quot;resurrect&amp;quot;. See &#039;Rev&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTFM&#039;&#039;&#039; - &#039;&#039;&#039;&#039;R&#039;&#039;&#039;ead &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;F&#039;&#039;&#039;*cking &#039;&#039;&#039;M&#039;&#039;&#039;anual&#039;. Popular acronym, uttered when a new player asks an obvious question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running&#039;&#039;&#039; - Used to indicate that the enemy command vehicle is attempting to flee from his base while being attacked, usually a last ditch effort to relocate and set up a new base elsewhere. As in, &amp;quot;Heads up, the comm&#039;s running!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; - South part of map / Bottom of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scunt&#039;&#039;&#039; - Insulting term for Scouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scunting&#039;&#039;&#039; - Someone who could be playing another class effectively but is currently playing scout (generally poorly or with a scout rifle) for their own enjoyment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SE&#039;&#039;&#039; - Southeast corner of map / Bottom-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotty&#039;&#039;&#039; - The Northern Faction Shotgun pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillstack&#039;&#039;&#039; - When one team has an advantage of more players with high skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SL&#039;&#039;&#039; - Squad Leader, the first person to join/create a squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sploit&#039;&#039;&#039; - From &amp;quot;exploit&amp;quot;: abusing a bug to gain an unfair advantage over the enemy. Examples include clipping into geometry, falling under the world, getting to places inaccessible by design, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawnnkill&#039;&#039;&#039; - Getting killed the moment you spawn before you can do anything. Happens often when you are revived during a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotting&#039;&#039;&#039; - Use of radio command or scout binoculars to mark enemy units/buildings for the sight of infantry, tanks, and artillery vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack/Stacked&#039;&#039;&#039; - Referring to when the teams are uneven and there are more players on one team than the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad&#039;&#039;&#039; - When one team has almost defeated the other team, but ends up losing because they run out of tickets before the other team, and soon get outnumbered rarely occurs, rarely referred to as Stalingrad, more commonly known as &amp;quot;FUCKING BULLSHIT&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sticky&#039;&#039;&#039; - Also, &#039;to have been stickied,&#039; and &#039;to stick,&#039; this refers to the various sticky grenades used by riflemen and scouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight Tech&#039;&#039;&#039; - (Verb) The action of researching a higher tier upgrade, such as heavy tanks or nuclear missiles, before completing any other research in the match. As in: &amp;quot;the commander straight teched heavies before getting us armor or engines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicide&#039;&#039;&#039; - Often the last resort to getting &amp;quot;unstuck,&amp;quot; or used to get somewhere else in a hurry; pulling down the console with the tilde (~) key, typing &amp;quot;kill&amp;quot; (without quotes) and pressing enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SW&#039;&#039;&#039; - Southwest corner of map / Bottom-left corner of map&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&#039;&#039;&#039;Teams&#039;&#039;&#039; - Abbreviation of &amp;quot;The teams are imbalanced&amp;quot; or &amp;quot;Even the teams&amp;quot;. Ingame usage &amp;quot;Teams!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets&#039;&#039;&#039; - How many more &amp;quot;lives&amp;quot; the team has to spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Climbing&#039;&#039;&#039; - Rapidly building and trashing turrets as an engineer in means to build a &amp;quot;ladder&amp;quot; in order to get on top of high places. Often considered exploiting. Walls are also used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Farming&#039;&#039;&#039; - Act of creating multiple turrets in a localized area. HE or artillery is usually the reply to such a farm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrent&#039;&#039;&#039; - Common misspelling of &amp;quot;turret&amp;quot;. Joke term.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; - Variant of &#039;Turret Farming&#039;, where a team relies on walls, turrets and other defensive measures to protect a small area, instead of advancing across the map. Also used as a final resort when a team is pushed back to their final barracks. Very hard to break, since the other team usually has all refineries.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&#039;&#039;&#039;Unstuck&#039;&#039;&#039; - As in the command &amp;quot;emp_unstuck&amp;quot; used to remove your avatar if it is clipped into part of the map and can&#039;t move.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&#039;&#039;&#039;VF&#039;&#039;&#039; - A [[Vehicle Factory]].&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&#039;&#039;&#039;W&#039;&#039;&#039; - West side of map / Left side of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; - (Verb) To rush an enemy vehicle, usually the [[Command Vehicle]], and build walls around it, thereby trapping it.  As in &amp;quot;to wall the tank&amp;quot;, or &amp;quot;I got walled in, there was nothing I could do!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WallClimb&#039;&#039;&#039; - Using walls to gain height by utilising their &amp;quot;growing&amp;quot; behaviour as they are constructed.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tutorial:_Create_your_own_models&amp;diff=6235</id>
		<title>Tutorial: Create your own models</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tutorial:_Create_your_own_models&amp;diff=6235"/>
		<updated>2009-05-06T11:31:52Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Create your model */ Added Sketchup + Playup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Moddeling| Tutorial: Create your own models}}&lt;br /&gt;
{{Note| This tutorial isn&#039;t complete yet and can contain errors. Use at your own risk!}}&lt;br /&gt;
&lt;br /&gt;
== Programms / files you&#039;ll need ==&lt;br /&gt;
&lt;br /&gt;
1. You need at least one &#039;&#039;&#039;textured&#039;&#039;&#039; model in the SMD format. [http://developer.valvesoftware.com/wiki/Exporting_a_model Valve developer tutorial - How to export models]&lt;br /&gt;
&lt;br /&gt;
2. Your textures with a power of 2 saved as VTF.&lt;br /&gt;
&lt;br /&gt;
3. A [http://developer.valvesoftware.com/wiki/Qc &#039;&#039;&#039;QC&#039;&#039;&#039;] file, can be created with any texteditor like notepad.&lt;br /&gt;
&lt;br /&gt;
4. studiomdl.exe , install source SDK to get this file.&lt;br /&gt;
&lt;br /&gt;
== How to create your own models for Empires ==&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
&lt;br /&gt;
Set up a folder to place your projectfiles and materials. I used [http://developer.valvesoftware.com/wiki/VTFEdit VTFEdit] and converted the .VTF &#039;s to TGA &#039;s, because your model editor may don&#039;t know the VTF format. Make sure you used the same filenames (except the ending, like .TGA ). To compile the model you&#039;ll need the VTF&#039;s !&lt;br /&gt;
&lt;br /&gt;
=== Create your model ===&lt;br /&gt;
&lt;br /&gt;
You can use any modeleditors like &lt;br /&gt;
* 3D Studio Max (Commercial)&lt;br /&gt;
* [http://www.softimage.com/products/modtool/ XSI] (Freeware)&lt;br /&gt;
* [http://www.milkshape3d.com/ Milkshape] (Shareware)&lt;br /&gt;
* [http://www.misfitcode.com/misfitmodel3d/ Misfit Model 3D] (Freeware)&lt;br /&gt;
* [http://www.blender.org/ Blender] (Open Source)&lt;br /&gt;
* [http://sketchup.google.com/ Google Sketchup] with [http://www.playuptools.com/ Playup Tools] (Freeware) (Untested. Please give feedback or opinions on  the forum)&lt;br /&gt;
but you need to convert your model to a smd file at the end.&lt;br /&gt;
&lt;br /&gt;
Texture your model and save it as smd-file.&lt;br /&gt;
&lt;br /&gt;
[http://developer.valvesoftware.com/wiki/Model_Creation_Overview Valve developer tutorial - Modelcreation]&lt;br /&gt;
&lt;br /&gt;
[http://developer.valvesoftware.com/wiki/Exporting_a_model Valve developer tutorial - How to export models]&lt;br /&gt;
&lt;br /&gt;
=== Prepare for compiling ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;250px&amp;quot; | [[Image:studimdltut1A.JPG|left|thumb]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Find studiomdl.exe, by using filesearch or have a look at &amp;lt;path to steam&amp;gt;&#039;&#039;\Steam\steamapps\&#039;&#039;&amp;lt;your steamname&amp;gt;&#039;&#039;\sourcesdk\bin\ep1\bin&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|{{Note| &amp;lt;your steamname&amp;gt; ist your Steam loginname. (ex: bob123  , &#039;&#039;\Steam\steamapps\bob123\sourcesdk\bin\ep1\bin&#039;&#039;) }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Note| &amp;lt;path to steam&amp;gt; is the path to your Steamfolder (ex: &#039;&#039;C:\Program Files (x86)\&#039;&#039; ) }}&lt;br /&gt;
|-&lt;br /&gt;
|Create a shortcut to studiomdl.exe.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;250px&amp;quot; | [[Image:studimdltut1B.JPG|left|thumb]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rightclick your newly created shortcut and select &#039;&#039;Properties&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;250px&amp;quot; | [[Image:studimdltut1C.JPG|left|thumb]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Append this to the path in the Target-field:&lt;br /&gt;
|-&lt;br /&gt;
| -game &amp;lt;path to steam&amp;gt;&#039;&#039;\Steam\steamapps\SourceMods\Empires&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| click OK.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;250px&amp;quot; | [[Image:studimdltut3.JPG|left|thumb]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Now copy your smd file (my is named nf_radar.smd ) to this folder &#039;&#039;\Steam\steamapps\SourceMods&#039;&#039; ,right next to the Empires-directory.&lt;br /&gt;
|-&lt;br /&gt;
|The next step explains how to create a new file in the same folder named Empires.qc.&lt;br /&gt;
|-&lt;br /&gt;
| The Empires.qc file tells studiomdl how to handle your model. Use for example notepad to create this file. Open notepad and Copy&amp;amp;paste the example below, modify it, select Save As... *.* and save it as Empires.qc (make sure its not Empires.qc.txt !)&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;example content of Empires.qc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 $modelname nf\buildings\radar\nf_radar.mdl&lt;br /&gt;
 $cdmaterials nf\buildings&lt;br /&gt;
 $staticprop&lt;br /&gt;
 $scale 10.0&lt;br /&gt;
 $body studio &amp;quot;nf_radar.smd&amp;quot;&lt;br /&gt;
 $sequence idle &amp;quot;nf_radar.smd&amp;quot; fps 30&lt;br /&gt;
 $collisionmodel &amp;quot;nf_radar.smd&amp;quot; {&lt;br /&gt;
 $Mass 20&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;explanation of Empires.qc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;$modelname&#039;&#039; is the path and name of your model as mdl. The model nf_radar.mdl will be placed in  \Steam\steamapps\SourceMods\Empires\nf\buildings\radar\nf_radar.mdl after compiling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;$cdmaterials&#039;&#039; is the path to your materials (VTF &#039;s). Here it&#039;s \Steam\steamapps\SourceMods\Empires\nf\buildings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;$scale&#039;&#039; Scales your model by this factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;$body&#039;&#039; main-smd&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;$sequence&#039;&#039; smd with animation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;$collisionmodel&#039;&#039; smd file with a collisionmodel&lt;br /&gt;
&lt;br /&gt;
[http://developer.valvesoftware.com/wiki/Category:QC_Commands List of all QC-Commands]&lt;br /&gt;
=== Compile your model ===&lt;br /&gt;
&lt;br /&gt;
Execute your created shortcut to studiomdl. studiomdl will read the Empires.qc and compile your smdfile to mdl format and place it in the specified folder. To see the output of studiomdl.exe open the commandshell and drag&amp;amp;drop the shotcut to it.&lt;br /&gt;
&lt;br /&gt;
Sometimes studiomdl will generate dummy files (filesize 1KB), that are invisible because they have no faces. I noticed that XSI SMD export isn&#039;t working correct. XSI forgets to save the used textures, maybe its the demoversion i&#039;m using.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
http://developer.valvesoftware.com/wiki/Compiling_Models_Basics&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=6234</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=6234"/>
		<updated>2009-05-06T11:27:30Z</updated>

		<summary type="html">&lt;p&gt;Joy: Moar liek the clown of fail. Internets is seriouiz buisness.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|Jargon}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #BBB; padding: 0 5px;&amp;quot;&lt;br /&gt;
| [[#.23|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are playing Empires, you may come across some jargon you don&#039;t understand.  Here is a list of the most commonly used bits of Empires jargon.&lt;br /&gt;
==#==&lt;br /&gt;
&#039;&#039;&#039;3 Phase&#039;&#039;&#039; - Refers to the (3 Phase Electric) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 mine&#039;&#039;&#039; - Refers to 8 mines being used to a similar effect as a 9mine, but being counterable by defusal, while 9 mine had no defense other than preventing grenadiers placing the 9th mine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 mine&#039;&#039;&#039; - Refers to the 9th Mine Trick and anything associated with this ability, was removed in 2.2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#slot&#039;&#039;&#039; - Refers to how many slots a vehicle has for a certain weapon type, or how many slots a weapon uses. &amp;quot;HE is a 2slot cannon&amp;quot; &amp;quot;Brenodi APCs have 3slot MGs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#-#&#039;&#039;&#039; - used to describe teams, for example in an 11 versus 8 stacked game, someone might say &amp;quot;Fix the teams, it&#039;s stacked 11-8&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&#039;&#039;&#039;AIDS&#039;&#039;&#039; - The effects of Bioweapons. &amp;quot;They are giving us AIDS!11&amp;quot;. Uncommonly used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammoz&#039;&#039;&#039; - Running joke referring to a frequently asked question by new players, usage: &amp;quot;How to get ammoz?!&amp;quot; the subject may be changed, or a specific ammunition type may be referenced: &amp;quot;How to get aircraft?!&amp;quot;, &amp;quot;How to get fist ammoz?!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC rush&#039;&#039;&#039; - Building a Vehicle Factory at the beginning of the game, constructing an APC from it, getting all players inside it, and then driving off to the enemy base to quickly destroy their barracks and CV before they have defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty&#039;&#039;&#039; - Artillery Vehicle. Plural: &#039;Arties&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty Whore&#039;&#039;&#039; - used to refer to those that use artillery in escort and occasionally other maps, in specific locations artillery tanks can be angled such to ignore the turret minimum angle thus becoming highly deadly cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura&#039;&#039;&#039; - Refers to the Squad Leader&#039;s power-up aura that gives nearby units improved abilities. Uncommonly used.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;&#039;BE&#039;&#039;&#039; - Refers to the &amp;quot;Brenodi Empire&amp;quot; Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEAR&#039;&#039;&#039; - The standard assault rifle of the Brenodi Empire&#039;s [[Rifleman]]. Not the carnivorous mammal, BEAR no longer exists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BECAR&#039;&#039;&#039; - The Brenodi [[Rifleman]]&#039;s long range burst fire rifle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEHR&#039;&#039;&#039; - The heavier variety of the assault rifle available for the Brenodi Empire&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio&#039;&#039;&#039; - Short for Biological, can be used to refer to either Biological Machine Guns or Biological Missile Launchers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BioMG&#039;&#039;&#039; - Biological Machine Guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BioML&#039;&#039;&#039; - Biological Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio Engine(s)&#039;&#039;&#039; - BioDiesel Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blimb&#039;&#039;&#039; - Running joke, Blimbz are joked about often inside the forums and occasionally ingame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boomtank&#039;&#039;&#039; - The [[Command Vehicle]]. Originates from before the Commander voting system was implemented, when new players would rush to the Command Vehicle and proceed to drive it around the map as if it were some kind of uber-tank, oblivious to its true purpose. It is ironic that some skilled players do use the Command Vehicle to destroy weak tanks or stop/slow bigger tanks allowing others to get a shot in without worrying about the target running. (For further satire, see: [[Noob&#039;s Guide to Empires]]). Rarely used nowadays.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;&#039;Calculator/Calc&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CDR&#039;&#039;&#039; - A prefix to the name of a map, taken to mean &#039;&amp;lt;u&amp;gt;c&amp;lt;/u&amp;gt;omman&amp;lt;u&amp;gt;d&amp;lt;/u&amp;gt;e&amp;lt;u&amp;gt;r&amp;lt;/u&amp;gt;less&#039;. The only current usage of this term is in [[map:emp_cdr_canyon|emp_cdr_canyon]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem&#039;&#039;&#039; - The &#039;Chemistry&#039; research tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chokepoint&#039;&#039;&#039; - Any point on a map that forces a team into a small geographic area--for example, a bridge, a narrow canyon, an elevator, or a gate. It is these spots in a map that are most often camped, and where battles most often take place, because both teams know that the other team must pass this particular area. These also are the routes that are most easily defendable against assault, as the assaulter is vulnerable when forced into tight quarters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm&#039;&#039;&#039; – [[Commander]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comvee&#039;&#039;&#039; - [[Command Vehicle]]. Rarely used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm Suicide&#039;&#039;&#039; - A usually malicious act of intentionally destroying one&#039;s own Command Vehicle by driving it into an unrecoverable situation (e.g. off a high cliff or into deep water). More commonly referred to as griefing, or something along the lines of: &amp;quot;The ****ing comm just sank himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coolant&#039;&#039;&#039; - Refers to the (Advanced Coolant) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crash Dumps&#039;&#039;&#039; - Files generated by the game whenever it crashes. These files contain debugging information used by developers to track down bugs responsible for the crash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CV&#039;&#039;&#039; - [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&#039;&#039;&#039;Decon&#039;&#039;&#039; - Short for &amp;quot;Deconstruct&amp;quot;; an Engineer&#039;s ability to un-build and destroy enemy structures with the engineer tool.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&#039;&#039;&#039;E&#039;&#039;&#039; - East side of map / Right side of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy&#039;&#039;&#039; - The [[Engineer]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy Tool&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ER&#039;&#039;&#039; - The Extended Range cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETA&#039;&#039;&#039; - Estimated Time of Arrival (e.g. &amp;quot;ETA armor?!&amp;quot; = When will armor be done)&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&#039;&#039;&#039;Flip&#039;&#039;&#039; - (Verb) In reference to when a vehicle is somehow turned upside down by any number of means; poor driving, collision, explosion, etc. Usually in reference to the command vehicle, when a grenadier uses the [[Grenadier#Tips|ninth mine trick]]. Flipped vehicles self-destruct over a short period of time to simplify game mechanics and prevent the server from being bogged down with vehicles. As in &amp;quot;to Flip,&amp;quot; or &amp;quot;has been Flipped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&#039;&#039;&#039;GG&#039;&#039;&#039; - Abbreviation of Good Game, not genera&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gren&#039;&#039;&#039; - The [[Grenadier]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Griefer&#039;&#039;&#039; - Someone who intends to ruin the game. See &#039;Comm Suicide&#039;.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&#039;&#039;&#039;HE&#039;&#039;&#039; - The High Explosive cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEMG&#039;&#039;&#039; - The High Explosive Machine Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavies&#039;&#039;&#039; - Heavy tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMG&#039;&#039;&#039; - The Heavy Machine Gun, a weapon of the [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killspawn&#039;&#039;&#039; - Suiciding by typing &amp;quot;kill&amp;quot; in the console so that you can re-spawn at another spawn point elsewhere on the map. Useful emergency measure if immediate reinforcements are required.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&#039;&#039;&#039;Lights&#039;&#039;&#039; - The Northern Faction Light tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT&#039;&#039;&#039; - The Northern Faction Light Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl/Level&#039;&#039;&#039; - In reference to turrets. Usually described in-game as a &amp;quot;lvl3&amp;quot;, this being the third and most powerful variety of turret.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&#039;&#039;&#039;Main&#039;&#039;&#039; - The main base, usually where the VF radar and main barracks are placed. Can be the starting base, but that sometimes changes. If the original base is not the main base, it is referred to as &amp;quot;Old Main&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meds&#039;&#039;&#039; - Medium tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; - Machine Gun Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML&#039;&#039;&#039; - Missile Launcher Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mowtar&#039;&#039;&#039; - Alternate spelling of the [[Grenadier|Grenadier&#039;s]] Mortar weapon.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;&#039;N&#039;&#039;&#039; - North part of map / Top of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nade&#039;&#039;&#039; - Grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nader&#039;&#039;&#039; - Another term for a person spamming grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nadespam&#039;&#039;&#039; - The act of constantly throwing grenades into some vital area, while simultaneously restocking from an ammo box, often used by engineers with seismic grenades to take down structures. Also seen on district402.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NE&#039;&#039;&#039; - Northeast corner of map / Upper-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF&#039;&#039;&#039; - Refers to the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFAR&#039;&#039;&#039; - The standard assault rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFHR&#039;&#039;&#039; - The heavy rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039; - The attempt of a player to sneak into the enemy base and destroy key structures (especially the CV) without the enemy noticing before it is too late.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nukes&#039;&#039;&#039; - HIT Missiles, veterans call it a Nuke as that was the original term and the missile is still effectively a nuke, as it is researched under the Fission item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NW&#039;&#039;&#039; - Northwest corner of map / Upper-right corner of map&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&#039;&#039;&#039;OP&#039;&#039;&#039; - Overpowered, unfair in that it suits one side or another. &amp;quot;The LT Mkii is OP!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
&#039;&#039;&#039;Paper Tank/Arty/Armor&#039;&#039;&#039; - A vehicle armored with the basic (weak) armor. Also applies to tanks that have one plate of armor on all sides, regardless of armor type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partybus&#039;&#039;&#039; - An APC with spawns, usually refers to an APC loaded with infantry heading to the enemy base in a rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pixerduduh&#039;&#039;&#039; - Vocalisation of PXR-DDH (&#039;&#039;&#039;P&#039;&#039;&#039;ortable &#039;&#039;&#039;X&#039;&#039;&#039;-&#039;&#039;&#039;R&#039;&#039;&#039;ay &#039;&#039;&#039;D&#039;&#039;&#039;etection &#039;&#039;&#039;D&#039;&#039;&#039;evice for &#039;&#039;&#039;H&#039;&#039;&#039;umanoids), a.k.a. an engineer-placed camera. Rarely used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUG&#039;&#039;&#039; - Acronym of &#039;&#039;&#039;&#039;P&#039;&#039;&#039;ick-&#039;&#039;&#039;U&#039;&#039;&#039;p &#039;&#039;&#039;G&#039;&#039;&#039;ame&#039;, a community organized match frequented by veterans of Empires. A good place to show off your skills to the best of the rest in the Empires community, or, at the very least, meet some of the regulars.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
&#039;&#039;&#039;Rax&#039;&#039;&#039; - Abbreviation for [[Barracks]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; - [[Refinery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen&#039;&#039;&#039; - Usually in reference to Regenerative Vehicle Armor. Sometimes refers to the Regenerate skill upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res&#039;&#039;&#039; - Resources, the &amp;quot;money&amp;quot; for Empires and therefore required to build anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rev&#039;&#039;&#039; - The act of reviving a dead player by use of the Engineer skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rez&#039;&#039;&#039; - Derived from &amp;quot;resurrect&amp;quot;. See &#039;Rev&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTFM&#039;&#039;&#039; - &#039;&#039;&#039;&#039;R&#039;&#039;&#039;ead &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;F&#039;&#039;&#039;*cking &#039;&#039;&#039;M&#039;&#039;&#039;anual&#039;. Popular acronym, uttered when a new player asks an obvious question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running&#039;&#039;&#039; - Used to indicate that the enemy command vehicle is attempting to flee from his base while being attacked, usually a last ditch effort to relocate and set up a new base elsewhere. As in, &amp;quot;Heads up, the comm&#039;s running!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; - South part of map / Bottom of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scunt&#039;&#039;&#039; - Insulting term for Scouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scunting&#039;&#039;&#039; - Someone who could be playing another class effectively but is currently playing scout (generally poorly or with a scout rifle) for their own enjoyment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SE&#039;&#039;&#039; - Southeast corner of map / Bottom-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotty&#039;&#039;&#039; - The Northern Faction Shotgun pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillstack&#039;&#039;&#039; - When one team has an advantage of more players with high skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SL&#039;&#039;&#039; - Squad Leader, the first person to join/create a squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sploit&#039;&#039;&#039; - From &amp;quot;exploit&amp;quot;: abusing a bug to gain an unfair advantage over the enemy. Examples include clipping into geometry, falling under the world, getting to places inaccessible by design, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawnnkill&#039;&#039;&#039; - Getting killed the moment you spawn before you can do anything. Happens often when you are revived during a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotting&#039;&#039;&#039; - Use of radio command or scout binoculars to mark enemy units/buildings for the sight of infantry, tanks, and artillery vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack/Stacked&#039;&#039;&#039; - Referring to when the teams are uneven and there are more players on one team than the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad&#039;&#039;&#039; - When one team has almost defeated the other team, but ends up losing because they run out of tickets before the other team, and soon get outnumbered rarely occurs, rarely referred to as Stalingrad, more commonly known as &amp;quot;FUCKING BULLSHIT&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sticky&#039;&#039;&#039; - Also, &#039;to have been stickied,&#039; and &#039;to stick,&#039; this refers to the various sticky grenades used by riflemen and scouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight Tech&#039;&#039;&#039; - (Verb) The action of researching a higher tier upgrade, such as heavy tanks or nuclear missiles, before completing any other research in the match. As in: &amp;quot;the commander straight teched heavies before getting us armor or engines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicide&#039;&#039;&#039; - Often the last resort to getting &amp;quot;unstuck,&amp;quot; or used to get somewhere else in a hurry; pulling down the console with the tilde (~) key, typing &amp;quot;kill&amp;quot; (without quotes) and pressing enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SW&#039;&#039;&#039; - Southwest corner of map / Bottom-left corner of map&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&#039;&#039;&#039;Teams&#039;&#039;&#039; - Abbreviation of &amp;quot;The teams are imbalanced&amp;quot; or &amp;quot;Even the teams&amp;quot;. Ingame usage &amp;quot;Teams!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets&#039;&#039;&#039; - How many more &amp;quot;lives&amp;quot; the team has to spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Climbing&#039;&#039;&#039; - Rapidly building and trashing turrets as an engineer in means to build a &amp;quot;ladder&amp;quot; in order to get on top of high places. Often considered exploiting. Walls are also used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Farming&#039;&#039;&#039; - Act of creating multiple turrets in a localized area. HE or artillery is usually the reply to such a farm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrent&#039;&#039;&#039; - Common misspelling of &amp;quot;turret&amp;quot;. Joke term.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; - Variant of &#039;Turret Farming&#039;, where a team relies on walls, turrets and other defensive measures to protect a small area, instead of advancing across the map. Also used as a final resort when a team is pushed back to their final barracks. Very hard to break, since the other team usually has all refineries.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&#039;&#039;&#039;Unstuck&#039;&#039;&#039; - As in the command &amp;quot;emp_unstuck&amp;quot; used to remove your avatar if it is clipped into part of the map and can&#039;t move.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&#039;&#039;&#039;VF&#039;&#039;&#039; - A [[Vehicle Factory]].&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&#039;&#039;&#039;W&#039;&#039;&#039; - West side of map / Left side of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; - (Verb) To rush an enemy vehicle, usually the [[Command Vehicle]], and build walls around it, thereby trapping it.  As in &amp;quot;to wall the tank&amp;quot;, or &amp;quot;I got walled in, there was nothing I could do!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WallClimb&#039;&#039;&#039; - Using walls to gain height by utilising their &amp;quot;growing&amp;quot; behaviour as they are constructed.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=6135</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=6135"/>
		<updated>2009-04-13T23:06:20Z</updated>

		<summary type="html">&lt;p&gt;Joy: Undo revision 6134 by RKB53 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order and format.&lt;br /&gt;
{{Note|Please do not include descriptions more than 50 or so characters, this is supposed to be a quick-reference list.}}&lt;br /&gt;
{{Warning|Please either link to your clan&#039;s Empires division or have a very easily accessed link to your clan&#039;s Empires division on your front page or risk having your listing removed.}}&lt;br /&gt;
== Active ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bsid-clan.com &amp;lt;nowiki&amp;gt;=[BSID]= Brenodi Sixth Infantry Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active... ish&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Thor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.commwarriors.com Commonwealth Warriors] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Evan&lt;br /&gt;
**[http://www.commwarriors.com/wiki/index.php?title=Main_Page Commonwealth Warriors Knowledge Base (wiki)]&lt;br /&gt;
&lt;br /&gt;
* [http://www.epic-empires.co.uk &amp;lt;nowiki&amp;gt;EPIC - Elite Para Insertion Corps&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
** Clan Leader: Trickster&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresjpl.com ‡|JPL|‡ Jekotian Prime Legion] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://mad.izzopop.com/smf/index.php Mobile Armour Division - M.A.D.] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Bitchslap&lt;br /&gt;
&lt;br /&gt;
== Inactive and Disbanded==&lt;br /&gt;
* [http://www.the42nd.com &amp;lt;nowiki&amp;gt;The 42nd Special Operations Battalion&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders: Kylegar and Yahoo&lt;br /&gt;
&lt;br /&gt;
* [http://bcoclan.info &amp;lt;nowiki&amp;gt;.:{ßÇØ}:. Brenodi Covert Ops&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leaders: Fallen-Hero, Kronos&lt;br /&gt;
**Tech Staff Leader: Theowningone&lt;br /&gt;
&lt;br /&gt;
* [http://beaclan.moo.no &amp;lt;nowiki&amp;gt;|BEA| Black Evil Army&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Unknown&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: EvilLeader&lt;br /&gt;
&lt;br /&gt;
* [http://battlefieldelites.wetpaint.com/ &amp;lt;nowiki&amp;gt;{BFE} Battlefield Elite&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Unknown&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Nook&lt;br /&gt;
&lt;br /&gt;
* [http://brenodi-first-airforce.artofwarcentral.com &amp;lt;nowiki&amp;gt;-=BFAS=- Brenodi First Air Force Squadron&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: RKB&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://bd.cogia.net/ &amp;lt;nowiki&amp;gt;Brückner Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
&lt;br /&gt;
* [http://www.thedarkwolfpack.tk &amp;lt;nowiki&amp;gt;Dark Wolf Pack&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Merged With @ Clan&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Camega&lt;br /&gt;
&lt;br /&gt;
* [http://www.frontlinebrothers.tk Frontline Brothers] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
** Special Note:  Reformed as the Brückner Division.&lt;br /&gt;
&lt;br /&gt;
* [http://www.genesisknights.com Genesis Knights] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.tanith-first-only.pwp.blueyonder.co.uk/ Ghost-Clan] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Mkoll&lt;br /&gt;
&lt;br /&gt;
* Inex Ibus - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Jekotian 9th Division Highguard &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.loc-clan.com Lords of Chaos {LoC}] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://lordempires.free-forums.org &amp;lt;nowiki&amp;gt;Lords of Empires [Lords]&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.online-evolution.org/ Online Evolution [On|E] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.ww3gaming.com/e107_plugins/forum/forum_viewforum.php?28 World War 3 Gaming] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.tacticians-strategists.p9pgames.com Tacticians-Strategists &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders:&lt;br /&gt;
*** TylerP9P&lt;br /&gt;
*** Nikolai&lt;br /&gt;
*** Colonel Popcorn&lt;br /&gt;
*** Destroyer_15698&lt;br /&gt;
*** SystematikGS&lt;br /&gt;
** [http://www.tacticians-strategists.p9pgames.com/forums &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt; Forums]&lt;br /&gt;
&lt;br /&gt;
* [http://www.keunited.com Kolntus-Emin United] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.atclan.tk/ &amp;lt;nowiki&amp;gt;@ Clan&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: ACE&lt;br /&gt;
**Co Leaders: Mage, Vex&lt;br /&gt;
***Members List: [http://empires.okbehappy.net/viewtopic.php?f=9&amp;amp;t=2 &amp;lt;nowiki&amp;gt;Offical Member List&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* [http://zone4gamers.de Zone 4 Gaming] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: UltraLoW&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=6029</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=6029"/>
		<updated>2009-03-04T16:54:20Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Scout */ soz forgot copypasta :|&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Skills}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Class_selection.jpg|thumb|200px|right|Notice the skill boxes on the bottom]]&lt;br /&gt;
Skills are gained by getting promoted to a new rank, which are as follows:&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Insignia&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Required Rank Points&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Private.gif|Private.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Private (PVT)&#039;&#039;&#039;&lt;br /&gt;
|at least 0 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:PFC.gif|PFC.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Private First Class (PFC)&#039;&#039;&#039;&lt;br /&gt;
|at least 10 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Corporal.gif|Corporal.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Corporal (CPL)&#039;&#039;&#039;&lt;br /&gt;
|at least 20 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Sergeant.gif|Sergeant.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Sergeant (SGT)&#039;&#039;&#039;&lt;br /&gt;
|at least 30 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Staff-Sergeant.gif|Staff-Sergeant.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Staff Sergeant (SSG)&#039;&#039;&#039;&lt;br /&gt;
|at least 40 rank points&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Sergeant-1st-Class.gif|Sergeant-1st-Class.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Sergeant First Class (SFC)&#039;&#039;&#039;&lt;br /&gt;
|at least 50 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Master-Sergeant.gif|Master-Sergeant.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant (MSG)&#039;&#039;&#039;&lt;br /&gt;
|at least 60 rank points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rank points are rewarded when players:&lt;br /&gt;
* Kill other players&lt;br /&gt;
* Destroy enemy structures&lt;br /&gt;
* Destroy enemy vehicles&lt;br /&gt;
* Repair 100 units worth of structures or equipment (excluding your own structures, but including dis-assembly of enemy equipment)&lt;br /&gt;
* Heal 200 health points of friendly players&lt;br /&gt;
* Revive a dead teammate ([[Engineer]])&lt;br /&gt;
* Command ([[Commander]])&lt;br /&gt;
* Participate in [[Squads]]&lt;br /&gt;
* Spot a vehicle or building that is then destroyed by another player ([[Scout]])&lt;br /&gt;
* Sabotage 2 buildings ([[Scout]])&lt;br /&gt;
* Defuse 2 mines ([[Grenadier]])&lt;br /&gt;
&lt;br /&gt;
Once you gain enough skill points to advance to the next rank, a new skill slot is opened in the class selection dialogue. The player is promoted once for every 10 points received. There is a maximum of 4 skill slots available.&lt;br /&gt;
&lt;br /&gt;
== General Skills ==&lt;br /&gt;
[[Image:Generalskills.JPG|thumb|right|General Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Health Upgrade:&#039;&#039;&#039; Increases your maximum amount of health to 130%. The ability to take more damage makes this a good upgrade to use if you don&#039;t know what other skills to get.&lt;br /&gt;
* &#039;&#039;&#039;Health Regeneration:&#039;&#039;&#039; Slowly regenerates health. This is not enough to give you an edge in a firefight, but it will allow you to engage in another fight without having to retreat to a suitable healing unit.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Increase:&#039;&#039;&#039; Increases your total amount of carried ammo by a factor of two (carry twice as much ammo). Can be helpful depending on which weapon you use.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Increase:&#039;&#039;&#039; Increases your total available stamina, a good skill for dashing from one piece of cover to the next.&lt;br /&gt;
* &#039;&#039;&#039;Speed Upgrade:&#039;&#039;&#039; Increases the normal moving, running and sprinting speeds to 115% their normal value, and is generally useful when you don&#039;t have access to vehicles but have to reach the front line very quickly.&lt;br /&gt;
* &#039;&#039;&#039;Accuracy Upgrade:&#039;&#039;&#039; Increases accuracy while crouched, stopped and even moving. Better accuracy is always good and this is a good skill to take if you don&#039;t know what else to get.&lt;br /&gt;
* &#039;&#039;&#039;Melee Upgrade:&#039;&#039;&#039; Increases the damage, range, and area covered by your melee attacks. Melee attacks with this skill become deadly, but this skill should only be taken in maps that will involve close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Skills ==&lt;br /&gt;
In addition to general skills, each class has a set of its own unique abilities.  These skills can be accessed on the Skill Selection screen by expanding the dropdown in the upper-left side and choosing the &#039;&#039;&#039;Class Specific&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
[[Image:Engyskills.JPG|thumb|right|Engineer Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Healing Upgrade:&#039;&#039;&#039; Increases the rate at which you heal team mates.&lt;br /&gt;
* &#039;&#039;&#039;Repair Upgrade:&#039;&#039;&#039; Increases the rate at which you repair friendly structures and vehicles and disassemble the enemy&#039;s. Considered the most powerful of the [[Engineer]]&#039;s skills. &lt;br /&gt;
&lt;br /&gt;
{{Note|A good skill when coupled with a good commander who gives you plenty of work to do, also useful at the start of the game when buildings need to erected quickly.}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turret Upgrade:&#039;&#039;&#039; Allows the [[Engineer]] to upgrade their own turrets, regardless of team research level.&lt;br /&gt;
* &#039;&#039;&#039;Revive:&#039;&#039;&#039; Allows the [[Engineer]] to bring a fallen team mate back to life (the player will not have to use a ticket when spawning during this process) Select your engineer tool and use it on the fallen teammate. Has a limited range. Will not work on a player who suicided.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Cooling&#039;&#039;&#039; Increases the rate of driven vehicles heat dissipation by 10%.&lt;br /&gt;
&lt;br /&gt;
=== [[Grenadier]] ===&lt;br /&gt;
[[Image:Grenadierskills.JPG|thumb|right|Grenadier Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Defusal:&#039;&#039;&#039; Allows the [[Grenadier]] to remove enemy mines from the field, clearing the way for others to safely pass. Grenadiers can also step on mines and drive on them without harm when they have this skill activated.&lt;br /&gt;
* &#039;&#039;&#039;Artillery Feedback:&#039;&#039;&#039; Shows an indicator on the minimap, in the form of a white diamond, which marks the location of the last shell&#039;s contact point (from mortar, RPG, artillery tanks, or vehicle-mounted missile launchers).&lt;br /&gt;
* &#039;&#039;&#039;Armor Detection:&#039;&#039;&#039; Allows the [[Grenadier]] to know the health of enemy vehicles. When the crosshair is pointed at an enemy vehicle, it will be displayed at the bottom of the player&#039;s screen in the same manner as if the player were inside it. This includes the status of armor plating on all sides of the targeted vehicle.&lt;br /&gt;
* &#039;&#039;&#039;Increased Armor:&#039;&#039;&#039; Reduces damage dealt to the armor of a vehicle piloted by the grenadier.&lt;br /&gt;
&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
[[Image:Scoutskills.JPG|thumb|right|Scout Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Hide:&#039;&#039;&#039; Become transparent by staying crouched or prone for at least five seconds (each promotion lets you become transparent 1 second faster). The [[Scout]] becomes less visible with more of his body touching a wall or walls. It will conceal the user from Machine Gun turrets and prevent the enemy commander from targeting the Scout, but it doesn&#039;t conceal one from enemy cameras, or from an enemy Scout with the &amp;quot;Enhanced Senses&amp;quot; skill. However, it automatically deactivates when firing guns, standing, or taking damage, but does not deactivate when using melee attacks.&lt;br /&gt;
* &#039;&#039;&#039;Enhanced Senses:&#039;&#039;&#039; You have access to both allied and enemy information on your minimap. Works like a portable [[Surveillance|camera]], but this ability has a small radius, the information is not conveyed to team-mates, and the targets aren&#039;t highlighted on your main screen. However, there is no delay between the enemy location and the information presented on your screen, so unlike camera&#039;s targeting squares, you know exactly where the enemy is. Furthermore, this enhanced mini-map displays &#039;&#039;everything&#039;&#039; that the enemy can normally see- you know exactly what direction the enemy is facing, if the enemy calls for a medic or ammunition using voice commands, and if the enemy unit is the Squad leader.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Silencer:&#039;&#039;&#039; Reduces weapon noise by 50%, and hides kill and death messages. A unit killed by the Scout will not appear on the game&#039;s kill counter, even as a suicide- the only way to confirm his death is by checking the death or kill tallies on the scoreboard.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Speed:&#039;&#039;&#039; Increase speed of any vehicle the player drives by 20%.&lt;br /&gt;
* &#039;&#039;&#039;Radar Stealth:&#039;&#039;&#039; Hides the player, while driving any vehicle from surveillance structures.&lt;br /&gt;
&lt;br /&gt;
=== [[Rifleman]] ===&lt;br /&gt;
[[Image:Riflemanskills.JPG|thumb|right|Rifleman Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Dig In:&#039;&#039;&#039; Deals 50% of all damage taken to the stamina meter whilst crouching or prone.&lt;br /&gt;
* &#039;&#039;&#039;Improved Rifle Damage:&#039;&#039;&#039; Increases Rifle and Pistol damage by 10%.&lt;br /&gt;
* &#039;&#039;&#039;Improved Vehicle Damage:&#039;&#039;&#039; Increase vehicle weapon damage by 10%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Inert Skills ==&lt;br /&gt;
Classes also have inert skill upgrades.  As a player gains rank, they naturally become slightly better at their profession.&lt;br /&gt;
&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
* &#039;&#039;&#039;Wall Mastery:&#039;&#039;&#039; Engineers increase their max wall limit above 10 as their rank increase.  They get 2 additional wall per rank.&lt;br /&gt;
* &#039;&#039;&#039;Turret Mastery:&#039;&#039;&#039; After reaching Staff Sargent, Engineers are able to place 2 turrets instead of just 1.&lt;br /&gt;
* &#039;&#039;&#039;Surveillance Mastery:&#039;&#039;&#039; After reaching Staff Sargent, Engineers are able to place 2 Cameras/Radars instead of just 1.&lt;br /&gt;
&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
* &#039;&#039;&#039;Camouflage Expertise:&#039;&#039;&#039; For every rank a scout earns, the time it takes for them to hide drops.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Skills]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=6028</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=6028"/>
		<updated>2009-03-04T16:53:30Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Scout */ Removed wrong statment about radar stealth being not detected by enhenced senses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Skills}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Class_selection.jpg|thumb|200px|right|Notice the skill boxes on the bottom]]&lt;br /&gt;
Skills are gained by getting promoted to a new rank, which are as follows:&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Insignia&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Required Rank Points&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Private.gif|Private.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Private (PVT)&#039;&#039;&#039;&lt;br /&gt;
|at least 0 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:PFC.gif|PFC.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Private First Class (PFC)&#039;&#039;&#039;&lt;br /&gt;
|at least 10 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Corporal.gif|Corporal.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Corporal (CPL)&#039;&#039;&#039;&lt;br /&gt;
|at least 20 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Sergeant.gif|Sergeant.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Sergeant (SGT)&#039;&#039;&#039;&lt;br /&gt;
|at least 30 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Staff-Sergeant.gif|Staff-Sergeant.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Staff Sergeant (SSG)&#039;&#039;&#039;&lt;br /&gt;
|at least 40 rank points&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Sergeant-1st-Class.gif|Sergeant-1st-Class.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Sergeant First Class (SFC)&#039;&#039;&#039;&lt;br /&gt;
|at least 50 rank points&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Master-Sergeant.gif|Master-Sergeant.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant (MSG)&#039;&#039;&#039;&lt;br /&gt;
|at least 60 rank points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rank points are rewarded when players:&lt;br /&gt;
* Kill other players&lt;br /&gt;
* Destroy enemy structures&lt;br /&gt;
* Destroy enemy vehicles&lt;br /&gt;
* Repair 100 units worth of structures or equipment (excluding your own structures, but including dis-assembly of enemy equipment)&lt;br /&gt;
* Heal 200 health points of friendly players&lt;br /&gt;
* Revive a dead teammate ([[Engineer]])&lt;br /&gt;
* Command ([[Commander]])&lt;br /&gt;
* Participate in [[Squads]]&lt;br /&gt;
* Spot a vehicle or building that is then destroyed by another player ([[Scout]])&lt;br /&gt;
* Sabotage 2 buildings ([[Scout]])&lt;br /&gt;
* Defuse 2 mines ([[Grenadier]])&lt;br /&gt;
&lt;br /&gt;
Once you gain enough skill points to advance to the next rank, a new skill slot is opened in the class selection dialogue. The player is promoted once for every 10 points received. There is a maximum of 4 skill slots available.&lt;br /&gt;
&lt;br /&gt;
== General Skills ==&lt;br /&gt;
[[Image:Generalskills.JPG|thumb|right|General Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Health Upgrade:&#039;&#039;&#039; Increases your maximum amount of health to 130%. The ability to take more damage makes this a good upgrade to use if you don&#039;t know what other skills to get.&lt;br /&gt;
* &#039;&#039;&#039;Health Regeneration:&#039;&#039;&#039; Slowly regenerates health. This is not enough to give you an edge in a firefight, but it will allow you to engage in another fight without having to retreat to a suitable healing unit.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Increase:&#039;&#039;&#039; Increases your total amount of carried ammo by a factor of two (carry twice as much ammo). Can be helpful depending on which weapon you use.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Increase:&#039;&#039;&#039; Increases your total available stamina, a good skill for dashing from one piece of cover to the next.&lt;br /&gt;
* &#039;&#039;&#039;Speed Upgrade:&#039;&#039;&#039; Increases the normal moving, running and sprinting speeds to 115% their normal value, and is generally useful when you don&#039;t have access to vehicles but have to reach the front line very quickly.&lt;br /&gt;
* &#039;&#039;&#039;Accuracy Upgrade:&#039;&#039;&#039; Increases accuracy while crouched, stopped and even moving. Better accuracy is always good and this is a good skill to take if you don&#039;t know what else to get.&lt;br /&gt;
* &#039;&#039;&#039;Melee Upgrade:&#039;&#039;&#039; Increases the damage, range, and area covered by your melee attacks. Melee attacks with this skill become deadly, but this skill should only be taken in maps that will involve close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Skills ==&lt;br /&gt;
In addition to general skills, each class has a set of its own unique abilities.  These skills can be accessed on the Skill Selection screen by expanding the dropdown in the upper-left side and choosing the &#039;&#039;&#039;Class Specific&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
[[Image:Engyskills.JPG|thumb|right|Engineer Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Healing Upgrade:&#039;&#039;&#039; Increases the rate at which you heal team mates.&lt;br /&gt;
* &#039;&#039;&#039;Repair Upgrade:&#039;&#039;&#039; Increases the rate at which you repair friendly structures and vehicles and disassemble the enemy&#039;s. Considered the most powerful of the [[Engineer]]&#039;s skills. &lt;br /&gt;
&lt;br /&gt;
{{Note|A good skill when coupled with a good commander who gives you plenty of work to do, also useful at the start of the game when buildings need to erected quickly.}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turret Upgrade:&#039;&#039;&#039; Allows the [[Engineer]] to upgrade their own turrets, regardless of team research level.&lt;br /&gt;
* &#039;&#039;&#039;Revive:&#039;&#039;&#039; Allows the [[Engineer]] to bring a fallen team mate back to life (the player will not have to use a ticket when spawning during this process) Select your engineer tool and use it on the fallen teammate. Has a limited range. Will not work on a player who suicided.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Cooling&#039;&#039;&#039; Increases the rate of driven vehicles heat dissipation by 10%.&lt;br /&gt;
&lt;br /&gt;
=== [[Grenadier]] ===&lt;br /&gt;
[[Image:Grenadierskills.JPG|thumb|right|Grenadier Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Defusal:&#039;&#039;&#039; Allows the [[Grenadier]] to remove enemy mines from the field, clearing the way for others to safely pass. Grenadiers can also step on mines and drive on them without harm when they have this skill activated.&lt;br /&gt;
* &#039;&#039;&#039;Artillery Feedback:&#039;&#039;&#039; Shows an indicator on the minimap, in the form of a white diamond, which marks the location of the last shell&#039;s contact point (from mortar, RPG, artillery tanks, or vehicle-mounted missile launchers).&lt;br /&gt;
* &#039;&#039;&#039;Armor Detection:&#039;&#039;&#039; Allows the [[Grenadier]] to know the health of enemy vehicles. When the crosshair is pointed at an enemy vehicle, it will be displayed at the bottom of the player&#039;s screen in the same manner as if the player were inside it. This includes the status of armor plating on all sides of the targeted vehicle.&lt;br /&gt;
* &#039;&#039;&#039;Increased Armor:&#039;&#039;&#039; Reduces damage dealt to the armor of a vehicle piloted by the grenadier.&lt;br /&gt;
&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
[[Image:Scoutskills.JPG|thumb|right|Scout Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Hide:&#039;&#039;&#039; Become transparent by staying crouched or prone for at least five seconds (each promotion lets you become transparent 1 second faster). The [[Scout]] becomes less visible with more of his body touching a wall or walls. It will conceal the user from Machine Gun turrets and prevent the enemy commander from targeting the Scout, but it doesn&#039;t conceal one from enemy cameras, or from an enemy Scout with the &amp;quot;Enhanced Senses&amp;quot; skill. However, it automatically deactivates when firing guns, standing, or taking damage, but does not deactivate when using melee attacks.&lt;br /&gt;
* &#039;&#039;&#039;Enhanced Senses:&#039;&#039;&#039; You have access to both allied and enemy information on your minimap. Works like a portable [[Surveillance|camera]], but this ability has a small radius, the information is not conveyed to team-mates, and the targets aren&#039;t highlighted on your main screen. However, there is no delay between the enemy location and the information presented on your screen, so unlike camera&#039;s targeting squares, you know exactly where the enemy is. Furthermore, this enhanced mini-map displays &#039;&#039;everything&#039;&#039; that the enemy can normally see- you know exactly what direction the enemy is facing, if the enemy calls for a medic or ammunition using voice commands, and if the enemy unit is the Squad leader.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Silencer:&#039;&#039;&#039; Reduces weapon noise by 50%, and hides kill and death messages. A unit killed by the Scout will not appear on the game&#039;s kill counter, even as a suicide- the only way to confirm his death is by checking the death or kill tallies on the scoreboard.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Speed:&#039;&#039;&#039; Increase speed of any vehicle the player drives by 20%.&lt;br /&gt;
* &#039;&#039;&#039;Radar Stealth:&#039;&#039;&#039; Hides the player, and any vehicle he drives from surveillance structures.&lt;br /&gt;
&lt;br /&gt;
=== [[Rifleman]] ===&lt;br /&gt;
[[Image:Riflemanskills.JPG|thumb|right|Rifleman Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Dig In:&#039;&#039;&#039; Deals 50% of all damage taken to the stamina meter whilst crouching or prone.&lt;br /&gt;
* &#039;&#039;&#039;Improved Rifle Damage:&#039;&#039;&#039; Increases Rifle and Pistol damage by 10%.&lt;br /&gt;
* &#039;&#039;&#039;Improved Vehicle Damage:&#039;&#039;&#039; Increase vehicle weapon damage by 10%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Inert Skills ==&lt;br /&gt;
Classes also have inert skill upgrades.  As a player gains rank, they naturally become slightly better at their profession.&lt;br /&gt;
&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
* &#039;&#039;&#039;Wall Mastery:&#039;&#039;&#039; Engineers increase their max wall limit above 10 as their rank increase.  They get 2 additional wall per rank.&lt;br /&gt;
* &#039;&#039;&#039;Turret Mastery:&#039;&#039;&#039; After reaching Staff Sargent, Engineers are able to place 2 turrets instead of just 1.&lt;br /&gt;
* &#039;&#039;&#039;Surveillance Mastery:&#039;&#039;&#039; After reaching Staff Sargent, Engineers are able to place 2 Cameras/Radars instead of just 1.&lt;br /&gt;
&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
* &#039;&#039;&#039;Camouflage Expertise:&#039;&#039;&#039; For every rank a scout earns, the time it takes for them to hide drops.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Skills]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Download&amp;diff=5524</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Download&amp;diff=5524"/>
		<updated>2008-08-21T12:51:23Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* 2.0 Beta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Download}}&lt;br /&gt;
&lt;br /&gt;
You may download Empires clients and servers from the [http://empiresmod.com/download.php Official Empires Download Page] or use some of the mirrors on here that may or may not work better for you.&lt;br /&gt;
{{Note|If you have a mirror setup, please add it to the list.}}&lt;br /&gt;
&lt;br /&gt;
== Empires Client ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Version 2.12 ===&lt;br /&gt;
You must download 2.1 client to play this game. &lt;br /&gt;
Afterwards install the 2.12 hotfix, to get rid of a error causing crashes.&lt;br /&gt;
* [http://www.empiresmod.com/download_client_full.php Official site ]&lt;br /&gt;
&lt;br /&gt;
== Empires Server ==&lt;br /&gt;
&lt;br /&gt;
Empires server is cross-platform and can be set up on both Windows and Linux with the same files.&lt;br /&gt;
&lt;br /&gt;
=== 2.1 ===&lt;br /&gt;
Requires Version 2.1 Server to be installed.&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresmod.com/download_server_full.php Official site ]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Download&amp;diff=5523</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Download&amp;diff=5523"/>
		<updated>2008-08-21T12:51:02Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* 2.0 Beta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Download}}&lt;br /&gt;
&lt;br /&gt;
You may download Empires clients and servers from the [http://empiresmod.com/download.php Official Empires Download Page] or use some of the mirrors on here that may or may not work better for you.&lt;br /&gt;
{{Note|If you have a mirror setup, please add it to the list.}}&lt;br /&gt;
&lt;br /&gt;
== Empires Client ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Version 2.12 ===&lt;br /&gt;
You must download 2.1 client to play this game. &lt;br /&gt;
Afterwards install the 2.12 hotfix, to get rid of a error causing crashes.&lt;br /&gt;
* [http://www.empiresmod.com/download_client_full.php Official site ]&lt;br /&gt;
&lt;br /&gt;
== Empires Server ==&lt;br /&gt;
&lt;br /&gt;
Empires server is cross-platform and can be set up on both Windows and Linux with the same files.&lt;br /&gt;
&lt;br /&gt;
=== 2.0 Beta ===&lt;br /&gt;
Requires Version 2.0 Beta Server to be installed.&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresmod.com/download_server_full.php Official site ]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5517</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5517"/>
		<updated>2008-07-23T18:09:14Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Active */ + Epic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order and format.&lt;br /&gt;
{{Note|Please do not include descriptions more than 50 or so characters, this is supposed to be a quick-reference list.}}&lt;br /&gt;
{{Warning|Please either link to your clan&#039;s Empires division or have a very easily accessed link to your clan&#039;s Empires division on your front page or risk having your listing removed.}}&lt;br /&gt;
== Active ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bsid-clan.com &amp;lt;nowiki&amp;gt;=[BSID]= Brenodi Sixth Infantry Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Thor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.commwarriors.com Commonwealth Warriors] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Evan&lt;br /&gt;
**[http://www.commwarriors.com/wiki/index.php?title=Main_Page Commonwealth Warriors Knowledge Base (wiki)]&lt;br /&gt;
&lt;br /&gt;
* [http://www.deathbynapalm.com &amp;lt;nowiki&amp;gt;EPIC - Elite Para Insertion Corps&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
** Clan Leader: Trickster&lt;br /&gt;
&lt;br /&gt;
* [http://www.tanith-first-only.pwp.blueyonder.co.uk/ Ghost-Clan] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Mkoll&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresjpl.com ‡|JPL|‡ Jekotian Prime Legion] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.keunited.com Kolntus-Emin United] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://mad.empiresuniverse.com/forums/index.php Mobile Armour Division - M.A.D.] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Bitchslap&lt;br /&gt;
&lt;br /&gt;
* [http://www.tacticians-strategists.p9pgames.com Tacticians-Strategists &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders:&lt;br /&gt;
*** TylerP9P&lt;br /&gt;
*** Nikolai&lt;br /&gt;
*** Colonel Popcorn&lt;br /&gt;
*** Destroyer_15698&lt;br /&gt;
*** SystematikGS&lt;br /&gt;
** [http://www.tacticians-strategists.p9pgames.com/forums &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt; Forums]&lt;br /&gt;
&lt;br /&gt;
* [http://zone4gamers.de Zone 4 Gaming] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: UltraLoW&lt;br /&gt;
&lt;br /&gt;
== Inactive and Disbanded==&lt;br /&gt;
* [http://empires.okbehappy.net &amp;lt;nowiki&amp;gt;@ Clan&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: ACE&lt;br /&gt;
**Co Leaders: Recon, Camega&lt;br /&gt;
**Clan Moderators: CeLLuLoid BinK, X&lt;br /&gt;
***Members List: [http://empires.okbehappy.net/viewtopic.php?f=9&amp;amp;t=2 &amp;lt;nowiki&amp;gt;Offical Member List&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* [http://www.the42nd.com &amp;lt;nowiki&amp;gt;The 42nd Special Operations Battalion&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders: Kylegar and Yahoo&lt;br /&gt;
&lt;br /&gt;
* [http://bcoclan.info &amp;lt;nowiki&amp;gt;.:{ßÇØ}:. Brenodi Covert Ops&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leaders: Fallen-Hero, Kronos&lt;br /&gt;
**Tech Staff Leader: Theowningone&lt;br /&gt;
&lt;br /&gt;
* [http://beaclan.moo.no &amp;lt;nowiki&amp;gt;|BEA| Black Evil Army&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Unknown&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: EvilLeader&lt;br /&gt;
&lt;br /&gt;
* [http://battlefieldelites.wetpaint.com/ &amp;lt;nowiki&amp;gt;{BFE} Battlefield Elite&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Unknown&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Nook&lt;br /&gt;
&lt;br /&gt;
* [http://bd.cogia.net/ &amp;lt;nowiki&amp;gt;Brückner Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
&lt;br /&gt;
* [http://www.thedarkwolfpack.tk &amp;lt;nowiki&amp;gt;Dark Wolf Pack&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Merged With @ Clan&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Camega&lt;br /&gt;
&lt;br /&gt;
* [http://www.frontlinebrothers.tk Frontline Brothers] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
** Special Note:  Reformed as the Brückner Division.&lt;br /&gt;
&lt;br /&gt;
* [http://www.genesisknights.com Genesis Knights] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inex Ibus - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Jekotian 9th Division Highguard &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.loc-clan.com Lords of Chaos {LoC}] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://lordempires.free-forums.org &amp;lt;nowiki&amp;gt;Lords of Empires [Lords]&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.online-evolution.org/ Online Evolution [On|E] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.ww3gaming.com/e107_plugins/forum/forum_viewforum.php?28 World War 3 Gaming] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Commanding&amp;diff=5516</id>
		<title>Commanding</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Commanding&amp;diff=5516"/>
		<updated>2008-07-19T15:23:46Z</updated>

		<summary type="html">&lt;p&gt;Joy: Added the guide to successful commanding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Commanding}}&lt;br /&gt;
&lt;br /&gt;
One of the most important people within a [[Factions|Faction]] is its [[Commander]]. Charged with directing the team and building structures, entire battles may be decided based on the skill of the [[commander]].&lt;br /&gt;
[[Image:Commanderinterface.jpg|thumb|right|The Command Interface]]&lt;br /&gt;
[[Image:Commandervoting.gif|thumb|right|The Commander Voting Menu]]&lt;br /&gt;
== Becoming the Commander ==&lt;br /&gt;
Teams will have approximately 30 seconds to decide upon a commander and corresponding tactics.  Whomever is voted commander will automatically spawn in the command vehicle as opposed to the Barracks.&lt;br /&gt;
&lt;br /&gt;
Otherwise, becoming commander is as easy as entering your faction&#039;s [[Command Vehicle]] before anyone else does. Whoever is inside the CV is commander. If someone leaves it and you hop in, you become the commander.&lt;br /&gt;
{{Note|Commanders are not all-powerful, however. They can be forcibly removed from their position via a kick vote from enough members of their own team.}}&lt;br /&gt;
&lt;br /&gt;
== The Command Interface ==&lt;br /&gt;
[[Image:Comm_gui.jpg|thumb|right|The Command Interface]]&lt;br /&gt;
Once you&#039;re inside the [[Command Vehicle]], you may press &#039;&#039;&#039;F2&#039;&#039;&#039; to switch to the command interface. This will show you an overhead view of the current map. &lt;br /&gt;
* To move around within the map, run your mouse to one of the sides of the screen, or use the arrow keys.&lt;br /&gt;
* To zoom in and out, scroll with the mouse wheel.&lt;br /&gt;
* To rotate the display, hold down the &#039;&#039;&#039;ALT&#039;&#039;&#039; key and move your mouse.&lt;br /&gt;
The Command Interface pretty much behaves just like a typical [[RTS]]. There are three menus at the lower right that lead you to things like your current units/players, [[Structures|Building]], [[Vehicles|Vehicle Production]], and [[Research]].&lt;br /&gt;
&lt;br /&gt;
You may select your own buildings and units by clicking on them. This will show you their health and any relevant stats.&lt;br /&gt;
&lt;br /&gt;
To leave the command interface press the &#039;&#039;&#039;log out&#039;&#039;&#039; button on the command interface or hit your &#039;&#039;&#039;E&#039;&#039;&#039; key. This is NOT your &amp;quot;USE&amp;quot; key while in the command interface, it is instead bound to &amp;quot;emp_comm_exit&amp;quot; by the Commander.CFG file in your \Empires\Cfg directory.&lt;br /&gt;
Once you have exited the command interface, you may then hit your &amp;quot;USE&amp;quot; key (default: &#039;&#039;&#039;E&#039;&#039;&#039;) to leave the [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
== Giving Orders ==&lt;br /&gt;
Giving orders is again, just like an RTS. Left click on a unit or player, right click where you&#039;d like them to go or on another unit/structure to attack/defend. The player can then acknowledge your command via the player menu (defaults to the &#039;&#039;&#039;F&#039;&#039;&#039; key), or ignore you and run around on his own.&lt;br /&gt;
&lt;br /&gt;
Selecting units to attack can also be done by holding the &#039;Ctrl&#039; key whilst dragging out a box around your target.&lt;br /&gt;
&lt;br /&gt;
If you tell a player to attack something or to move somewhere, they will see a green or red reticle on their screen directing them to the target. This is beneficial if they need to track a moving player or unit, it&#039;s easier to find something that&#039;s marked on their screen when they&#039;re hiding behind walls or out of direct line-of-sight.&lt;br /&gt;
&lt;br /&gt;
== Creating Groups ==&lt;br /&gt;
Groups of players can be created and bound to a number in a similar fashion to other [[RTS]] games. To create a group, first select all players you want to be in that group. Then, press either &amp;quot;Shift&amp;quot; or &amp;quot;Ctrl&amp;quot; and the number you wish to assign to that group. To recall that group later, simply press the assigned number on its own. This process works independently of the [[squads]] established by players on the ground.&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
To begin building, use the &#039;&#039;Build&#039;&#039; menu. The buildable structures and their costs are visible in a list to the right. Click on the one you&#039;d like and find a place on the map where the building turns green to place it. If it turns yellow, you either need to get a friendly player or unit closer to the spot you&#039;d like to build, or chase off any nearby enemies. If it&#039;s red, the location isn&#039;t suitable for construction.&lt;br /&gt;
{{Tip|You can change the facing of a unit by holding your left mouse button down and dragging. This is often a good idea to make your bases easier to navigate through with vehicles.}}&lt;br /&gt;
Once the building is on the map, it starts with a small percentage of health. An [[Engineer]] must go to the building and construct it with his engineering tool. It&#039;s often a good idea to select one of your engineers and right click on the building needing construction. Other classes can also help build structures by pressing the use key (default &amp;quot;E&amp;quot;) when targeting the unbuilt building, but this is considerably slower then the [[Engineer]] with his engineering tool.&lt;br /&gt;
&lt;br /&gt;
Some structures like the [[Refinery]] must be placed in certain locations. See the [[Structures]] page for more details on each one.&lt;br /&gt;
&lt;br /&gt;
=== Recycling ===&lt;br /&gt;
If you&#039;d like to recycle a building for a portion of the resources you spent on it, select it and hit the &#039;&#039;Recycle&#039;&#039; button. After about 30 seconds, the building will destroy itself.&lt;br /&gt;
&lt;br /&gt;
== Managing Resources ==&lt;br /&gt;
Make sure you check out the [[Resources]] page for more details on how to earn resources to spend on [[Structures]], [[Vehicles]], and [[Research]].&lt;br /&gt;
&lt;br /&gt;
== Researching ==&lt;br /&gt;
Researching is done via the &#039;&#039;Research&#039;&#039; menu and requires a [[Radar]] facility first. Simply look under the &#039;&#039;Research&#039;&#039; menu and hit the &#039;&#039;View Tree&#039;&#039; link to choose your next research target. See the [[Research]] page for more specifics.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
Depending on the [[Maps|map]] and [[Gameplay_Types|game type]] you&#039;re playing, your objectives will vary. Make sure you&#039;re aware of what you&#039;re working towards.&lt;br /&gt;
&lt;br /&gt;
==Hotkeys==&lt;br /&gt;
These are the default hotkeys for the Command Interface:&lt;br /&gt;
* Zoom - &#039;Mouse Wheel&#039;&lt;br /&gt;
* Rotate - &#039;ALT&#039;&lt;br /&gt;
* Set group &#039;CTRL + 1-6&#039;&lt;br /&gt;
* Select group &#039;1-6&#039;&lt;br /&gt;
* Attack order - &#039;a&#039;&lt;br /&gt;
* Move order - &#039;d&#039;&lt;br /&gt;
* Stop current order - &#039;s&#039;&lt;br /&gt;
* Units menu - &#039;7&#039;&lt;br /&gt;
* Build menu - &#039;8&#039;&lt;br /&gt;
* Factory menu - &#039;9&#039;&lt;br /&gt;
* Research menu - &#039;0&#039;&lt;br /&gt;
* Jump to alert - &#039;Spacebar&#039;&lt;br /&gt;
* Exit Command Interface - &#039;e&#039;&lt;br /&gt;
&lt;br /&gt;
The hotkeys can be re-assigned via the in-game Options menu.&lt;br /&gt;
&lt;br /&gt;
==Guide to successful commanding==&lt;br /&gt;
The guide was made by the community member John Shandy. It gives a good introduction on how to get a successful commander in Empires. &lt;br /&gt;
* [http://www.martinpace.com/guide_succ_comm.pdf Guide]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Fan_Sites&amp;diff=5515</id>
		<title>Fan Sites</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Fan_Sites&amp;diff=5515"/>
		<updated>2008-07-19T15:18:21Z</updated>

		<summary type="html">&lt;p&gt;Joy: Added IC.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Fan Sites}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of unofficial Fan Sites worth mentioning. Feel free to add to the list in alphabetical order.&lt;br /&gt;
* [http://www.empiresuniverse.com/ Empires Universe] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Outdated, check back later&amp;lt;/span&amp;gt;&lt;br /&gt;
* [http://myweb.tiscali.co.uk/leecal/ Empires 2.0] Empires fansite with screenshots and more.&lt;br /&gt;
* [http://www.empiresuniverse.com/ec Imperial Conquest] &amp;amp;mdash; browser game for the Empires community&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5514</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5514"/>
		<updated>2008-07-19T15:14:28Z</updated>

		<summary type="html">&lt;p&gt;Joy: Added M.A.D. Reordered Page by Active and Others, ON|E is inactive in empires, bea and bfe inactive too, z4g is active&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order and format.&lt;br /&gt;
{{Note|Please do not include descriptions more than 50 or so characters, this is supposed to be a quick-reference list.}}&lt;br /&gt;
{{Warning|Please either link to your clan&#039;s Empires division or have a very easily accessed link to your clan&#039;s Empires division on your front page or risk having your listing removed.}}&lt;br /&gt;
== Active ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bsid-clan.com &amp;lt;nowiki&amp;gt;=[BSID]= Brenodi Sixth Infantry Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Thor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.commwarriors.com Commonwealth Warriors] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Evan&lt;br /&gt;
**[http://www.commwarriors.com/wiki/index.php?title=Main_Page Commonwealth Warriors Knowledge Base (wiki)]&lt;br /&gt;
&lt;br /&gt;
* [http://www.tanith-first-only.pwp.blueyonder.co.uk/ Ghost-Clan] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Mkoll&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresjpl.com ‡|JPL|‡ Jekotian Prime Legion] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.keunited.com Kolntus-Emin United] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://mad.empiresuniverse.com/forums/index.php Mobile Armour Division - M.A.D.] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Bitchslap&lt;br /&gt;
&lt;br /&gt;
* [http://www.tacticians-strategists.p9pgames.com Tacticians-Strategists &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders:&lt;br /&gt;
*** TylerP9P&lt;br /&gt;
*** Nikolai&lt;br /&gt;
*** Colonel Popcorn&lt;br /&gt;
*** Destroyer_15698&lt;br /&gt;
*** SystematikGS&lt;br /&gt;
** [http://www.tacticians-strategists.p9pgames.com/forums &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt; Forums]&lt;br /&gt;
&lt;br /&gt;
* [http://zone4gamers.de Zone 4 Gaming] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: UltraLoW&lt;br /&gt;
&lt;br /&gt;
== Inactive and Disbanded==&lt;br /&gt;
* [http://empires.okbehappy.net &amp;lt;nowiki&amp;gt;@ Clan&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: ACE&lt;br /&gt;
**Co Leaders: Recon, Camega&lt;br /&gt;
**Clan Moderators: CeLLuLoid BinK, X&lt;br /&gt;
***Members List: [http://empires.okbehappy.net/viewtopic.php?f=9&amp;amp;t=2 &amp;lt;nowiki&amp;gt;Offical Member List&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* [http://www.the42nd.com &amp;lt;nowiki&amp;gt;The 42nd Special Operations Battalion&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders: Kylegar and Yahoo&lt;br /&gt;
&lt;br /&gt;
* [http://bcoclan.info &amp;lt;nowiki&amp;gt;.:{ßÇØ}:. Brenodi Covert Ops&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leaders: Fallen-Hero, Kronos&lt;br /&gt;
**Tech Staff Leader: Theowningone&lt;br /&gt;
&lt;br /&gt;
* [http://beaclan.moo.no &amp;lt;nowiki&amp;gt;|BEA| Black Evil Army&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Unknown&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: EvilLeader&lt;br /&gt;
&lt;br /&gt;
* [http://battlefieldelites.wetpaint.com/ &amp;lt;nowiki&amp;gt;{BFE} Battlefield Elite&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Unknown&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Nook&lt;br /&gt;
&lt;br /&gt;
* [http://bd.cogia.net/ &amp;lt;nowiki&amp;gt;Brückner Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
&lt;br /&gt;
* [http://www.thedarkwolfpack.tk &amp;lt;nowiki&amp;gt;Dark Wolf Pack&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Merged With @ Clan&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Camega&lt;br /&gt;
&lt;br /&gt;
* [http://www.frontlinebrothers.tk Frontline Brothers] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
** Special Note:  Reformed as the Brückner Division.&lt;br /&gt;
&lt;br /&gt;
* [http://www.genesisknights.com Genesis Knights] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inex Ibus - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Jekotian 9th Division Highguard &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.loc-clan.com Lords of Chaos {LoC}] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://lordempires.free-forums.org &amp;lt;nowiki&amp;gt;Lords of Empires [Lords]&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.online-evolution.org/ Online Evolution [On|E] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.ww3gaming.com/e107_plugins/forum/forum_viewforum.php?28 World War 3 Gaming] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5513</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5513"/>
		<updated>2008-07-19T14:51:28Z</updated>

		<summary type="html">&lt;p&gt;Joy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}}&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order and format.&lt;br /&gt;
{{Note|Please do not include descriptions more than 50 or so characters, this is supposed to be a quick-reference list.}}&lt;br /&gt;
{{Warning|Please either link to your clan&#039;s Empires division or have a very easily accessed link to your clan&#039;s Empires division on your front page or risk having your listing removed.}}&lt;br /&gt;
{{Note|The [[Empires League]] is accepting clans for the 2007 season.}}&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
* [http://empires.okbehappy.net &amp;lt;nowiki&amp;gt;@ Clan&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: ACE&lt;br /&gt;
**Co Leaders: Recon, Camega&lt;br /&gt;
**Clan Moderators: CeLLuLoid BinK, X&lt;br /&gt;
***Members List: [http://empires.okbehappy.net/viewtopic.php?f=9&amp;amp;t=2 &amp;lt;nowiki&amp;gt;Offical Member List&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.the42nd.com &amp;lt;nowiki&amp;gt;The 42nd Special Operations Battalion&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders: Kylegar and Yahoo&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
* [http://bcoclan.info &amp;lt;nowiki&amp;gt;.:{ßÇØ}:. Brenodi Covert Ops&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leaders: Fallen-Hero, Kronos&lt;br /&gt;
**Tech Staff Leader: Theowningone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.bsid-clan.com &amp;lt;nowiki&amp;gt;=[BSID]= Brenodi Sixth Infantry Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Thor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://bd.cogia.net/ &amp;lt;nowiki&amp;gt;Brückner Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://beaclan.moo.no &amp;lt;nowiki&amp;gt;|BEA| Black Evil Army&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: EvilLeader&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://battlefieldelites.wetpaint.com/ &amp;lt;nowiki&amp;gt;{BFE} Battlefield Elite&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Nook&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
* [http://www.commwarriors.com Commonwealth Warriors] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Evan&lt;br /&gt;
**[http://www.commwarriors.com/wiki/index.php?title=Main_Page Commonwealth Warriors Knowledge Base (wiki)]&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
* [http://www.thedarkwolfpack.tk &amp;lt;nowiki&amp;gt;Dark Wolf Pack&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Merged With @ Clan&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Camega&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
== F ==&lt;br /&gt;
* [http://www.frontlinebrothers.tk Frontline Brothers] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
** Special Note:  Reformed as the Brückner Division.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
* [http://www.genesisknights.com Genesis Knights] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
* [http://www.tanith-first-only.pwp.blueyonder.co.uk/ Ghost-Clan] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** (Head)Leader: Mkoll&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
* Inex Ibus - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
*Jekotian 9th Division Highguard &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresjpl.com ‡|JPL|‡ Jekotian Prime Legion] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
* [http://www.keunited.com Kolntus-Emin United] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
* [http://www.loc-clan.com Lords of Chaos {LoC}] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://lordempires.free-forums.org Lords of Empires [Lords]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
* [http://www.online-evolution.org/ Online Evolution [On|E] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
== Q ==&lt;br /&gt;
== R ==&lt;br /&gt;
== S ==&lt;br /&gt;
== T ==&lt;br /&gt;
* [http://www.tacticians-strategists.p9pgames.com Tacticians-Strategists &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Forums: [http://www.tacticians-strategists.p9pgames.com/forums &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt; Forums]&lt;br /&gt;
** Clan Leaders:&lt;br /&gt;
*** TylerP9P&lt;br /&gt;
*** Nikolai&lt;br /&gt;
*** Colonel Popcorn&lt;br /&gt;
*** Destroyer_15698&lt;br /&gt;
*** SystematikGS&lt;br /&gt;
&lt;br /&gt;
*[http://www.darkjedi.org/club/TSA/ Trans-System Army (TSA)] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
* [http://www.ww3gaming.com/e107_plugins/forum/forum_viewforum.php?28 World War 3 Gaming] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
* [http://zone4gamers.de Zone 4 Gaming] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: UltraLoW&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5512</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5512"/>
		<updated>2008-07-19T14:50:41Z</updated>

		<summary type="html">&lt;p&gt;Joy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}}&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order and format.&lt;br /&gt;
{{Note|Please do not include descriptions more than 50 or so characters, this is supposed to be a quick-reference list.}}&lt;br /&gt;
{{Warning|Please either link to your clan&#039;s Empires division or have a very easily accessed link to your clan&#039;s Empires division on your front page or risk having your listing removed.}}&lt;br /&gt;
{{Note|The [[Empires League]] is accepting clans for the 2007 season.}}&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
* [http://empires.okbehappy.net &amp;lt;nowiki&amp;gt;@ Clan&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: ACE&lt;br /&gt;
**Co Leaders: Recon, Camega&lt;br /&gt;
**Clan Moderators: CeLLuLoid BinK, X&lt;br /&gt;
***Members List: [http://empires.okbehappy.net/viewtopic.php?f=9&amp;amp;t=2 &amp;lt;nowiki&amp;gt;Offical Member List&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.the42nd.com &amp;lt;nowiki&amp;gt;The 42nd Special Operations Battalion&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders: Kylegar and Yahoo&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
* [http://bcoclan.info &amp;lt;nowiki&amp;gt;.:{ßÇØ}:. Brenodi Covert Ops&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leaders: Fallen-Hero, Kronos&lt;br /&gt;
**Tech Staff Leader: Theowningone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.bsid-clan.com &amp;lt;nowiki&amp;gt;=[BSID]= Brenodi Sixth Infantry Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Thor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://bd.cogia.net/ &amp;lt;nowiki&amp;gt;Brückner Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://beaclan.moo.no &amp;lt;nowiki&amp;gt;|BEA| Black Evil Army&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: EvilLeader&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://battlefieldelites.wetpaint.com/ &amp;lt;nowiki&amp;gt;{BFE} Battlefield Elite&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Nook&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
* [http://www.commwarriors.com Commonwealth Warriors] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Evan&lt;br /&gt;
**[http://www.commwarriors.com/wiki/index.php?title=Main_Page Commonwealth Warriors Knowledge Base (wiki)]&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
* [http://www.thedarkwolfpack.tk &amp;lt;nowiki&amp;gt;Dark Wolf Pack&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Merged With @ Clan&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Camega&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
== F ==&lt;br /&gt;
* [http://www.frontlinebrothers.tk Frontline Brothers] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
** Special Note:  Reformed as the Brückner Division.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
* [http://www.genesisknights.com Genesis Knights] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
* [http://www.tanith-first-only.pwp.blueyonder.co.uk/ Ghost-Clan] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** (Head)Leader: Mkoll&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
* Inex Ibus - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
*Jekotian 9th Division Highguard &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresjpl.com ‡|JPL|‡ Jekotian Prime Legion] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
* [http://www.keunited.com Kolntus-Emin United] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
* [http://www.loc-clan.com Lords of Chaos {LoC}] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://lordempires.free-forums.org Lords of Empires [Lords]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
* [http://www.online-evolution.org/ Online Evolution [On|E] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
== Q ==&lt;br /&gt;
== R ==&lt;br /&gt;
== S ==&lt;br /&gt;
== T ==&lt;br /&gt;
* [http://www.tacticians-strategists.p9pgames.com Tacticians-Strategists &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Forums: [http://www.tacticians-strategists.p9pgames.com/forums &amp;lt;nowiki&amp;gt;[T-S]&amp;lt;/nowiki&amp;gt; Forums]&lt;br /&gt;
** Clan Leaders:&lt;br /&gt;
*** TylerP9P&lt;br /&gt;
*** Nikolai&lt;br /&gt;
*** Colonel Popcorn&lt;br /&gt;
*** Destroyer_15698&lt;br /&gt;
*** SystematikGS&lt;br /&gt;
&lt;br /&gt;
*[http://www.darkjedi.org/club/TSA/ Trans-System Army (TSA)] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
* [http://www.ww3gaming.com/e107_plugins/forum/forum_viewforum.php?28 World War 3 Gaming] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
* [http://zone4gamers.de Zone 4 Gaming]&lt;br /&gt;
** Clan Leader: UltraLoW&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5429</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5429"/>
		<updated>2008-03-01T18:03:08Z</updated>

		<summary type="html">&lt;p&gt;Joy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}}&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order and format.&lt;br /&gt;
{{Note|Please do not include descriptions more than 50 or so characters, this is supposed to be a quick-reference list.}}&lt;br /&gt;
{{Warning|Please either link to your clan&#039;s Empires division or have a very easily accessed link to your clan&#039;s Empires division on your front page or risk having your listing removed.}}&lt;br /&gt;
{{Note|The [[Empires League]] is accepting clans for the 2007 season.}}&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
* [http://empires.okbehappy.net &amp;lt;nowiki&amp;gt;@ Clan&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: ACE&lt;br /&gt;
**Co Leaders: Recon, Camega&lt;br /&gt;
**Clan Moderators: CeLLuLoid BinK, X&lt;br /&gt;
***Members List: [http://empires.okbehappy.net/viewtopic.php?f=9&amp;amp;t=2 &amp;lt;nowiki&amp;gt;Offical Member List&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.the42nd.com &amp;lt;nowiki&amp;gt;The 42nd Special Operations Battalion&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders: Kylegar and Yahoo&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
* [http://www.bsid-clan.com &amp;lt;nowiki&amp;gt;=[BSID]= Brenodi Sixth Infantry Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Thor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://bd.cogia.net/ &amp;lt;nowiki&amp;gt;Brückner Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://beaclan.moo.no &amp;lt;nowiki&amp;gt;|BEA| Black Evil Army&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: EvilLeader&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://battlefieldelites.wetpaint.com/ &amp;lt;nowiki&amp;gt;{BFE} Battlefield Elite&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Nook&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
* [http://www.commwarriors.com Commonwealth Warriors] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Bitchslap&lt;br /&gt;
**[http://www.commwarriors.com/wiki/index.php?title=Main_Page Commonwealth Warriors Knowledge Base (wiki)]&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
* [http://www.thedarkwolfpack.tk &amp;lt;nowiki&amp;gt;Dark Wolf Pack&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Merged With @ Clan&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Camega&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
== F ==&lt;br /&gt;
* [http://www.frontlinebrothers.tk Frontline Brothers] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
** Special Note:  Reformed as the Brückner Division.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
* [http://www.genesisknights.com Genesis Knights] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
* [http://www.ii-clan.de.gg Inex Ibus ]/[http://www.mbmagge.com 1337]&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: DarkTerror&lt;br /&gt;
== J ==&lt;br /&gt;
*Jekotian 9th Division Highguard &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresjpl.com ‡|JPL|‡ Jekotian Prime Legion] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
* [http://www.keunited.com Kolntus-Emin United] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
* [http://www.loc-clan.com Lords of Chaos {LoC}] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://lordempires.free-forums.org Lords of Empires [Lords]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
== N ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
* [http://www.online-evolution.org/ Online Evolution [On|E] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
== Q ==&lt;br /&gt;
== R ==&lt;br /&gt;
== S ==&lt;br /&gt;
== T ==&lt;br /&gt;
*[http://www.darkjedi.org/club/TSA/ Trans-System Army (TSA)] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
* [http://www.ww3gaming.com/e107_plugins/forum/forum_viewforum.php?28 World War 3 Gaming] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
* [http://www.this-page-intentionally-left-blank.org/ Xcelletic .xC|] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Invalid website - pending removal&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: reacT2K™&lt;br /&gt;
&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
* [http://zone4gamers.de Zone 4 Gaming]&lt;br /&gt;
** Clan Leader: UltraLoW&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Launchoptions.gif&amp;diff=5409</id>
		<title>File:Launchoptions.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Launchoptions.gif&amp;diff=5409"/>
		<updated>2008-02-06T14:15:18Z</updated>

		<summary type="html">&lt;p&gt;Joy: uploaded a new version of &amp;quot;Image:Launchoptions.gif&amp;quot;:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Console Launch Options&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5408</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5408"/>
		<updated>2008-02-06T13:57:10Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Research */&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;
== Clear 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_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;
&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;
=== 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;
&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;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&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;
|No description.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a vehicle.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&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;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_buildrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|No description.&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_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&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_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &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;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_scale&#039;&#039;&#039;: &lt;br /&gt;
||Possibly about scale.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5407</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5407"/>
		<updated>2008-02-06T13:56:47Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Research */&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;
== Clear 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_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;
&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;
=== 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;
&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;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&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;
|No description.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a vehicle.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&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;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_buildrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|No description.&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_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&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_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &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;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_scale&#039;&#039;&#039;: &lt;br /&gt;
||Possibly about scale.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5406</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5406"/>
		<updated>2008-02-06T13:53:52Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Research */&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;
== Clear 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_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;
&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;
=== 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;
&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;
|Unresearches 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;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&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;
|No description.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a vehicle.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&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;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_buildrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|No description.&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_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&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_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &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;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_scale&#039;&#039;&#039;: &lt;br /&gt;
||Possibly about scale.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5405</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5405"/>
		<updated>2008-02-06T13:48:18Z</updated>

		<summary type="html">&lt;p&gt;Joy: &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;
== Clear 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_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;
&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;
=== 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;
&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;
|Makes the specified research available to 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;
|Unresearches 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;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&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;
|No description.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a vehicle.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&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;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_buildrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|No description.&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_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&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_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &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;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_scale&#039;&#039;&#039;: &lt;br /&gt;
||Possibly about scale.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5368</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5368"/>
		<updated>2008-01-23T22:03:09Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* C */ Upadte CW leader.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}}&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order and format.&lt;br /&gt;
{{Note|Please do not include descriptions more than 50 or so characters, this is supposed to be a quick-reference list.}}&lt;br /&gt;
{{Warning|Please either link to your clan&#039;s Empires division or have a very easily accessed link to your clan&#039;s Empires division on your front page or risk having your listing removed.}}&lt;br /&gt;
{{Note|The [[Empires League]] is accepting clans for the 2007 season.}}&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
* [http://www.the42nd.com &amp;lt;nowiki&amp;gt;The 42nd Special Operations Battalion&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.ii-clan.de.gg Inex Ibus ]/[http://www.mbmagge.com 1337]&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: DarkTerror&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders: Kylegar and Yahoo&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
* [http://www.bsid-clan.com &amp;lt;nowiki&amp;gt;=[BSID]= Brenodi Sixth Infantry Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Thor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://bd.cogia.net/ &amp;lt;nowiki&amp;gt;Brückner Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://beaclan.moo.no &amp;lt;nowiki&amp;gt;|BEA| Black Evil Army&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: EvilLeader&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://battlefieldelites.wetpaint.com/ &amp;lt;nowiki&amp;gt;{BFE} Battlefield Elite&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Nook&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
* [http://www.commwarriors.com Commonwealth Warriors] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Bitchslap&lt;br /&gt;
**[http://www.commwarriors.com/wiki/index.php?title=Main_Page Commonwealth Warriors Knowledge Base (wiki)]&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
== E ==&lt;br /&gt;
== F ==&lt;br /&gt;
* [http://www.frontlinebrothers.tk Frontline Brothers] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
** Special Note:  Reformed as the Brückner Division.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
* [http://www.genesisknights.com Genesis Knights] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
== J ==&lt;br /&gt;
*Jekotian 9th Division Highguard &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresjpl.com ‡|JPL|‡ Jekotian Prime Legion] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
* [http://www.keunited.com Kolntus-Emin United] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
* [http://www.loc-clan.com Lords of Chaos {LoC}] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://lordempires.free-forums.org Lords of Empires [Lords]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
== N ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
* [http://www.online-evolution.org/ Online Evolution [On|E] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
== Q ==&lt;br /&gt;
== R ==&lt;br /&gt;
== S ==&lt;br /&gt;
== T ==&lt;br /&gt;
*[http://www.darkjedi.org/club/TSA/ Trans-System Army (TSA)] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
* [http://www.ww3gaming.com/e107_plugins/forum/forum_viewforum.php?28 World War 3 Gaming] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
* [http://www.this-page-intentionally-left-blank.org/ Xcelletic .xC|] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Invalid website - pending removal&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: reacT2K™&lt;br /&gt;
&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5367</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5367"/>
		<updated>2008-01-23T20:12:12Z</updated>

		<summary type="html">&lt;p&gt;Joy: Updated, added new cvars. Still many discriptions missing.&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;
== Clear 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_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;
&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;
=== 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;
&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;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&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;
|No description.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a vehicle.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&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;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_buildrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|No description.&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_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&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;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|No description.&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_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &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;
|No description.&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;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_scale&#039;&#039;&#039;: &lt;br /&gt;
||Possibly about scale.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5366</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=5366"/>
		<updated>2008-01-23T19:47:19Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Cvars involving visibility */  Added some.&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;
&lt;br /&gt;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&lt;br /&gt;
&lt;br /&gt;
=== Cvars involving 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;
|No description.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&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;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cvars involving vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a vehicle.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&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;
&lt;br /&gt;
=== Cvars involving buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_buildrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cvars involving resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clear Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Cvars involving 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;
&lt;br /&gt;
=== Cvars involving 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;
=== Cvars involving 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;
|(Default = 5)&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cvars involving gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=5362</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=5362"/>
		<updated>2008-01-21T17:16:01Z</updated>

		<summary type="html">&lt;p&gt;Joy: Undo revision 5361 by Superlagg (Talk) | Bathtube? Wtf?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|Jargon}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #BBB; padding: 0 5px;&amp;quot;&lt;br /&gt;
| [[#.23|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are playing Empires, you may come across some jargon you don&#039;t understand.  Here is a list of the most commonly used bits of Empires jargon.&lt;br /&gt;
==#==&lt;br /&gt;
&#039;&#039;&#039;3 Phase&#039;&#039;&#039; - Refers to the (3 Phase Electric) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 mine&#039;&#039;&#039; - Refers to the 9th Mine Trick and anything associated with this ability.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&#039;&#039;&#039;Abs&#039;&#039;&#039; - Refers to (Absorbant) armor upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AIDS&#039;&#039;&#039; - The effects of Bioweapons. &amp;quot;They are giving us AIDS!11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC rush&#039;&#039;&#039; - Building a Vehicle Factory at the beginning of the game, constructing an APC from it, getting all players inside it, and then driving off to the enemy base to quickly destroy their barracks and CV before they have defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty&#039;&#039;&#039; - Artillery Vehicle. Plural: &#039;Arties&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty Whore&#039;&#039;&#039; - Unsportsmanlike use of the artillery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura&#039;&#039;&#039; - Refers to the Squad Leader&#039;s power-up aura that gives nearby units improved abilities.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;&#039;Bar&#039;&#039;&#039; - Barracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BE&#039;&#039;&#039; - Refers to the &amp;quot;Brenodi Empire&amp;quot; Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEAR&#039;&#039;&#039; - The standard assault rifle of the Brenodi Empire&#039;s [[Rifleman]]. Not the carnivorous mammal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEHR&#039;&#039;&#039; - The heavier variety of the assault rifle available for the Brenodi Empire&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio&#039;&#039;&#039; - BioDiesel Engine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blimb&#039;&#039;&#039; - Slang term for aircraft, which are unavailable at this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitzkrieg&#039;&#039;&#039; - Usually started when both sides decide to APC rush. In a blitzkrieg the bases will move from place to place very quickly. There&#039;s no time to build defense because it wouldn&#039;t be done before the base would be rushed, so it&#039;s better to just set up a new base elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boomtank&#039;&#039;&#039; - The [[Command Vehicle]]. Originates from before the Commander voting system was implemented, when new players would rush to the Command Vehicle and proceed to drive it around the map as if it were some kind of uber-tank, oblivious to its true purpose. It is ironic that some skilled players do use the Command Vehicle to destroy weak tanks or stop/slow bigger tanks allowing others to get a shot in without worrying about the target running. (For further satire, see: [[Noob&#039;s Guide to Empires]]).&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;&#039;Calculator/Calc&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cam&#039;&#039;&#039; - Surveillance camera constructed by engineers to detect near-by enemy infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CDR&#039;&#039;&#039; - A prefix to the name of a map, taken to mean &#039;&amp;lt;u&amp;gt;c&amp;lt;/u&amp;gt;omman&amp;lt;u&amp;gt;d&amp;lt;/u&amp;gt;e&amp;lt;u&amp;gt;r&amp;lt;/u&amp;gt;less&#039;. The only current usage of this term is in [[map:emp_cdr_canyon|emp_cdr_canyon]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem&#039;&#039;&#039; - The &#039;Chemistry&#039; research tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chokepoint&#039;&#039;&#039; - Any point on a map that forces a team into a small geographic area--for example, a bridge, a narrow canyon, an elevator, or a gate. It is these spots in a map that are most often camped, and where battles most often take place, because both teams know that the other team must pass this particular area. These also are the routes that are most easily defendable against assault, as the assaulter is vulnerable when forced into tight quarters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloaker&#039;&#039;&#039; - Typically used in emp_escort and sometimes in emp_district402; a scout with hide that has or is in the act of sneaking past your defenses to capture the flag unnoticed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm&#039;&#039;&#039; – [[Commander]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm Suicide&#039;&#039;&#039; - A usually malicious act of intentionally destroying one&#039;s own Command Vehicle by driving it into an unrecoverable situation (e.g. off a high cliff or into deep water).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coolant&#039;&#039;&#039; - Refers to the (Advanced Coolant) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crash Dumps&#039;&#039;&#039; - Files generated by the game whenever it crashes. These files contain debugging information used by developers to track down bugs responsible for the crash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CV&#039;&#039;&#039; - [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&#039;&#039;&#039;Death APC&#039;&#039;&#039; - Seldom used term for and APC with extensive armor, weapons, and (usually) engine upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decon&#039;&#039;&#039; - Short for &amp;quot;Deconstruct&amp;quot;; an Engineer&#039;s ability to un-build and destroy enemy structures with the engineer tool.&lt;br /&gt;
==E==&lt;br /&gt;
&#039;&#039;&#039;E&#039;&#039;&#039; - East side of map / Right side of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy&#039;&#039;&#039; - The [[Engineer]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy Tool&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ER&#039;&#039;&#039; - The Extended Range cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETA&#039;&#039;&#039; - Estimated Time of Arrival (e.g. &amp;quot;ETA armor?!&amp;quot; = When will armor be done)&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&#039;&#039;&#039;Fireworks&#039;&#039;&#039; - When an engineer constructs a cluster of missile turrets to 99%, and finishes building all of them at almost the same instant. The result is a surprising barrage of missiles, often used near enemy bases to great effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flip&#039;&#039;&#039; - (Verb) In reference to when a vehicle is somehow turned upside down by any number of means; poor driving, collision, explosion, etc. Usually in reference to the command vehicle, when a grenadier uses the [[Grenadier#Tips|ninth mine trick]]. Flipped vehicles self-destruct over a short period of time to simplify game mechanics and prevent the server from being bogged down with vehicles. As in &amp;quot;to Flip,&amp;quot; or &amp;quot;has been Flipped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&#039;&#039;&#039;Gameboy&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geraniums&#039;&#039;&#039; - The Uranium Machine Guns research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gren&#039;&#039;&#039; - The [[Grenadier]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Griefer&#039;&#039;&#039; - Someone who intends to ruin the game. See &#039;Comm Suicide&#039;.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&#039;&#039;&#039;HE&#039;&#039;&#039; - The High Explosive cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavies&#039;&#039;&#039; - Heavy tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMG&#039;&#039;&#039; - The Heavy Machine Gun, a weapon of the [[Rifleman]].&lt;br /&gt;
==I==&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killspawn&#039;&#039;&#039; - Suiciding by typing &amp;quot;kill&amp;quot; in the console so that you can re-spawn at another spawn point elsewhere on the map. Useful emergency measure if immediate reinforcements are required.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&#039;&#039;&#039;Lights&#039;&#039;&#039; - Light tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT&#039;&#039;&#039; - The Northern Faction Light Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT Rush&#039;&#039;&#039; - Attacking early in the game with many Light Tanks or AFVs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl/Level&#039;&#039;&#039; - In reference to turrets. Usually described in-game as a &amp;quot;lvl3&amp;quot;, this being the third and most powerful variety of turret.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&#039;&#039;&#039;Meds&#039;&#039;&#039; - Medium tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; - Machine Gun Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML&#039;&#039;&#039; - Missile Launcher Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mowtar&#039;&#039;&#039; - Alternate spelling of the [[Grenadier|Grenadier&#039;s]] Mortar weapon.&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;&#039;N&#039;&#039;&#039; - North part of map / Top of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nade&#039;&#039;&#039; - Grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nader&#039;&#039;&#039; - Another term for a person spamming grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nadespam&#039;&#039;&#039; - The act of constantly throwing grenades into some vital area, while simultaneously restocking from an ammo box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NE&#039;&#039;&#039; - Northeast corner of map / Upper-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF&#039;&#039;&#039; - Refers to the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFAR&#039;&#039;&#039; - The standard assault rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039; - The attempt of a player to sneak into the enemy base and destroy key structures (especially the CV) without the enemy noticing before it is too late.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninjaneer&#039;&#039;&#039; - An Engineer who intends to Ninja the enemy, often utilising his grenades and Engineer&#039;s tool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuketank&#039;&#039;&#039; - An Heavy tank armed with a nuclear missile. Deadly, and should be avoided at all costs by the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NW&#039;&#039;&#039; - Northwest corner of map / Upper-right corner of map&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
==P==&lt;br /&gt;
&#039;&#039;&#039;Paper Tank/Arty/Armor&#039;&#039;&#039; - A vehicle armored with the basic (weak) armor. Also applies to tanks that have one plate of armor on all sides, regardless of armor type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partyvan/Partywagon&#039;&#039;&#039; - An APC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pixerduduh&#039;&#039;&#039; - Vocalisation of PXR-DDH (&#039;&#039;&#039;P&#039;&#039;&#039;ortable &#039;&#039;&#039;X&#039;&#039;&#039;-&#039;&#039;&#039;R&#039;&#039;&#039;ay &#039;&#039;&#039;D&#039;&#039;&#039;etection &#039;&#039;&#039;D&#039;&#039;&#039;evice for &#039;&#039;&#039;H&#039;&#039;&#039;umanoids), a.k.a. an engineer-placed camera. Rarely used in-game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poop/Pewp&#039;&#039;&#039; - Placing a structure close to an essential area to temporarily prevent the enemy from using it. For example, a camera near a resource node so that the enemy can&#039;t drop a refinery there, or crashing a tank into the entrance of a Vehicle Factory to prevent the enemy from being able to build tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUG&#039;&#039;&#039; - Acronym of &#039;&#039;&#039;&#039;P&#039;&#039;&#039;ick-&#039;&#039;&#039;U&#039;&#039;&#039;p &#039;&#039;&#039;G&#039;&#039;&#039;ame&#039;, a community organized match frequented by veterans of Empires. A good place to show off your skills to the best of the rest in the Empires community, or, at the very least, meet some of the regulars.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
&#039;&#039;&#039;Rax&#039;&#039;&#039; - Abbreviation for [[Barracks]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; - [[Refinery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen&#039;&#039;&#039; - Usually in reference to Regenerative Vehicle Armor. Sometimes refers to the Regenerate skill upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res&#039;&#039;&#039; - Resources, the &amp;quot;money&amp;quot; for Empires and therefore required to build anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rev&#039;&#039;&#039; - The act of reviving a dead player by use of the Engineer skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rez&#039;&#039;&#039; - Derived from &amp;quot;resurrect&amp;quot;. See &#039;Rev&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTFM&#039;&#039;&#039; - &#039;&#039;&#039;&#039;R&#039;&#039;&#039;ead &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;F&#039;&#039;&#039;*cking &#039;&#039;&#039;M&#039;&#039;&#039;anual&#039;. Popular acronym, uttered when a new player asks an obvious question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running&#039;&#039;&#039; - Used to indicate that the enemy command vehicle is attempting to flee from his base while being attacked, usually a last ditch effort to relocate and set up a new base elsewhere. As in, &amp;quot;Heads up, the comm&#039;s running!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; - South part of map / Bottom of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SE&#039;&#039;&#039; - Southeast corner of map / Bottom-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotty&#039;&#039;&#039; - The Northern Faction Shotgun pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SL&#039;&#039;&#039; - Squad Leader, the first person to join/create a squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sploit&#039;&#039;&#039; - From &amp;quot;exploit&amp;quot;: abusing a bug to gain an unfair advantage over the enemy. Examples include clipping into geometry, falling under the world, getting to places inaccessible by design, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawnnkill&#039;&#039;&#039; - Getting killed the moment you spawn before you can do anything. Happens often when you are revived during a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotting&#039;&#039;&#039; - Use of radio command or scout binoculars to mark enemy units/buildings for the sight of infantry, tanks, and artillery vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack/Stacked&#039;&#039;&#039; - Referring to when the teams are uneven and there are more players on one team than the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad&#039;&#039;&#039; - When one team has almost defeated the other team, but ends up losing because they run out of tickets before the other team, and soon get outnumbered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sticky&#039;&#039;&#039; - Also, &#039;to have been stickied,&#039; and &#039;to stick,&#039; this refers to the various sticky grenades used by riflemen and scouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight Tech&#039;&#039;&#039; - (Verb) The action of researching a higher tier upgrade, such as heavy tanks or nuclear missiles, before completing any other research in the match. As in: &amp;quot;the commander straight teched heavies before getting us armor or engines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicide&#039;&#039;&#039; - Often the last resort to getting &amp;quot;unstuck,&amp;quot; or used to get somewhere else in a hurry; pulling down the console with the tilde (~) key, typing &amp;quot;kill&amp;quot; (without quotes) and pressing enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicidespawn&#039;&#039;&#039; - See &#039;&#039;&#039;killspawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SW&#039;&#039;&#039; - Southwest corner of map / Bottom-left corner of map&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&#039;&#039;&#039;The Pub&#039;&#039;&#039; - Light APCs that serve no purpose other than a spawn point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets&#039;&#039;&#039; - How many more &amp;quot;lives&amp;quot; the team has to spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Climbing&#039;&#039;&#039; - Rapidly building and trashing turrets as an engineer in means to build a &amp;quot;ladder&amp;quot; in order to get on top of high places. Often considered exploiting. Has been fixed in later versions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Farming&#039;&#039;&#039; - Act of creating multiple turrets in a localized area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrent&#039;&#039;&#039; - Common misspelling of &amp;quot;turret&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; - Variant of &#039;Turret Farming&#039;, where a team relies on walls, turrets and other defensive measures to protect a small area, instead of advancing across the map.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&#039;&#039;&#039;Unstuck&#039;&#039;&#039; - As in the command &amp;quot;emp_unstuck&amp;quot; used to remove your avatar if it is clipped into part of the map and can&#039;t move.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&#039;&#039;&#039;Vanilla Tank/Arty/Armor&#039;&#039;&#039; - Refers to a tank with no upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VF&#039;&#039;&#039; - A [[Vehicle Factory]].&lt;br /&gt;
==W==&lt;br /&gt;
&#039;&#039;&#039;W&#039;&#039;&#039; - West side of map / Left side of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; - (Verb) To rush an enemy vehicle, usually the [[Command Vehicle]], and build walls around it, thereby trapping it.  As in &amp;quot;to wall the tank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5352</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5352"/>
		<updated>2008-01-19T10:11:23Z</updated>

		<summary type="html">&lt;p&gt;Joy: Updated to 2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is an index of all the weapons that can be used to equipped during vehicle customization.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. Does not stack.(Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 75 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 90&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 140 (5 Clips)&lt;br /&gt;
* Damage: 8&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 180 (5 Clips)&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Cycle Time: 0.18&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(8.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 16&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(20.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 150 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(12.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(13.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 30 (6 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 75&lt;br /&gt;
* Clip Size: 24&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 400 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 45&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 45&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 5 (6 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. Does not stack.(Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (8 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 3&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0	&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Reload Time: 12.0	&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 400 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Brutos&amp;diff=5210</id>
		<title>User:Brutos</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Brutos&amp;diff=5210"/>
		<updated>2007-12-10T17:59:24Z</updated>

		<summary type="html">&lt;p&gt;Joy: Undo revision 5209 by Brutos (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If someone needs something like that:&lt;br /&gt;
[[Image:researchtable.png|thumb]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Brutos&amp;diff=5209</id>
		<title>User:Brutos</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Brutos&amp;diff=5209"/>
		<updated>2007-12-10T17:53:16Z</updated>

		<summary type="html">&lt;p&gt;Joy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If someone needs something like that:&lt;br /&gt;
[[Image:researchtable.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=TEST=&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Armor_Appendix&amp;diff=5208</id>
		<title>Vehicle Armor Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Armor_Appendix&amp;diff=5208"/>
		<updated>2007-12-10T17:38:18Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Armor */ Remove Slots. Reorder them according to script file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Armor Appendix}}&lt;br /&gt;
&lt;br /&gt;
Different kinds of armor play very important roles in the tank battles of the Empires universe. Select the appropriate type of armor and you will come out victorious.&lt;br /&gt;
&lt;br /&gt;
= Armor =&lt;br /&gt;
&lt;br /&gt;
[[Image:Armor_small.gif|left]]&#039;&#039;&#039;Plain armor&#039;&#039;&#039; - Plain armor offers mild protection from damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Health: 30&lt;br /&gt;
* Weight: 15&lt;br /&gt;
* Strong Against - Nothing&lt;br /&gt;
* Weak Against - Biological Weapons&lt;br /&gt;
* Other - Takes 50% extra damage from Biological Weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Armor_small.gif|left]]&#039;&#039;&#039;Composite armor&#039;&#039;&#039; - Composite armor consists of layers of steel, ceramic, and plastic honeycomb, and it&#039;s designed to offer protection from almost all types of projectiles equally well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Mechanical Engineering &amp;gt; Advanced Machining &amp;gt; Composite Armor&lt;br /&gt;
* Cost: 38&lt;br /&gt;
* Health: 80&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Strong Against - Slow projectiles (e.g. missiles, artillery shells)&lt;br /&gt;
* Weak Against - High velocity projectiles&lt;br /&gt;
* Other - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Armor_small.gif|left]]&#039;&#039;&#039;Reactive armor&#039;&#039;&#039; - Electrically charged armor is internally aligned with charged capacitors. When an incoming projectile makes contact, the capacitor discharges its energy into the projectile, disrupting it or possibly even vaporizing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Reactive Armor&lt;br /&gt;
* Cost: 34&lt;br /&gt;
* Health: 70&lt;br /&gt;
* Weight: 20&lt;br /&gt;
* Strong Against - High velocity projectiles, biological weapons&lt;br /&gt;
* Weak Against - Slower projectiles, missiles, depleted uranium machine guns&lt;br /&gt;
* Other - 40% reduced damage from biological weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Armor_small.gif|left]]&#039;&#039;&#039;Reflective armor&#039;&#039;&#039; - Reflective armor is able to deflect almost all of a projectile&#039;s kinetic energy away from the vehicle so long as the projectile does not hit perfectly perpendicular to the armor plating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Reflective Armor&lt;br /&gt;
* Cost: 23&lt;br /&gt;
* Health: 60&lt;br /&gt;
* Weight: 15&lt;br /&gt;
* Strong Against - Missiles&lt;br /&gt;
* Weak Against - Direct, non-angled hits&lt;br /&gt;
* Other - Damage is reduced depending on angle of impact&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Armor_small.gif|left]]&#039;&#039;&#039;Regenerative armor&#039;&#039;&#039; - Regenerative armor is engineered with living tissue designed to grow calcium carbonate as the protective medium. As it is newly formed, it is malleable enough to find its way into damaged areas where it solidifies and reinforces/replaces material that had been damaged/destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Regenerative Armor&lt;br /&gt;
* Cost: 15&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Weight: 15&lt;br /&gt;
* Strong Against - Nothing&lt;br /&gt;
* Weak Against - High velocity projectiles, machine guns, biological weapons&lt;br /&gt;
* Other - Armor self regenerates at a moderate speed, double damage from biological weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Armor_small.gif|left]]&#039;&#039;&#039;Absorbant armor&#039;&#039;&#039; - Absorbant armor is engineered with strong materials able to undergo excessive plastic deformation. This allows the armor to reduce damage received as a projectile&#039;s speed increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Absorbant Materials &amp;gt; Absorbant Armor&lt;br /&gt;
* Cost: 15&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Weight: 15&lt;br /&gt;
* Strong Against - High velocity projectiles&lt;br /&gt;
* Weak Against - Biological weapons, missiles, mines&lt;br /&gt;
* Other - Absorbs extra heat damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5204</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5204"/>
		<updated>2007-12-10T14:11:14Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Machine Guns */ Added note that bio dosnt stack and update | Stars arnt updated yet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is an index of all the weapons that can be used to equipped during vehicle customization.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. Does not stack.(Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 75 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 90&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 120 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(8.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 16&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(20.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 150 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(12.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(13.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 30 (6 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 75&lt;br /&gt;
* Clip Size: 24&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 400 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 45&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 45&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. Does not stack.(Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (8 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 3&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0	&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Reload Time: 12.0	&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 400 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5203</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5203"/>
		<updated>2007-12-10T14:03:41Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Grenade Launchers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is an index of all the weapons that can be used to equipped during vehicle customization.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(8.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 24&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(20.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(12.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(13.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 75&lt;br /&gt;
* Clip Size: 24&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 400 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 45&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 45&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. Does not stack.(Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (8 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 3&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0	&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Reload Time: 12.0	&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 400 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5202</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5202"/>
		<updated>2007-12-10T14:01:13Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Missile Launchers */ note that bio does not stack and update with vehicle_weapons.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is an index of all the weapons that can be used to equipped during vehicle customization.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(8.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 24&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(20.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(12.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(13.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 75&lt;br /&gt;
* Clip Size: 24&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 400 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 45&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 45&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. Does not stack.(Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (8 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 3&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Heat: 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5201</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5201"/>
		<updated>2007-12-10T13:53:51Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Artillery Cannons */ Updated with vehicle_weapons.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is an index of all the weapons that can be used to equipped during vehicle customization.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(8.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 24&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(20.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(12.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(13.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 75&lt;br /&gt;
* Clip Size: 24&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 400 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 45&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 45&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 100&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Heat: 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5200</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=5200"/>
		<updated>2007-12-10T13:50:50Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Tank Cannons */ Updated using vehicle_weapons.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is an index of all the weapons that can be used to equipped during vehicle customization.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(8.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 24&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(20.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(12.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(13.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 75&lt;br /&gt;
* Clip Size: 24&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 400 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 45&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 40&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 100&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Heat: 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Armory&amp;diff=5191</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Armory&amp;diff=5191"/>
		<updated>2007-12-07T11:50:36Z</updated>

		<summary type="html">&lt;p&gt;Joy: Design Change, for removing thitespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Armory}}&lt;br /&gt;
The armory contains [[Ammo Crates]] and health containers. Like the [[barracks]], players may change their class here. As players spawn with only a third of their ammo, visiting the armory after respawning is always a good idea. In addition any vehicle within its radius will be rearmed.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*Cost : 75&lt;br /&gt;
*Health : 200 (takes 1/4 damage) -&amp;gt; Actual Health is 800.&lt;br /&gt;
*Time to construct : 40 seconds (1 engineer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infantry Tip ==&lt;br /&gt;
While you may not be able to hear your enemies reloading and cocking their weapons, what you can hear is when they are opening ammunition and health crates. If you hear this sound, chances are good that your opponent is preoccupied with loading up on supplies and will be easily caught off guard. If you hear that familiar &#039;click&#039; then charge in, guns blazing!&lt;br /&gt;
=Pictures=&lt;br /&gt;
==Northern Faction==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:NFarmory2.jpg|thumb|right|Northern Faction Armory]]&lt;br /&gt;
| [[Image:nf_armory.gif|thumb|right|Northern Faction Armory: Height Comparison]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Brenodi Empire==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Brenodi_armory.jpg|thumb|right|Brenodi Empire Armory]]&lt;br /&gt;
| [[Image:be_armory.gif|thumb|right|Brenodi Empire Armory: Height Comparison]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Structures|Armory]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5190</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5190"/>
		<updated>2007-12-07T11:47:05Z</updated>

		<summary type="html">&lt;p&gt;Joy: Recync with readme.txt, changed 2.0 to current version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version: 2.0 Beta&lt;br /&gt;
&lt;br /&gt;
Closed Beta Version: 1.08/RC34&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
=Empires 2.0 Beta=&lt;br /&gt;
November 30, 2007&lt;br /&gt;
*Released to the public&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Closed Beta Version: Version 1.08=&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 218/RC 34 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_isle, a rock was floating above the ground&lt;br /&gt;
*Added: after a player is revived, the player is checked for being stuck after 2 seconds and automatically issues &amp;quot;emp_unstuck&amp;quot; if found to be stuck&lt;br /&gt;
*Fixed: going prone while reloading would let you shoot before the reload animation had finished&lt;br /&gt;
*Fixed: it was possible to build a vehicle without a weapon assigned to a group&lt;br /&gt;
*Fixed: on a server with 48 players, bringing up the scoreboard would give an error message&lt;br /&gt;
*Modified: made engineer kit third person animation play once every second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_glycencity, vehicles could be blow up over the clip brushes surrounding the level and fall under the level&lt;br /&gt;
*Maps: emp_glycencity, removed the ability to build walls in buildings&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Added: new BE MG model and animations&lt;br /&gt;
*Added: new BE engineer kit model and animations&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Fixed: when the NF team lost due to being eliminated, it would show the last BE player killed instead of the last NF player killed&lt;br /&gt;
*Fixed: getting the Health Upgrade skill and then changing it to another skill while still alive would cause the player to still have the extra health (broken in RC 31)&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: it was possible to spawn just as the commander vote had ended and before the votes were tallied resulting in the winner not spawning as the commander&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: engineer squad leader revive power was costing more points that it should be (broken in RC 32)&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: concussion grenades could stun friendly turrets&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: engineer build effect would show on a recycled engineer wall&lt;br /&gt;
*Fixed: when building a turret as commander, the circle indicating the range of the turret was not expanding to reflect the increased range due to having level 2 or 3 turrets researched&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: altered the unstuck command to try a set of randomly chosen points in addition to the predefined ones so that if the first attempt fails, later attempts have a chance of succeeding&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: changed reported game description to &amp;quot;Empires v2.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings&lt;br /&gt;
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues&lt;br /&gt;
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: turrets were not generating alerts to the commander when harmed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader&#039;s view&lt;br /&gt;
*Fixed: squad leader artillery icon appearing green&lt;br /&gt;
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_unresearch_item&amp;quot; sometimes being overridden by the emp_info_params entity unlocking all research&lt;br /&gt;
*Fixed: health upgrade skill was broken in RC 31&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Mapping&amp;diff=5163</id>
		<title>Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Mapping&amp;diff=5163"/>
		<updated>2007-12-02T20:33:45Z</updated>

		<summary type="html">&lt;p&gt;Joy: /* Other Links */  Removed Sessionid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Mapping}}&lt;br /&gt;
&lt;br /&gt;
Mapping for Empires Mod is very similar to normal Half-Life 2 Deathmatch, just with additional entities and other fun things. These pages will help you get to work making maps for the mod. If you have any questions, your best bet is current the [[Empires IRC]] room.&lt;br /&gt;
&lt;br /&gt;
* [[Configuring Hammer for Empires]]&lt;br /&gt;
* [[Basic Mapping]]&lt;br /&gt;
* [[Entity Index]]&lt;br /&gt;
* [[Setting Up Map Resources]]&lt;br /&gt;
* [[Useful FGD Modifications]]&lt;br /&gt;
&lt;br /&gt;
== Beginner Tutorials ==&lt;br /&gt;
* [[Basic Conquest Map]]&lt;br /&gt;
* [[Resource nodes]]&lt;br /&gt;
* [[Flag Maps]]&lt;br /&gt;
* [[Engineer-Buildable Objects]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Tutorials ==&lt;br /&gt;
* [[Multi-Part Buildables]]&lt;br /&gt;
&lt;br /&gt;
== Other Links ==&lt;br /&gt;
* [http://developer.valvesoftware.com/wiki/Category:Level_Design Valve Mapping Documentation]&lt;br /&gt;
* [http://interlopers.net/index.php?page=tutorials Interlopers HL2 Tutorials]&lt;br /&gt;
* [http://halfwit-2.com/?page=tutorials Halfwit-2 Tutorials]&lt;br /&gt;
* [http://www.hl2world.com/wiki/index.php/Category:Entities Base HL2 Entity Index]&lt;br /&gt;
[[Category:Mapping|Mapping]]&lt;/div&gt;</summary>
		<author><name>Joy</name></author>
	</entry>
</feed>