<?xml version="1.0"?>
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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scardybob</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=Scardybob"/>
	<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/Special:Contributions/Scardybob"/>
	<updated>2026-09-27T03:21:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.4</generator>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Console_commands&amp;diff=8426</id>
		<title>Console commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Console_commands&amp;diff=8426"/>
		<updated>2016-07-31T18:32:23Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: Added this page as a place to explain console comands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Console Commands}}&lt;br /&gt;
&lt;br /&gt;
==Console Commands==&lt;br /&gt;
The console can be accessed by hitting the ~ &amp;quot;tilde&amp;quot; key while in-game.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;jointeam&#039;&#039;&#039;: &lt;br /&gt;
|Joins a team. Usage: jointeam &amp;lt;team number&amp;gt; where 1 = Spectator, 2 = Northern Faction, 3 = Brenodi Empire, 4 = Auto-Select.&lt;br /&gt;
|(No Default)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Scripts&amp;diff=8425</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Scripts&amp;diff=8425"/>
		<updated>2016-07-31T18:27:44Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: Added link to console commands page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ScriptingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
In Empires, Almost all of the gameplay elements are defined in Key-Value formatted scripts.  These scripts define every tank, weapon, engine, armor, and research, as well as infantry weapon damage and building data.  Because of the large reliance on these scripts, Empires is very largely modifiable.  In 2.24, there is no way to distribute custom scripts to players, although this is a feature we are planning to add later on.&lt;br /&gt;
&lt;br /&gt;
==Console Commands==&lt;br /&gt;
Empires has a number of [[console commands]] accessible from the console.&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5442</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5442"/>
		<updated>2008-03-09T17:19:53Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* N */&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://bcoclan.info &amp;lt;nowiki&amp;gt;.:{ßÇØ}:. Brenodi Covert Ops&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: 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: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: 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;
&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;
== 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;
&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>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5441</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5441"/>
		<updated>2008-03-09T17:19:38Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: removed &amp;quot;Xcelletic&amp;quot; due to invalid website.&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://bcoclan.info &amp;lt;nowiki&amp;gt;.:{ßÇØ}:. Brenodi Covert Ops&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: 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: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: 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;
&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;
&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>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=5357</id>
		<title>Talk:Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=5357"/>
		<updated>2008-01-21T03:58:54Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Give Engines and Armor their own seperate pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The clip size for each weapon needs to be added.&lt;br /&gt;
&lt;br /&gt;
== Give Engines and Armor their own seperate pages? ==&lt;br /&gt;
&lt;br /&gt;
I think this page would be better off if it were split into at least 3 seperate pages, with engines, armor, and weapons. --[[User:Arklansman|Arklansman]] 20:53, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I concur. Also, how about some kind of visual indication of each weapon&#039;s strengths. For example a bar chart or a star rating system. [[User:Broccoli|Broccoli]] 17:31, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I thought the same when I made this page, but the armour and engines were so tiny in comparison even if you&#039;d bulge it up with tips, I just left it. Oh, and could a mod delete the .jpg versions of the icons? --[[User:Beerdude26|Beerdude26]] 22:05, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I like the star system. Added here, too, perhaps?--[[User:The Buttery Lobster|The Buttery Lobster]] 23:28, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup, I was planning on that. One thing: How should comparisons be done? If an MG has good damage for an MG, but does a lot less damage than a Nuke, how many stars should it get? It could be misleading to give them both 5 stars. I was thinking do it relative to its own category only, and leave the damage figures next to it for absolute comparisons. -- [[User:Broccoli|Broccoli]] 07:19, 8 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s only logical that weapons are compared within their own category. Wouldn&#039;t make much sense otherwise. --[[User:L3TUC3|L3TUC3]] 14:01, 10 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done the MG&#039;s, based on DPS, Spread, and heat per second. I think some will need some subjective adjustments. -- [[User:Broccoli|Broccoli]] 06:33, 11 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How did you fill in the heat category? Is it hat given to the target or to the user? Also, should we emphasize damage given to armor more? It&#039;s not very clear right now with just a broad damage star system. --[[User:L3TUC3|L3TUC3]] 22:37, 11 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Heat is the amount of heat it costs to fire the weapon. Separating infantry/vehicles/building damage might be useful, but I can&#039;t find anything in the scripts that dictates these things. Like I said, I think it will have to be done subjectively based on what it &#039;feels&#039; like when you play with them. I&#039;ll add the placeholders for the new categories anyway, then anyone can easily fiddle around with the actual ratings. -- [[User:Broccoli|Broccoli]] 07:26, 12 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is really confusing, it needs more clarification (is it damage per second or shot? I can figure this out, but we don&#039;t want people thinking that the guns do 1000dmg per shot). More explanation would be very useful. --[[User:Arklansman|Arklansman]] 21:36, 12 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It is damage per second, and heat per second. After all, you have to be able to compare weapons of different firing rates. Maybe remove the cycle time figures totally (although they are quite important for cannons). I&#039;m not the only person that can edit this page :p -- [[User:Broccoli|Broccoli]] 07:54, 13 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What are these countermeasures this article speaks of? --[[User:Guineapig|Guineapig]]&lt;br /&gt;
: Copy-paste from in-game descriptions, I think. Countermeasures aren&#039;t in game... Yet.  --[[User:Chahk|Chahk]] 19:58, 20 January 2008 (PST)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Squads&amp;diff=5351</id>
		<title>Squads</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Squads&amp;diff=5351"/>
		<updated>2008-01-18T17:56:59Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Squads}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Squad_display.jpg|right|thumb|200px|Squad Display in Upper Left]]&lt;br /&gt;
By being part of a squad, you are automatically awarded a temporary rank that is used for personal [[skills]]. Upon joining or forming the squad, you will note that the first skill becomes unlocked even though you have not reached the first promotion yet. You can activate this bonus skill as you normally would at the [[Armory]], [[Barracks]] or near a captured flag. While in a squad you can see your squad mates&#039; name, health, ammunition, and action status in your HUD. When a squad mate is under attack it will flash red, when they are attacking it will flash yellow. If your squad mates die in combat, their names will appear with a red hue. You will also earn rank points more quickly for participating in squads. The squad leader also emits an aura around himself, which gives benefits to squad members within it.  Squads can have no more than 5 people in them.&lt;br /&gt;
&lt;br /&gt;
The benefits of participating in squads are as follows:&lt;br /&gt;
* You gain a skill without having the first promotion. This allows you to become more efficient right off the bat. &lt;br /&gt;
{{Note|The bonus skill is only useful if you don&#039;t have your first promotion yet, since only the first skill unlocks when you join a squad. The second skill will only unlock after your second promotion.}}&lt;br /&gt;
* You earn 1 rank point for every 10 rank points earned by all of your squad mates. This allows the members of squads to gain promotions more quickly.&lt;br /&gt;
* Other squad members have a color-coded arrow above their name tags: Green for idle, Yellow for attacking and Red for being hurt/dead.  This allows you to see where your squad is concentrated without having to look at the minimap.&lt;br /&gt;
* Names, health, ammunition and current action is displayed on your HUD for every squad member. Just like the arrows, the boxes containing that information are color-coded based on players&#039; current status.&lt;br /&gt;
* Members of all squads are clearly marked on the minimap with a letter of their squad (A for alpha, B for beta, etc.) This lets you get a better picture of how your team is spread out on the map.&lt;br /&gt;
* The [[Commander]] is able to give orders to entire squads. This allows the Commander to quickly direct several soldiers at once to perform a specific task, rather than giving orders to each unit separately.&lt;br /&gt;
&lt;br /&gt;
== Squad Leader Aura Power ==&lt;br /&gt;
&lt;br /&gt;
* The squad leader emits an aura around himself, which activates when any squad member is nearby and gives both players enhanced abilities. This aura&#039;s radius is 133 feet (1600 game units), which is slightly more then one and a half times the length of a barracks.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Stamina.gif]] &lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039; - additional 33% stamina regeneration rate&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Accuracy.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Rifleman&#039;&#039;&#039; - additional 20% accuracy&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Damage.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039; - additional 10% weapon damage&lt;br /&gt;
|- &lt;br /&gt;
|[[Image:Health.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Engineer&#039;&#039;&#039; - 1HP/2s health regeneration rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Squad Leader skills ==&lt;br /&gt;
&lt;br /&gt;
Squads earn points by doing regular battlefield related duties and can be traded by the squad leader for various instant benefits similar to various class skills for the entire squads. The amount of squad points are listed next to the name of your squad on your HUD. There are 2 squad skills to choose from per class type, depending on the squad leaders class for the skills, just like the aura benefit.&lt;br /&gt;
*Unlike the aura, these powers have no maximum distance, and squad mates don&#039;t need to be near the Squad Leader.&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:mass_hide.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Mass hide:&#039;&#039;&#039; All squad members are hidden for thirty seconds regardless of their class. Shooting a weapon or taking damage cancels that squad mate&#039;s hiding, but it re-activates in a few seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:mass_spot.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Battlefield intelligence:&#039;&#039;&#039; All enemies in a nearby radius are spotted for thirty seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Rifleman&#039;&#039;&#039;:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:mass_stamina.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Charge!:&#039;&#039;&#039; Squad members have no stamina drain for thirty seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:mass_armor.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Armor:&#039;&#039;&#039; Damage is reduced by 20% for thirty seconds.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:mass_damage.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Damage:&#039;&#039;&#039; All squad members receive a 20% weapon damage increase.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:mass_artillery.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Artillery strike:&#039;&#039;&#039; An instant artillery strike to the selected location; three shells rain down from the sky dealing 100 damage each.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Engineer&#039;&#039;&#039;:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:mass_revive.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Mass revive:&#039;&#039;&#039; All dead squad members are revived near the squad leader.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:mass_heal.gif]]&lt;br /&gt;
|&#039;&#039;&#039;Mass Heal:&#039;&#039;&#039; All injured squad members are instantly healed.&lt;br /&gt;
|}&lt;br /&gt;
These skills can be activated under the squad item in your F-menu.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Skills]]}}&lt;br /&gt;
&lt;br /&gt;
== Joining or Creating a Squad ==&lt;br /&gt;
Joining or Creating a squad is done via the Squad menu. The default binding is the &#039;&#039;&#039;C&#039;&#039;&#039; key, &lt;br /&gt;
[[Image:Squads.jpg|center|thumb|800px|Click to enlarge]]&lt;br /&gt;
From there, you can select the squad you wish to join, and click on &#039;&#039;Join Squad&#039;&#039;. If there is nobody in a particular squad, then the button will appear as &#039;&#039;Create Squad&#039;&#039;. If you create a squad then you will become the &#039;&#039;Squad Leader&#039;&#039;, which allows you to kick soldiers from the squad, or lock it to keep out any newcomers. The squad leader is also able to invite new soldiers into the squad, by selecting their name and clicking &#039;&#039;Invite to Squad&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Squads]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5334</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5334"/>
		<updated>2008-01-16T22:02:42Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: BF1942 changelog?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changelog Format==&lt;br /&gt;
&lt;br /&gt;
I think we&#039;ve got a nice format down and we should stick to it. The subheaders are all in the same order for each patch. If a particular patch has no additions, fixes, modifications or removals, leave the corresponding subheader out.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
=Patch Version= (Latest version on top)&lt;br /&gt;
Date of release in month, day, year (e.g. January 1, 1337), if officially released on the main page. Put Unreleased in case of internal patch or forum only versions. &lt;br /&gt;
You can change the date once the patch has been officially released.&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Additions go here&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Fixes go here&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Modifications go here&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Removals go here&lt;br /&gt;
&lt;br /&gt;
{{Note| Note goes here}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You should stick a note after these headers in case of a special situations, such as a forum only release, internal test or revoked (broken) patch. Suggestions are welcome. Happy changelogging! --[[User:L3TUC3|L3TUC3]] 04:18, 10 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[User:Extrems|Extrems]] recently [http://wiki.empiresmod.com/index.php?title=Change_Log&amp;amp;diff=5330&amp;amp;oldid=5326 added] change logs for the BF1942 version of Empires.  Is that something worthwhile keeping?  Perhaps separating into its own section would help avoid confusion.  --[[User:Chahk|Chahk]] 14:02, 16 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This change log sucks.  [[User:Krenzo|Krenzo]] 19:37, 25 November 2007 (PST)&lt;br /&gt;
* Why?  I like how KT and Broccoli broke items up into sections: makes it more readable that way. --[[User:Chahk|Chahk]] 07:33, 26 November 2007 (PST)&lt;br /&gt;
** It has things that were added way back in the RC teens and removed one version later.  There were many things that were added and then removed and fixes that are fixing things broken in a previous RC. [[User:74.249.201.11|74.249.201.11]] 21:47, 27 November 2007 (PST)&lt;br /&gt;
*** From what I understand it&#039;s still in a WIP state, being cleaned up of such items --[[User:Chahk|Chahk]] 10:24, 28 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&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: 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, buildings and players, 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;
*Added: commander can now be spectated when not in the command interface&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, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&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;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&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: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**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;
*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;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (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: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&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;
*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;
*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;
*Added: vehicles jump into the air when they die&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;
*Added: both primary and secondary weapon groups can be fired at the same time&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: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&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: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&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;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&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: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&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: replaced Valve start up video with the Empires logo&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: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&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;
*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;
*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;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&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;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&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;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&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: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&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;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&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;
*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;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&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;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&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;
*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: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&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: &#039;choosesquad&#039; displays new squad selection panel&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 console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&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;
*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;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&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;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*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;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*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;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&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;
*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;
*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;
*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;
*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;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&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;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&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: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&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: some brenodi empire crate models had no collision mesh&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: 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: 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 (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&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;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&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: certain vehicle MG weapons would do friendly fire damage&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: vehicles can no longer shoot through walls&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: 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: scout losing ability to restock the concussion grenade after reviving&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;
*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: non-engineer class players able to build unbuilt but dead buildings&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: 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: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &#039;emp_sv_netvisdist_player&#039; and &#039;emp_sv_netvisdist_vehicle&#039; cvars 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: 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: 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: player standing directly on a concussion grenade when it detonates would not be blinded&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: pressing the same key used to open a VGUI window will close it&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: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill 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: NF commander&#039;s unit panel&#039;s buildings list did not work&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: commander unit info area text drawn with background&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;
*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: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&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: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&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;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&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: spectators not able to cycle through players in vehicles as available to be spectated&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: 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 health being listed incorrectly in the commander interface&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;
*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: player eyes&#039; pupils not showing&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 in between 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: pop-up 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: 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;
*Fixed: third person engineer toolkit appearing green&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: 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: 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: 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: when playing a demo recorded from a tank driver, the tank turret would not rotate&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: 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: 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: rare crash on level load&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;
*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: 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: 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: 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: 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: 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;
*Modified: 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: 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;
*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: crash with clicking rapidly on the scoreboard&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: 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 cameras and radars unable to be spotted&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 in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&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;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&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;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&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;
*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: 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;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&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;
*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;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&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;
*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;
*Fixed: commander can no longer build in water&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: 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: crash when customizing a vehicle and having no name for the loadout&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: 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;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&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: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&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;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&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;
*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;
*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: 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: 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: 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: 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: 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: 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;
*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;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&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: spectating passengers in vehicles causing problems with spectator camera&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: spectators getting rank points&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_duststorm, emp_isle, emp_district402, emp_canyon, emp_crossroads&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_slaughtered, vehicles can no longer drive up the hills&lt;br /&gt;
*Maps: emp_canyon, increased number of tickets from 200 to 300&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_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Maps: emp_crossroads, fixed light bleeding through cliff walls&lt;br /&gt;
*Maps: emp_escort, disabled nuclear warheads on&lt;br /&gt;
*Maps: emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Maps: emp_isle, fixed water&lt;br /&gt;
*Maps: emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&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: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&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: 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;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&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;
*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: 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: decreased font size of squad HUD&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: reduced font size of squad management GUI&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: 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: 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_slaughtered&#039;s minimap&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: 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: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&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: 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: reduced smoke trail thickness of missiles&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;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&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;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&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;
*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;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&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;
*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;
*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;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Modified: increased horsepower for all tank engines&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: lowered APC hull health from 200 to 80&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: 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)&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: 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;
*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: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted 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;
*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;
*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: 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: 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;
*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: when spectating a vehicle, the chase camera will sit at a farther distance&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: 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;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&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: 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: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: NF building models&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: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&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: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&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: in iron sights, weapon recoil is reduced by 50%&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 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;
*Modified: increased grenadier mine damage from 100 to 150&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;
*Modified: increased armor detection distance and fade out speed&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;
*Modified: all grenadier missiles now 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: 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: 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;
*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: 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: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&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: 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: 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: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&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: 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;
*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;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Suggestions&amp;diff=5298</id>
		<title>Talk:Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Suggestions&amp;diff=5298"/>
		<updated>2007-12-31T17:07:28Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: Why is this page needed in the Wiki?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wiki is a repository of information about the game, not a place to post suggestions for changing it.  This content really belongs in the Suggestions forum and not on the Wiki.  Furthermore, this page might give new players the wrong idea that all of these suggestions are either currently in development or are seriously being considered as new features.  The &amp;quot;Discussion&amp;quot; sections might even turn into forum-like debates, which have no place on the Wiki, imho.  Krenzo and Beerdude should make the final determination of whether or not the page should stay, but I&#039;d delete it. --[[User:Chahk|Chahk]] 09:07, 31 December 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5225</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5225"/>
		<updated>2007-12-14T17:53:35Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: More spacing on #, J and L&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 1337 (II)] &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: 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;
== 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;
* [http://nt.empiresleague.com/ Night Troopers =)NT(=] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Darkfire &amp;amp; Cheezy&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>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5224</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5224"/>
		<updated>2007-12-14T17:04:13Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* A */  removed the &amp;quot;special note&amp;quot; for AKA clan.&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;
* [http://www.ii-clan.de.gg 1337 (II)] &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: 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;
== 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;
* [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;
* [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;
* [http://nt.empiresleague.com/ Night Troopers =)NT(=] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Darkfire &amp;amp; Cheezy&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>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5223</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5223"/>
		<updated>2007-12-14T17:02:03Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &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;
* [http://www.ii-clan.de.gg 1337 (II)] &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;
** Special Note:  Even though they are technically &amp;quot;inactive&amp;quot;; Yahoo has not been seen for the entire 2007 year, all active |aka| members left the clan, and Kylegar seems to have lost interest in |aka|. So the clan is unofficially disbanded.&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: 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;
== 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;
* [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;
* [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;
* [http://nt.empiresleague.com/ Night Troopers =)NT(=] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Darkfire &amp;amp; Cheezy&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>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Clan_Listing&amp;diff=5211</id>
		<title>Talk:Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Clan_Listing&amp;diff=5211"/>
		<updated>2007-12-10T18:25:03Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disbanded, inactive, whatever. :P --[[User:arklansman|arklansman]]&lt;br /&gt;
&lt;br /&gt;
With so many disbanded/inactive/whatever clans should we separate the list into an active list and an inactive list? --[[User:Cwevan|Evan]] 13:38, 5 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think alphabetical is more valuable, but maybe the less notable disbanded ones could be purged every now and then? [[User:Broccoli|Broccoli]] 14:27, 5 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alphabetical makes it look empty and fail.  There should be an active, inactive section, both organized alphabetically, but simply like this&lt;br /&gt;
&lt;br /&gt;
BRUKNER&lt;br /&gt;
&lt;br /&gt;
BSID&lt;br /&gt;
&lt;br /&gt;
CW&lt;br /&gt;
&lt;br /&gt;
II&lt;br /&gt;
&lt;br /&gt;
JPL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inactive&lt;br /&gt;
&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
because they suck&lt;br /&gt;
&lt;br /&gt;
can&#039;t stick together&lt;br /&gt;
&lt;br /&gt;
don&#039;t know what they&#039;re doing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Without all those big letters and empty spaces --[[User:Knighttemplar|Knighttemplar]] 10:54, 6 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I agree there is a bunch of empty space this way... it would make sense if we had 893843 clans, but we don&#039;t at the moment. Can we just make an alphabetized list and move the current template to this talk page to store until it is needed in the distant future? --[[User:Cwevan|Evan]] 18:49, 7 July 2007 (EDT)&lt;br /&gt;
* I tend to agree.  We don&#039;t have as many clans (active or not) to warrant the current page layout.  Divide into several sections (Active, Inactive, Disbanded) and alphabetize within each. --[[User:Chahk|Chahk]] 10:25, 10 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
We should make it a requirement for clans to have a valid web page to have an entry on this list.  For example, currently at least one newly added clan (&amp;quot;Xcelletic .xC&amp;quot;) points to a bogus page.  A week to update the link is sufficient imho, after which I&#039;ll remove it from the listing. --[[User:Chahk|Chahk]] 10:25, 10 December 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5127</id>
		<title>Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5127"/>
		<updated>2007-11-30T03:41:51Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Starting the Game */  Reworded everything.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting the Game ==&lt;br /&gt;
1. &#039;&#039;&#039;Choose a team&#039;&#039;&#039; with the team selection screen (default &amp;quot;N&amp;quot; key.) The &amp;quot;Auto-assign&amp;quot; option will attempt to balance the teams by assigning you to the one with less players.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a commander:&#039;&#039;&#039; On classic maps a Commander Voting screen (the &amp;quot;,&amp;quot; key toggles this window) will display at the beginning of a round, allowing players to vote for a Commander for their team before the game begins.  The number by the player&#039;s name denotes the amount of votes they currently have.  Click on the name of a player you wish to vote for.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Choose a squad:&#039;&#039;&#039; While waiting for the vote to finish you can choose a squad by opening the squad window (default &amp;quot;C&amp;quot; key) and join an existing one or create a new one and invite other players in.&lt;br /&gt;
&lt;br /&gt;
*Joining a squad at the beginning of a game is a good idea. Aside from other benefits, this will unlock one [[Skills|Skill]] upgrade without having to earn the first promotion. Squad Leaders (denoted by a star next to their name and on the minimap) emit an aura that affects squad mates in their immediate vicinity, therefore it is a good idea to be in close proximity to the Squad Leader at all times to reap the benefits of their aura.&lt;br /&gt;
&lt;br /&gt;
*Squad Leaders emit different auras depending on their class. See the [[Squads]] section on this Wiki for more information.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Choose a class:&#039;&#039;&#039; A Class Selection screen will appear next (&amp;quot;B&amp;quot; is the default toggle key for this window.) After picking your class, weapons and skill click the &#039;Accept&#039; button.&lt;br /&gt;
&lt;br /&gt;
*Players can change their Class using this menu when they are killed and are waiting to respawn. Live players can also change their class inside an [[Armory]], [[Barracks]] or, depending on the map, at flags.&lt;br /&gt;
&lt;br /&gt;
*Engineer is one of the most useful classes at the beginning of a round, especially on classic maps. They can quickly build the base and defenses.&lt;br /&gt;
&lt;br /&gt;
*The Engineer&#039;s &amp;quot;Repair Upgrade&amp;quot; skill is an excellent choice at the start of a game because it greatly reduces time it takes to build structures.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Choose a spawn:&#039;&#039;&#039; Finally, a Spawn Map will pop up where players can choose where they spawn into the game. Usually there will only be one starting spawn location available which is denoted by a circle.  Clicking the circle selects that spawn location.&lt;br /&gt;
&lt;br /&gt;
*As other spawn location become available (e.g. new Barracks are built, an APC is purchased at Vehicle Factory, flags are captured) this window can be used to select a different spawn location by clicking on any of the circles.&lt;br /&gt;
&lt;br /&gt;
== How to get into the action ==&lt;br /&gt;
1. &#039;&#039;&#039;Commander:&#039;&#039;&#039; At the very start of a match, you need to choose a commander. Vote for someone who already has a lot of votes. &#039;&#039;Do not command if you are new,&#039;&#039; wait until you understand the basics of the game and understand what research is useful.&lt;br /&gt;
*A good commander won&#039;t guarantee that you win the game, but a bad commander will guarantee that you lose it.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose the Engineer class&#039;&#039;&#039; at the start of any classic map. Yes, the Scout sounds really cool, but it is near useless unless you know exactly what you&#039;re doing. An Engineer can do everything you need early in the game, so you&#039;ll be prepared for anything that hits you.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Join a squad and move out right away.&#039;&#039;&#039; There is no Vehicle Factory, no armory, and very little in terms of defense at your home base, so don&#039;t bother looking for it.&lt;br /&gt;
*The sooner you reach the front lines, the sooner you can establish a good defensive barrier to defeat the enemy. Don&#039;t dawdle around the base!&lt;br /&gt;
*If you noticed someone who did well in the previous match, follow them if they are an Engineer and watch what they do.&lt;br /&gt;
*Believe it or not, but the most deaths among new players come from enemy mines. ALWAYS keep a lookout for them on the ground.&lt;br /&gt;
*You can get extra ammunition from engineers from ammo boxes they can drop or from an armory which you will not have at the start of the game. Just use the request ammo voice command and an engineer should be willing to help you.&lt;br /&gt;
*If you&#039;re an Engineer, don&#039;t be afraid to let the other classes charge into the fray first. You&#039;re the jack-of-all-trades, which means the other classes are better at dealing with their area of expertise... let them handle it.&lt;br /&gt;
&lt;br /&gt;
== Your Objectives and what to do ==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Move towards the enemy base, and look for resource nodes-&#039;&#039;&#039; they&#039;re the yellow dots on your minimap. When you get to one, pester your Commander to drop a refinery on it, so you can build it. Don&#039;t stand too close so there&#039;s room for the building, and watch out for enemies!&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Prepare to engage the Enemy&#039;&#039;&#039; once you&#039;re close enough to their infantry and defenses (usually anywhere in the middle of the map). As an engineer, you&#039;re ready to build any buildings the commander drops for you. Now is a good time to build your own turret and camera, or maybe some walls to give your team cover.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Press the Offensive!&#039;&#039;&#039; Now that all the refineries are captured by someone, you&#039;re gonna have to start attacking the enemy if you want their refineries for your team. Be sure to stick with your squad, and focus your attacks on spawn points to push the enemy back, not their infantry, or they&#039;ll simply keep coming at you. If there&#039;s an undefended enemy refinery, destroy it and build your own!&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Move in for the kill:&#039;&#039;&#039; When tanks start rolling out, you can do some serious damage. If you&#039;ve successfully pushed the enemy back somewhere along the front lines, keep attacking the weak point.&lt;br /&gt;
*When in doubt, head towards the enemy base and shoot anything that moves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helpful Tips&#039;&#039;&#039;&lt;br /&gt;
*By pressing enter you can choose where you spawn. After a while, the commander may have a forward barracks set up closer to the front lines, or there may be an APC closer to the enemy. You wont have to spend any time walking to the enemy by choosing to spawn in one of these new areas.&lt;br /&gt;
*Go easy on your commander. Commanding is probably the toughest job in the game, and not everyone is an expert at it. If someone inexperienced volunteers to command because no one else wants to, remember that they stood up to the challenge when no one else would--so cut them some slack.&lt;br /&gt;
*If your commander gives you an order, you should probably do it. He can see the whole battlefield, so he knows what the enemy is up to, and what you can do to defeat them. There&#039;s a good chance he gave that order because it will greatly aid the team.&lt;br /&gt;
&lt;br /&gt;
== How to use the Engineer class ==&lt;br /&gt;
&lt;br /&gt;
*Placing Engineer Turrets right next to the Barracks at the start of the game is generally not a good idea. Commanders can always protect their location by purchasing their own Turrets. Securing Refineries before the enemy team gets to them and locations for forward bases should be the top priority, since controlling territory and resources is what makes the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
*The Repair Upgrade skill lets you build a lot faster, thus wasting less time building and allowing for more time moving up. This is extremely important at the start of a game when your Commander needs the bases built quickly. Additionally, this skill will give you the ability to complete a Turret before the enemy closes in.&lt;br /&gt;
&lt;br /&gt;
*Cameras display positions of nearby enemy infantry units on your HUD. This is especially invaluable on closed-quarters maps such as District or Escort. Even on larger maps Cameras and Radars deployed in strategic positions (around corners, in foliage, etc.) can serve as an early warning system to you and your team mates.&lt;br /&gt;
&lt;br /&gt;
*The seismic grenades cause little damage to infantry or tanks. They are best used against buildings and other Engineers&#039; deployables, but not against anything mobile.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Turrets ==&lt;br /&gt;
&lt;br /&gt;
*The best way to destroy a turret is with three well-placed Engineer grenades. Alternatively, a grenadier can use his missile launcher or his mortar to quickly take them out from a distance. The Rifleman also has a few regular grenades that can do the trick, if you&#039;re desperate. &#039;&#039;Shooting them with your machine gun, though, is not a good way to destroy them.&#039;&#039; Like all buildings, turrets are immune to regular gunfire.&lt;br /&gt;
&lt;br /&gt;
*You can throw grenades at Level 1 turrets from far away, because you can throw grenades farther then they can shoot. But once they get to level 2 and 3 you will need a new tactic for destroying them: tanks and grenadiers are the easiest way to destroy a turret, but you can try creating walls to creep up on them with another engineer, or use the geometry of the map to find a way to get close without them shooting you.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Walls ==&lt;br /&gt;
&lt;br /&gt;
*One of your first ideas might be to build a giant wall around your base. This is a very bad idea. Remember, you&#039;ve got to go out and claim that territory before the enemy does! Walls take time to build, time that you need to spend making Refineries and turrets and anything else the commander drops for you.&lt;br /&gt;
&lt;br /&gt;
*The best use of walls is in strategically placed, small segments. Just a segment or two of walls can be used to provide cover from turrets and to block in tanks or enemy command vehicles. Instead of one massive line of walls across a base, a few segments carefully placed can defend buildings against rocket fire and forward APCs from enemy attack. (Don&#039;t trap the APC by surrounding it completely, though!)&lt;br /&gt;
&lt;br /&gt;
*Attacking walls is not an effective way to destroy them- they can take a lot of damage. However, they&#039;re weak against the Engineer&#039;s build abilities, and he can deconstruct them with his engineering tool quickly and easily.&lt;br /&gt;
&lt;br /&gt;
== Making your vehicle ==&lt;br /&gt;
&lt;br /&gt;
*See [[Vehicle_customization|Vehicle Customization]]&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Enter the Vehicle Factory,&#039;&#039;&#039; and &#039;use&#039; the blue control pad inside to pull up the vehicle creation screen.  Alternatively, pressing the &#039;Vehicle Menu&#039; key (binding found on the Controls in-game menu) inside the Vehicle Factory brings up the same screen.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a chassis&#039;&#039;&#039; in the upper left corner, and click &#039;customize.&#039;&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Equip your tank&#039;&#039;&#039; by pulling equipment from the left side of the screen onto the tank in the center, then click &#039;next.&#039; Do this with weapons (red: cannons, green: missiles, yellow: machine guns) armor (don&#039;t forget to choose how much of each type of armor you want!) and an engine.  Don&#039;t forget to drag existing weapons, armor and engine off the vehicle if you wish to replace them with a different unit.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Weapon grouping&#039;&#039;&#039;: this screen allows grouping of weapons. The numbers represent the weapon group that will be selected when that keyboard number is pressed, while the &#039;&#039;&#039;Fire Mode&#039;&#039;&#039; drop-downs represent the primary or secondary mode for that weapon.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Finally, click &#039;build.&#039;&#039;&#039;&#039; You&#039;re ready to roll!&lt;br /&gt;
&lt;br /&gt;
*You can save tank &#039;&#039;&#039;Layouts&#039;&#039;&#039; so you don&#039;t have to customize your vehicle from scratch every time. Give descriptive names to layouts so that you don&#039;t forget what technology they contain.&lt;br /&gt;
&lt;br /&gt;
*If you park on a Repair Pad, you can re-equip your tank with different technology once it becomes available via Research. Just pull up the vehicle customization screen (Default: v) and repeat the above steps. Not that you cannot change the tank Chassis on a repair pad, and re-equipping it destroys all armor, so you&#039;ll have to stay on the pad while it regenerates.&lt;br /&gt;
&lt;br /&gt;
*As a general rule of thumb, if your going to buy a jeep, just get an APC instead and park it somewhere safe and walk the rest of the distance. Your team will love you for the extra spawn, and your commander won&#039;t get mad at you for wasting resources.&lt;br /&gt;
&lt;br /&gt;
*Sometimes there are a lot of different weapons, armor, or engines you can choose to put on your vehicle. If you&#039;re not sure what type of tank you should make or how you should customize it, don&#039;t be afraid to ask your teammates for advice.&lt;br /&gt;
&lt;br /&gt;
*Until you get upgraded armor your tanks will be very weak. Until you get upgraded engines your tank will overheat very easily. Until you get more powerful weapons, your tank won&#039;t be able to deal a lot of damage. &#039;&#039;In other words, a single grenadier can destroy even the powerful heavy tank if that vehicle isn&#039;t upgraded, but a heavy tank with the best technology in the game can hold off an entire team!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Vehicle Combat ==&lt;br /&gt;
1. &#039;&#039;&#039;Do not waste your tank.&#039;&#039;&#039;&lt;br /&gt;
*Unlike in other games, vehicles are not free and do not respawn when lost. They cost resources that your team generally cannot afford to lose. Attack, fall back and repair, repeat. &#039;&#039;The team that preserves their tanks and their resources is the team that wins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Engineer is a good class to drive tanks with (especially with the repair upgrade skill) because of the ability to repair in the field and rearm when ammunition runs low.&lt;br /&gt;
&lt;br /&gt;
*Grenadiers also make good tank driver because of their Defusal skill, which allows driving over enemy mines without detonating them.&lt;br /&gt;
&lt;br /&gt;
*Driving close to an armory , driving onto a repair bay, or stopping near an Engineer&#039;s ammo box will re-stock your weapons.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;The right gun for the right job.&#039;&#039;&#039;&lt;br /&gt;
*There are many weapons in empires, each with a different use. However, as a rule of thumb, machine guns are good against infantry, cannons are good against tanks, and missiles are good against buildings and, to a lesser extent, tanks.&lt;br /&gt;
&lt;br /&gt;
*Standard cannons aren&#039;t that strong against buildings. For example, several level 1 turrets are better and quicker dispatched by using infantry items instead of wasting tank shells. On the other hand, upgraded weapons like the High Explosive Cannon can destroy turrets very quickly.&lt;br /&gt;
&lt;br /&gt;
*High Explosive Cannons and Nuclear missiles are very effective against infantry, and certain machine guns can damage tanks as well as infantry.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Fight smart!&#039;&#039;&#039;&lt;br /&gt;
*Use your teammates and allied tanks. Two medium tanks are better than one heavy tank. Make sure to work as a team. If the enemy is focusing fire on your friendly tank and you still have full armor, try ramming the enemy tank to block his attack on your teammate. Also, make sure you both concentrate your fire on one target at a time, to eliminate it quickly.&lt;br /&gt;
&lt;br /&gt;
*Keep an eye on your heat levels. If someone is far away from you and driving in circles while you just sit there spamming your weapons, he might just be baiting you. Once your heat levels are in the red, most engines will stall and you will be unable to fire your weapons, he&#039;ll swoop in for the kill. Different weapons cause more heat to fire than others, so make sure to take that into account when selecting the loadout. Also keep in mind that some weapons are specifically designed to overheat the enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
*Wait until you have a good, clear shot before firing your weapons. You have to consider your tank&#039;s speed and the enemy tank&#039;s speed when firing. It is tricky, but keep practicing and you&#039;ll get the hang of it in no time.&lt;br /&gt;
&lt;br /&gt;
*Pay attention to your surroundings. If you&#039;re fighting in no-mans land where neither team has the advantage, don&#039;t be afraid to retreat and lure the enemy tank into following you. If you can lure him into the range of some turrets, start blasting him and try to ram him so he can&#039;t escape the turret range. This also gives you a longer distance to chase the damaged enemy tank before you run into his own turrets. This is just one example of how you can use your surroundings to your advantage, so pay attention to what&#039;s happening in the map!&lt;br /&gt;
&lt;br /&gt;
*Watch out for mines. They cause a lot of damage to vehicles, and can often kill a not upgraded tank with a single mine. For this reason, Grenadiers are a great tank driving class because you can chose the mine Defusal skill, that will let you drive over mines without setting them off.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5116</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5116"/>
		<updated>2007-11-28T18:24:04Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
This change log sucks.  [[User:Krenzo|Krenzo]] 19:37, 25 November 2007 (PST)&lt;br /&gt;
* Why?  I like how KT and Broccoli broke items up into sections: makes it more readable that way. --[[User:Chahk|Chahk]] 07:33, 26 November 2007 (PST)&lt;br /&gt;
** It has things that were added way back in the RC teens and removed one version later.  There were many things that were added and then removed and fixes that are fixing things broken in a previous RC. [[User:74.249.201.11|74.249.201.11]] 21:47, 27 November 2007 (PST)&lt;br /&gt;
*** From what I understand it&#039;s still in a WIP state, being cleaned up of such items --[[User:Chahk|Chahk]] 10:24, 28 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&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: 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, buildings and players, 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;
*Added: commander can now be spectated when not in the command interface&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, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&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;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&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: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**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;
*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;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (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: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&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;
*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;
*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;
*Added: vehicles jump into the air when they die&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;
*Added: both primary and secondary weapon groups can be fired at the same time&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: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&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: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&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;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&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: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&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: replaced Valve start up video with the Empires logo&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: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&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;
*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;
*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;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&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;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&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;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&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: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&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;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&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;
*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;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&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;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&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;
*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: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&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: &#039;choosesquad&#039; displays new squad selection panel&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 console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&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;
*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;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&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;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*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;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*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;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&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;
*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;
*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;
*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;
*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;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&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;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&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: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&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: some brenodi empire crate models had no collision mesh&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: 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: 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 (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&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;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&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: certain vehicle MG weapons would do friendly fire damage&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: vehicles can no longer shoot through walls&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: 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: scout losing ability to restock the concussion grenade after reviving&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;
*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: non-engineer class players able to build unbuilt but dead buildings&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: 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: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &#039;emp_sv_netvisdist_player&#039; and &#039;emp_sv_netvisdist_vehicle&#039; cvars 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: 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: 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: player standing directly on a concussion grenade when it detonates would not be blinded&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: pressing the same key used to open a VGUI window will close it&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: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill 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: NF commander&#039;s unit panel&#039;s buildings list did not work&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: commander unit info area text drawn with background&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;
*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: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&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: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&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;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&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: spectators not able to cycle through players in vehicles as available to be spectated&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: 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 health being listed incorrectly in the commander interface&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;
*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: player eyes&#039; pupils not showing&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 in between 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: pop-up 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: 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;
*Fixed: third person engineer toolkit appearing green&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: 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: 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: 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: when playing a demo recorded from a tank driver, the tank turret would not rotate&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: 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: 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: rare crash on level load&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;
*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: 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: 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: 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: 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: 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;
*Modified: 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: 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;
*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: crash with clicking rapidly on the scoreboard&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: 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 cameras and radars unable to be spotted&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 in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&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;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&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;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&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;
*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: 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;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&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;
*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;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&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;
*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;
*Fixed: commander can no longer build in water&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: 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: crash when customizing a vehicle and having no name for the loadout&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: 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;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&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: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&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;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&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;
*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;
*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: 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: 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: 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: 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: 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: 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;
*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;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&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: spectating passengers in vehicles causing problems with spectator camera&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: spectators getting rank points&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_duststorm, emp_isle, emp_district402, emp_canyon, emp_crossroads&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_slaughtered, vehicles can no longer drive up the hills&lt;br /&gt;
*Maps: emp_canyon, increased number of tickets from 200 to 300&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_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Maps: emp_crossroads, fixed light bleeding through cliff walls&lt;br /&gt;
*Maps: emp_escort, disabled nuclear warheads on&lt;br /&gt;
*Maps: emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Maps: emp_isle, fixed water&lt;br /&gt;
*Maps: emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&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: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&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: 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;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&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;
*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: 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: decreased font size of squad HUD&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: reduced font size of squad management GUI&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: 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: 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_slaughtered&#039;s minimap&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: 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: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&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: 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: reduced smoke trail thickness of missiles&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;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&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;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&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;
*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;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&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;
*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;
*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;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Modified: increased horsepower for all tank engines&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: lowered APC hull health from 200 to 80&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: 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)&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: 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;
*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: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted 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;
*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;
*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: 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: 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;
*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: when spectating a vehicle, the chase camera will sit at a farther distance&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: 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;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&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: 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: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: NF building models&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: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&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: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&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: in iron sights, weapon recoil is reduced by 50%&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 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;
*Modified: increased grenadier mine damage from 100 to 150&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;
*Modified: increased armor detection distance and fade out speed&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;
*Modified: all grenadier missiles now 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: 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: 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;
*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: 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: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&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: 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: 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: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&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: 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;
*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;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Jcw87&amp;diff=5112</id>
		<title>User:Jcw87</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Jcw87&amp;diff=5112"/>
		<updated>2007-11-26T15:46:55Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: surveillance equipment is destroyable by melee.  (Do you mind the edits to this page?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a WIP Script for a tutorial map.&lt;br /&gt;
&lt;br /&gt;
== Starting room ==&lt;br /&gt;
&lt;br /&gt;
Welcome to Empires, an RTS/FPS hybrid for the Source engine.&lt;br /&gt;
This tutorial will teach you the basics of playing Empires.&lt;br /&gt;
Let’s start with the basic rules of the game.&lt;br /&gt;
At the start of the standard gameplay, you will have to vote for a commander.&lt;br /&gt;
You should try to vote in someone who has a lot of experience in commanding.&lt;br /&gt;
After the voting period ends, all players will be able to spawn at the spawn point they have chosen.&lt;br /&gt;
The elected commander will spawn in the command vehicle, and the game will begin.&lt;br /&gt;
The primary goal of each team is to destroy the opposing team’s command vehicle.&lt;br /&gt;
The destruction of the command vehicle will result in a win for the other team&lt;br /&gt;
The game can also end if all the players on one team are dead, and have no means of re-spawning.&lt;br /&gt;
Certain maps which deviate from the standard gameplay have flags that can be captured.&lt;br /&gt;
If one team captures all the flags, it is usually an instant victory.&lt;br /&gt;
Like any RTS, Empires has a mini-map.&lt;br /&gt;
All friendly buildings, players, vehicles, and spotted enemies are shown on this map.&lt;br /&gt;
It is really useful for making a quick assessment of battlefield conditions.&lt;br /&gt;
You can view a larger version of this map by pressing your map key&lt;br /&gt;
&amp;lt;insert HUD tip showing you what that key is bound to&amp;gt;&lt;br /&gt;
In the following areas, you will see what each building looks like for both teams.&lt;br /&gt;
The buildings on the left belong to the Brenodi Empire team.&lt;br /&gt;
The buildings on the right belong to the Northern Faction team&lt;br /&gt;
When you are ready, please move on to the next area..&lt;br /&gt;
&lt;br /&gt;
== Barracks room ==&lt;br /&gt;
&lt;br /&gt;
The barracks acts as a spawn point and allows you to change your class.&lt;br /&gt;
To change your class, enter the barracks, and press your change class key.&lt;br /&gt;
&amp;lt;insert HUD tip showing you what that key is bound to&amp;gt;&lt;br /&gt;
You should note that spawning costs your team one re-enforcement ticket.&lt;br /&gt;
If your team runs out of tickets, they will not be able to re-spawn. &lt;br /&gt;
When you are ready, please move on to the next area.&lt;br /&gt;
&lt;br /&gt;
== Armory room ==&lt;br /&gt;
&lt;br /&gt;
The armory contains health and ammo crates, which replenish you when you press your use key.&lt;br /&gt;
&amp;lt;insert HUD tip showing you what that key is bound to&amp;gt;&lt;br /&gt;
You can also change your class in an armory, just like in a barracks.&lt;br /&gt;
Vehicles that are near armories will have their ammo replenished&lt;br /&gt;
When you are ready, please move on to the next area.&lt;br /&gt;
&lt;br /&gt;
== Vehicle Factory room ==&lt;br /&gt;
&lt;br /&gt;
Now for the fun part!&lt;br /&gt;
Vehicle Factories can be used to customize and create your own tanks and jeeps.&lt;br /&gt;
To build a Vehicle, find the screen inside the Vehicle Factory, and press your use key on it.&lt;br /&gt;
Alternatively, just step into the factory and press your vehicle customization key.&lt;br /&gt;
&amp;lt;insert HUD tip showing you what that key is bound to&amp;gt;&lt;br /&gt;
Vehicles play an important role in the later stages of the game.&lt;br /&gt;
You have 3 essential areas of your vehicle to configure.&lt;br /&gt;
The weapons, the armor, and the engine.&lt;br /&gt;
Each of these has their own resource and weight costs.&lt;br /&gt;
You cannot build your tank if you do not have enough resources or if your customizations go over the chassis weight limit.&lt;br /&gt;
You will need weapons on your tank if you expect it to last long, so make sure it has some!&lt;br /&gt;
As your commander researches better armors, you will want to use those.&lt;br /&gt;
Different armors have different strengths and weaknesses against different weapons.&lt;br /&gt;
But for now, all you have is plain armor, which isn’t very good at all.&lt;br /&gt;
As you are firing your weapons and blowing your enemies to smithereens, your tank will start to heat up.&lt;br /&gt;
If it over heats, your engine will stall and you will not be able to fire your weapons until it cools off a bit.&lt;br /&gt;
You will need a good engine on your tank if you want to keep firing your weapons, so be sure to use one other than the standard when possible.&lt;br /&gt;
After picking your weapons, armor, and engine, you will need to assign your weapons to slot numbers.&lt;br /&gt;
This is very important, as you cannot build your tank unless they have been assigned.&lt;br /&gt;
When pressing a weapon slot key, all weapons on the vehicle that are bound to that slot will become active, and will respond to your primary and secondary fire buttons.&lt;br /&gt;
You can bind a weapon to more than one slot.&lt;br /&gt;
After finalizing your customizations, you can build the tank by pressing the build button.&lt;br /&gt;
Tanks can be entered or exited by pressing the use key.&lt;br /&gt;
When you are ready, please move on to the next area.&lt;br /&gt;
&lt;br /&gt;
== Radar room ==&lt;br /&gt;
&lt;br /&gt;
The radar will show you enemy vehicles that are in its range on your mini-map.&lt;br /&gt;
More importantly, it allows your commander to research better weapons, armors, and engines for the vehicles.&lt;br /&gt;
When you are ready, please move on to the next area.&lt;br /&gt;
&lt;br /&gt;
== Refinery room ==&lt;br /&gt;
&lt;br /&gt;
Refineries are placed on top of resource nodes, like the one in the center of this room. When built, they generate a steady stream of resources for your team automatically.&lt;br /&gt;
Resources are needed for the commander to place buildings and to purchase tanks.&lt;br /&gt;
It’s very important to capture resource nodes by building refineries on them early in the game to make sure your team doesn’t get left in the other team’s dust.&lt;br /&gt;
You should note that resource nodes can be represented differently on different maps.&lt;br /&gt;
However, one trait that is usually found on all resource nodes is a smokestack coming from the ground.&lt;br /&gt;
Most maps also mark resource nodes with yellow dots on the mini-map.&lt;br /&gt;
When you are ready, please move on to the next area.&lt;br /&gt;
&lt;br /&gt;
== Repair Station room ==&lt;br /&gt;
&lt;br /&gt;
Vehicles parked on the repair station that are not in combat will slowly repair themselves.&lt;br /&gt;
They will also restock on ammo.&lt;br /&gt;
If you press your vehicle customization key while on the repair pad, you can reconfigure your tank load-out.&lt;br /&gt;
When you are ready, please move on to the next area.&lt;br /&gt;
&lt;br /&gt;
== Turret room ==&lt;br /&gt;
&lt;br /&gt;
Turrets are your average stationary defense.&lt;br /&gt;
They sit there and wait for enemies.&lt;br /&gt;
If it sees an enemy that is in range, it begins shooting at it.&lt;br /&gt;
These particular turrets are inactive, to prevent them from killing each other or you.&lt;br /&gt;
There are 2 different types of turrets.&lt;br /&gt;
The inner turrets are Missile Launcher turrets.&lt;br /&gt;
They can target vehicles and other buildings.&lt;br /&gt;
The outer turrets are Machine Gun turrets.&lt;br /&gt;
They can only target infantry.&lt;br /&gt;
The commander can research improved turrets which have a greater range and a faster firing rate.&lt;br /&gt;
Engineers can place their own turrets, and if they have the skill, they can upgrade their turrets too.&lt;br /&gt;
When you are ready, please move on to the next area.&lt;br /&gt;
&lt;br /&gt;
== Flag room ==&lt;br /&gt;
&lt;br /&gt;
This is a typical flag.&lt;br /&gt;
In the maps where they appear, they are usually the primary objective of that map. Capturing these usually gives your team a new spawn point, and takes one away from the other team.&lt;br /&gt;
You can also change class while standing in the capture zone for flags that belong to your team.&lt;br /&gt;
As long as you are here, with a convenient place to change your class, let’s talk about rank points and skills.&lt;br /&gt;
As you play the game, you will gain rank points for doing certain things, such as killing an enemy, capturing a flag, building or repairing a building, or sabotaging an enemy building.&lt;br /&gt;
When you get enough rank points, you can get a special skill that enhances your abilities.&lt;br /&gt;
Some skills, such as increased health and increased accuracy, are available to every class. Other skills, such as the repair upgrade or hide, are specific to one class.&lt;br /&gt;
You can select a skill by pressing your change class key.&lt;br /&gt;
Remember to use these skills well, as they can be very useful.&lt;br /&gt;
Please note that rank points only stay with you for a single map.&lt;br /&gt;
They are lost when the map changes.&lt;br /&gt;
When you are ready, please move on to the next area.&lt;br /&gt;
&lt;br /&gt;
== Class room ==&lt;br /&gt;
&lt;br /&gt;
You may have already noticed that there are 4 classes to choose from.&lt;br /&gt;
It is important to know what these classes do, and how to use them effectively.&lt;br /&gt;
Let’s start with the engineer, which is arguably the most useful class in the game.&lt;br /&gt;
If you are not already an engineer, change your class in the armory ahead.&lt;br /&gt;
&lt;br /&gt;
The engineer is equipped with an SMG weapon, pistol sidearm, seismic grenades, and the “engineer tool.”&lt;br /&gt;
The engineer tool is what makes the engineer useful.&lt;br /&gt;
The primary trigger makes it build or repair buildings, repair vehicles, heal other players, or construct various map-specific structures.&lt;br /&gt;
Try using the engineer tool to build a bridge across the pit.&lt;br /&gt;
&lt;br /&gt;
The engineer tool can also be used to deconstruct things that belong to the enemy team.&lt;br /&gt;
Try taking down that enemy barricade.&lt;br /&gt;
&lt;br /&gt;
The secondary trigger opens the build menu, which allows the engineer to build his own turrets, cameras or mini radars, walls, or ammo crates without any help from the commander.&lt;br /&gt;
The cameras and mini-radars are the only structures in the game that can be destroyed with bullets or melee.&lt;br /&gt;
Some of the engineer’s class specific skills are used with the engineer tool.&lt;br /&gt;
Revive is activated by using the primary trigger on a dead friendly corpse.&lt;br /&gt;
It also requires that you have one full bar of engineer tool ammo to use.&lt;br /&gt;
Turret upgrade can be used by walking up to your turret and using the secondary trigger.&lt;br /&gt;
Note that engineers cannot upgrade commander placed turrets, or other engineer’s turrets.&lt;br /&gt;
Seismic grenades are effective against buildings, but barely scratch anything else.&lt;br /&gt;
When you are an engineer, you teammates will be relying on you to build the base, place ammo boxes at the front lines, and build refineries.&lt;br /&gt;
Change your class to rifleman in the armory ahead&lt;br /&gt;
&lt;br /&gt;
Rifleman is an easy class.&lt;br /&gt;
They are primarily concerned with the First Person Shooter aspect of the game, and little else.&lt;br /&gt;
Riflemen can choose one of three anti-infantry rifles, explosive or sticky grenades, and a pistol.&lt;br /&gt;
Explosive grenades are deadly to infantry, and if you are lucky, they can destroy an immobile tank.&lt;br /&gt;
Sticky grenades cannot be thrown far, but they will stick to whatever vehicle, person, or building you throw them at, making them very effective against tanks if you can get close enough.&lt;br /&gt;
While applying to all classes, you will have much better accuracy with your weapons when crouched or prone, but it’s especially important for riflemen.&lt;br /&gt;
When you are a rifleman, your teammates will be relying on you to protect them by mowing down opposing infantry.&lt;br /&gt;
Change your class to scout in the armory ahead.&lt;br /&gt;
&lt;br /&gt;
The scout’s main purpose is to gather information about what the enemy is doing, which can be very helpful to the commander. The scout also has a fun sabotage ability, which will disable or impair a building in some way.&lt;br /&gt;
Buildings can be sabotaged by walking up to them and holding down your use key.&lt;br /&gt;
Players who spawn in a sabotaged barracks will have half health.&lt;br /&gt;
Ammo and health crates in sabotaged armories will give out health and ammo at half the normal rate.&lt;br /&gt;
Vehicles produced in sabotaged vehicle factories will have half hull heath and armor.&lt;br /&gt;
Sabotaged radars will have their vehicle detection range cut in half.&lt;br /&gt;
Sabotaged turrets will stop working completely.&lt;br /&gt;
Sabotaged repair stations will repair vehicles at half the normal rate.&lt;br /&gt;
The scout can be equipped with an SMG, or a unique rifle.&lt;br /&gt;
This scout rifle acts like a sniper rifle with 100% accuracy, and is usually lethal when getting a headshot.&lt;br /&gt;
The scout has 3 different grenades to choose from.&lt;br /&gt;
You can have flash grenades, smoke grenades, or a sticky grenade.&lt;br /&gt;
The scout’s sticky grenade is different from the rifleman’s sticky grenade.&lt;br /&gt;
It overheats tanks on detonation, but lacks the power of the rifleman’s sticky grenades.&lt;br /&gt;
Change your class to grenadier in the armory ahead.&lt;br /&gt;
&lt;br /&gt;
The grenadier is the anti-tank class.&lt;br /&gt;
He is equipped with a rocket launcher, a mortar, mines, and a pistol&lt;br /&gt;
The grenadier is a very important class, as normal bullets do not hurt vehicles at all.&lt;br /&gt;
The rocket launcher fires a single rocket, and then reloads.&lt;br /&gt;
If the primary trigger is held down after firing, the rocket will slowly guide toward your crosshair.&lt;br /&gt;
If left alone, it will continue going straight until it hits something&lt;br /&gt;
Note that the grenadier’s rocket course correction while guiding is much slower than in Half-Life 2.&lt;br /&gt;
The rocket launcher is also not an overpowered insta-gib weapon like in every other game that has one.&lt;br /&gt;
It has very little splash damage, and is highly ineffective against infantry.&lt;br /&gt;
The mortar fires projectiles in an arc path.&lt;br /&gt;
The grenadier can lay down a maximum of 8 mines, which blow up when stepped on or driven on.&lt;br /&gt;
After 8 mines have been placed, placing more mines will cause the oldest mine to blow up.&lt;br /&gt;
Note that if the player stepping on or driving over the mine has the defusal skill, the mine will not go off.&lt;br /&gt;
When you are ready, please move on to the next area.&lt;br /&gt;
&lt;br /&gt;
== Commander room ==&lt;br /&gt;
&lt;br /&gt;
The commander’s job is to place buildings, perform research, and give orders.&lt;br /&gt;
You can only have one commander at a time.&lt;br /&gt;
A player can become the commander when the game starts if he has the majority vote on his team.&lt;br /&gt;
A player can also become the commander by entering the command vehicle, and then pressing the change to vehicle seat 2 button.&lt;br /&gt;
&amp;lt;insert HUD tip showing you what that key is bound to&amp;gt;&lt;br /&gt;
When in the commander mode, you will have an RTS style HUD and camera view.&lt;br /&gt;
Clicking on the build tab will show you what buildings you can place, and their prices.&lt;br /&gt;
Clicking on a building entry will cause a ghost image of the building to appear in the world when your cursor is not on the HUD.&lt;br /&gt;
Buildings can be rotated before being placed by holding down the left mouse button, and moving the mouse to the left or right.&lt;br /&gt;
The units tab will show you all the units available to you.&lt;br /&gt;
The list includes all infantry, vehicles, and squads currently in existence on your team.&lt;br /&gt;
The vehicle tab will allow you to use the vehicle customization dialog to make vehicle presets.&lt;br /&gt;
These presets can then be used to build vehicles instantly at any friendly vehicle factory.&lt;br /&gt;
The research tab shows you the status of the current research item, and allows you to bring up the research tree.&lt;br /&gt;
To research something, click on an item, and click the research button.&lt;br /&gt;
If you have enough resources, the research will begin.&lt;br /&gt;
Many research options are really categories that contain other researches.&lt;br /&gt;
To see the contents of a category, the researched category must be clicked on.&lt;br /&gt;
You can issue basic commands to your troops with the mouse.&lt;br /&gt;
Click on a unit to select it, or click and drag to select multiple units.&lt;br /&gt;
With a unit selected, you can issue an order by right-clicking on the desired target.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5111</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5111"/>
		<updated>2007-11-26T15:33:45Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
This change log sucks.  [[User:Krenzo|Krenzo]] 19:37, 25 November 2007 (PST)&lt;br /&gt;
* Why?  I like how KT and Broccoli broke items up into sections: makes it more readable that way. --[[User:Chahk|Chahk]] 07:33, 26 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&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: 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, buildings and players, 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;
*Added: commander can now be spectated when not in the command interface&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, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&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;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&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: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**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;
*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;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (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: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&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;
*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;
*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;
*Added: vehicles jump into the air when they die&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;
*Added: both primary and secondary weapon groups can be fired at the same time&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: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&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: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&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;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&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: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&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: replaced Valve start up video with the Empires logo&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: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&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;
*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;
*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;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&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;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&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;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&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: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&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;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&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;
*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;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&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;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&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;
*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: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&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: &#039;choosesquad&#039; displays new squad selection panel&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 console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&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;
*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;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&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;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*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;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*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;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&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;
*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;
*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;
*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;
*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;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&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;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&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: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&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: some brenodi empire crate models had no collision mesh&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: 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: 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 (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&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;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&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: certain vehicle MG weapons would do friendly fire damage&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: vehicles can no longer shoot through walls&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: 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: scout losing ability to restock the concussion grenade after reviving&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;
*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: non-engineer class players able to build unbuilt but dead buildings&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: 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: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &#039;emp_sv_netvisdist_player&#039; and &#039;emp_sv_netvisdist_vehicle&#039; cvars 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: 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: 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: player standing directly on a concussion grenade when it detonates would not be blinded&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: pressing the same key used to open a VGUI window will close it&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: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill 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: NF commander&#039;s unit panel&#039;s buildings list did not work&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: commander unit info area text drawn with background&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;
*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: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&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: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&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;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&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: spectators not able to cycle through players in vehicles as available to be spectated&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: 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 health being listed incorrectly in the commander interface&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;
*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: player eyes&#039; pupils not showing&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 in between 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: pop-up 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: 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;
*Fixed: third person engineer toolkit appearing green&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: 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: 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: 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: when playing a demo recorded from a tank driver, the tank turret would not rotate&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: 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: 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: rare crash on level load&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;
*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: 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: 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: 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: 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: 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;
*Modified: 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: 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;
*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: crash with clicking rapidly on the scoreboard&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: 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 cameras and radars unable to be spotted&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 in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&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;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&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;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&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;
*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: 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;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&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;
*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;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&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;
*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;
*Fixed: commander can no longer build in water&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: 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: crash when customizing a vehicle and having no name for the loadout&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: 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;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&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: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&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;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&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;
*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;
*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: 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: 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: 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: 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: 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: 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;
*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;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&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: spectating passengers in vehicles causing problems with spectator camera&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: spectators getting rank points&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_duststorm, emp_isle, emp_district402, emp_canyon, emp_crossroads&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_slaughtered, vehicles can no longer drive up the hills&lt;br /&gt;
*Maps: emp_canyon, increased number of tickets from 200 to 300&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_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Maps: emp_crossroads, fixed light bleeding through cliff walls&lt;br /&gt;
*Maps: emp_escort, disabled nuclear warheads on&lt;br /&gt;
*Maps: emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Maps: emp_isle, fixed water&lt;br /&gt;
*Maps: emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&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: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&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: 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;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&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;
*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: 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: decreased font size of squad HUD&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: reduced font size of squad management GUI&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: 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: 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_slaughtered&#039;s minimap&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: 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: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&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: 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: reduced smoke trail thickness of missiles&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;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&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;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&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;
*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;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&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;
*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;
*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;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Modified: increased horsepower for all tank engines&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: lowered APC hull health from 200 to 80&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: 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)&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: 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;
*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: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted 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;
*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;
*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: 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: 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;
*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: when spectating a vehicle, the chase camera will sit at a farther distance&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: 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;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&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: 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: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: NF building models&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: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&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: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&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: in iron sights, weapon recoil is reduced by 50%&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 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;
*Modified: increased grenadier mine damage from 100 to 150&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;
*Modified: increased armor detection distance and fade out speed&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;
*Modified: all grenadier missiles now 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: 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: 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;
*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: 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: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&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: 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: 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: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&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: 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;
*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;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5110</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5110"/>
		<updated>2007-11-26T15:33:07Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
This change log sucks.  [[User:Krenzo|Krenzo]] 19:37, 25 November 2007 (PST)&lt;br /&gt;
* Why?  I like how KT broke items up into sections: makes it more readable that way. --[[User:Chahk|Chahk]] 07:33, 26 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&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: 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, buildings and players, 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;
*Added: commander can now be spectated when not in the command interface&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, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&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;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&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: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**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;
*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;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (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: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&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;
*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;
*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;
*Added: vehicles jump into the air when they die&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;
*Added: both primary and secondary weapon groups can be fired at the same time&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: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&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: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&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;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&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: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&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: replaced Valve start up video with the Empires logo&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: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&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;
*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;
*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;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&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;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&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;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&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: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&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;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&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;
*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;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&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;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&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;
*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: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&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: &#039;choosesquad&#039; displays new squad selection panel&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 console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&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;
*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;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&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;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*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;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*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;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&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;
*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;
*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;
*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;
*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;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&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;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&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: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&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: some brenodi empire crate models had no collision mesh&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: 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: 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 (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&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;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&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: certain vehicle MG weapons would do friendly fire damage&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: vehicles can no longer shoot through walls&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: 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: scout losing ability to restock the concussion grenade after reviving&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;
*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: non-engineer class players able to build unbuilt but dead buildings&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: 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: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &#039;emp_sv_netvisdist_player&#039; and &#039;emp_sv_netvisdist_vehicle&#039; cvars 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: 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: 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: player standing directly on a concussion grenade when it detonates would not be blinded&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: pressing the same key used to open a VGUI window will close it&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: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill 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: NF commander&#039;s unit panel&#039;s buildings list did not work&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: commander unit info area text drawn with background&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;
*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: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&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: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&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;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&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: spectators not able to cycle through players in vehicles as available to be spectated&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: 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 health being listed incorrectly in the commander interface&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;
*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: player eyes&#039; pupils not showing&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 in between 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: pop-up 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: 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;
*Fixed: third person engineer toolkit appearing green&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: 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: 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: 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: when playing a demo recorded from a tank driver, the tank turret would not rotate&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: 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: 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: rare crash on level load&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;
*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: 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: 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: 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: 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: 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;
*Modified: 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: 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;
*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: crash with clicking rapidly on the scoreboard&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: 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 cameras and radars unable to be spotted&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 in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&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;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&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;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&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;
*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: 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;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&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;
*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;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&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;
*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;
*Fixed: commander can no longer build in water&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: 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: crash when customizing a vehicle and having no name for the loadout&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: 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;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&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: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&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;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&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;
*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;
*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: 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: 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: 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: 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: 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: 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;
*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;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&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: spectating passengers in vehicles causing problems with spectator camera&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: spectators getting rank points&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_duststorm, emp_isle, emp_district402, emp_canyon, emp_crossroads&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_slaughtered, vehicles can no longer drive up the hills&lt;br /&gt;
*Maps: emp_canyon, increased number of tickets from 200 to 300&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_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Maps: emp_crossroads, fixed light bleeding through cliff walls&lt;br /&gt;
*Maps: emp_escort, disabled nuclear warheads on&lt;br /&gt;
*Maps: emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Maps: emp_isle, fixed water&lt;br /&gt;
*Maps: emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&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: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&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: 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;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&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;
*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: 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: decreased font size of squad HUD&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: reduced font size of squad management GUI&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: 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: 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_slaughtered&#039;s minimap&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: 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: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&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: 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: reduced smoke trail thickness of missiles&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;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&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;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&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;
*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;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&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;
*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;
*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;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Modified: increased horsepower for all tank engines&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: lowered APC hull health from 200 to 80&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: 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)&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: 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;
*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: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted 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;
*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;
*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: 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: 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;
*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: when spectating a vehicle, the chase camera will sit at a farther distance&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: 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;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&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: 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: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: NF building models&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: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&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: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&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: in iron sights, weapon recoil is reduced by 50%&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 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;
*Modified: increased grenadier mine damage from 100 to 150&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;
*Modified: increased armor detection distance and fade out speed&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;
*Modified: all grenadier missiles now 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: 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: 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;
*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: 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: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&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: 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: 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: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&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: 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;
*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;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=5061</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=5061"/>
		<updated>2007-11-21T03:49:01Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Infantry Tips */ nitpicking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
Below is a list of misc. tips. Feel free to add any you may have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Start Guide ==&lt;br /&gt;
&lt;br /&gt;
[[Quick Start Guide]]&lt;br /&gt;
&lt;br /&gt;
== Infantry Tips ==&lt;br /&gt;
* The pop-up menu can be accessed by pressing &#039;&#039;&#039;F&#039;&#039;&#039; (by default).&lt;br /&gt;
* Join or create a squad to get more rank points. The squad menu is accessed by pressing &#039;&#039;&#039;C&#039;&#039;&#039; (by default). you can also create or join a squad through the [[Squads|squad]] section of the pop-up menu.&lt;br /&gt;
* As you are promoted, you get an additional skill slot to fill. Set this in your spawn menu (&#039;&#039;&#039;B&#039;&#039;&#039; by default), then return to a [[barracks]] or [[armory]] to activate it.&lt;br /&gt;
* Much like changing your class, setting or changing a skill &amp;quot;on the fly&amp;quot; does not immediately activate it.  You must return to the [[barracks]] or [[armory]].  Once inside, bring up the spawn menu and click Accept.  Be advised that your ammo will reset and you will need to stop by the crates and fill up again.&lt;br /&gt;
* You can change your class near a captured flag just like you would inside the [[barracks]] or [[armory]]: bring up your spawn menu, make any changes and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
* Any class can help build buildings with their USE key, [[Engineer|Engineers]] are just the most efficient (by a long shot).&lt;br /&gt;
* See the full-size map by pressing &#039;&#039;&#039;M&#039;&#039;&#039; (by default).&lt;br /&gt;
* To set your spawn location, hit &#039;&#039;&#039;Enter&#039;&#039;&#039; and click on one of your Barracks or APCs, represented by a small orange circle.&lt;br /&gt;
* [[Engineer|Engineers]] are the backbone of a team, but they can be particularly vulnerable while building things. If you see the sparks that signify construction, now is a good time for an ambush.&lt;br /&gt;
* Listen for the &#039;click&#039; of an ammunition crate being opened. When someone is loading up on supplies, chances are good that they aren&#039;t paying attention to you. Take advantage of this and catch them off-guard.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Tips ==&lt;br /&gt;
See the class page for each of the following for class tips.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
 &lt;br /&gt;
== Commander Tips ==&lt;br /&gt;
* Use &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039; to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;ALT&#039;&#039;&#039; and move the mouse to rotate the camera view.&lt;br /&gt;
* Press &#039;&#039;&#039;E&#039;&#039;&#039; to exit commander mode.&lt;br /&gt;
* When placing a structure, hold the left mouse button to rotate the building.&lt;br /&gt;
* Do not use the Comm Vehicle (CV) as personal transport or your team will get very angry. Only move the CV when absolutely neccessary and always inform your team so they know where they need to defend.&lt;br /&gt;
* If you do need to move the CV for any reason then be very careful around cliffs and water. Many a game has been ended by merely a flipped or waterlogged CV and it really isn&#039;t much fun when they do.&lt;br /&gt;
* Don&#039;t be afraid to lock the Vehicle Factory if you need to conserve resources. But make sure your team is capable of defending without vehicles if you do so. &lt;br /&gt;
* Units can be given orders by highlighting them (left click on them) and then right clicking on the unit you would like to see destroyed or guarded. Send someone to guard an unfinished building and most people will finish the construction as well as guard the structure.&lt;br /&gt;
* Your minions are extremely grateful when you help them out. For example, your god-like eye in the sky view allows you to keep an eye on your units, but more importantly you can keep an eye on the enemy. Of course you can only see the enemy when a friendly unit is near or surveillance equipment has been placed, but this can still be very useful. If you see an enemy approaching your friendly unit, target the enemy for your unit as described above, they will find it much easier to destroy the enemy, because the red targeting symbol will let them know where that enemy unit is before he can even see him. Your unit might have been totally unaware of the approaching danger, but he is now in a much better position to defend himself. &lt;br /&gt;
* Make sure you are always researching something or your technology will quickly fall behind the enemy team and that will usually spell disaster.&lt;br /&gt;
&lt;br /&gt;
== Advanced Commander Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Strategy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frontlining:&#039;&#039; Spread out onto the map, gaining forward bases to hold that area, fortify these, and push from there. This is great for boxing your enemies in, but it really does require a responsive team.&lt;br /&gt;
&lt;br /&gt;
Strong points: Good for boxing in enemies, tends to be good at keeping tickets up, and very good when mixed with arty.&lt;br /&gt;
&lt;br /&gt;
Weak points: Needs a better team that usual. Can be weak against ninjaneers as having concentrated front lines often leaves CV undefended with no players near.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Turtle-ing:&#039;&#039; Fortify your base in the starting area, and don’t push out much. It does work better with players that sit around in base being unresponsive, but unless you get the jump on your enemies early with fast vehicles, you are dead.&lt;br /&gt;
&lt;br /&gt;
Strong points: Well defended against enemies as it’s concentrated, and often in a balanced position to send out vehicles from. Good vs. ninjas as everyone is at your base ready to defend the CV.  Can employ ninjas because the enemies don’t tend to dig in as much.&lt;br /&gt;
&lt;br /&gt;
Weak points: Difficult to defend refineries. You’ll die if the enemy gets arty: concentrated mid-range defenses against long-range arty will almost always mean the defenses lose. It&#039;s harder to destroy the enemy from a long way away from their CV.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Relocating:&#039;&#039; Relocate at the very start of the match. Run to another place to try and get the element of surprise, and disrupt the enemy comm&#039;s plans. It doesn’t tend to work very well against a flexible enemy comm who can roll with the blows and adapt to what you are doing quickly, and can be very bad if you let yourself get boxed in. Don’t even try this unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
Strong points: Can confuse the enemies, they aren’t used to the enemy main base being somewhere else. Works well with a light tank rush if you relocate properly.&lt;br /&gt;
&lt;br /&gt;
Weak points: If you do it wrong you’ve lost your team the game. If you waste too much time you’ve lost your team the game as the enemies will be able to take much more of the map much faster and get the jump on you in research, refs and vehicles, and then box you in until you die.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consider where you place your turrets.&#039;&#039;&#039; &#039;&#039;Don&#039;t place turrets in extremely high or low elevations,&#039;&#039; such as on the top slopes of [[map:emp_duststorm|Duststorm]], as infantry can sneak below them easily without triggering them and then disarm the turrets. &#039;&#039;Don&#039;t place turrets too close to buildings,&#039;&#039; such as refineries. If you do, you risk letting enemies assault the building while staying easily outside of the turret range. &#039;&#039;When in large spaces, place turrets in ambush positions.&#039;&#039; Otherwise, the enemy will be able to destroy the turret before getting in range. Consider placing turrets behind walls. &#039;&#039;When in small spaces, maximize the turret firing arc.&#039;&#039; Place the turret in the most central position, where it can fire everywhere in the area. In best case scenarios, an enemy unit should not be able to fire at the turret without entering it&#039;s range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Identify a map&#039;s chokepoints,&#039;&#039;&#039; and try to force the enemy to assault those. For a detailed analysis of each map and it&#039;s critical points, see the &amp;quot;Maps&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== General Vehicle Tips ==&lt;br /&gt;
* Always try to travel in teams, two tanks are much more likely to win a battle than one and are also more likely to spot the enemy before he gets too close. Another benefit of this system is the ability to occupy the enemy whilst your partner repairs and rearms both of you.&lt;br /&gt;
* Try to be considerate with your use of resources when you build a vehicle. Just one tricked out tank can severely hurt a teams resources, so remember you will lose as well in the end.&lt;br /&gt;
* If you need to hop out to do something in enemy territory, turn your vehicle to face your escape route and give you cover &#039;&#039;&#039;before&#039;&#039;&#039; you jump out. Then, when that artillery tank rolls around the corner, you will be able to escape much more quickly. &lt;br /&gt;
* Don&#039;t fire as quickly as you can or you will overheat. Always try to allow yourself some space on the heat bar in case the battle suddenly swings towards the enemies favour and you have to make a quick escape. There is nothing more frustrating than an overheating vehicle when all you want to do is drive away. &lt;br /&gt;
* Don&#039;t be afraid to retreat, often it can draw the enemy into friendly turret space or allow time for a friendly unit to assist you. &lt;br /&gt;
* Check that the vehicle you are about to drive away is not somebody elses ride or you won&#039;t make very many friends on a server.&lt;br /&gt;
* If you plan to use vehicles a lot in a game, try to select complementary skills when you are promoted or you might as well not have them. &lt;br /&gt;
* A well upgraded light tank will beat a normal heavy tank, so choose your vehicle and upgrades carefully.&lt;br /&gt;
&lt;br /&gt;
== Advanced Vehicle Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle customization |Vehicle customization guide]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Tips ==&lt;br /&gt;
=== Binding Items from the Pop-Up Menu ===&lt;br /&gt;
&lt;br /&gt;
Commands from the pop-up menu (default &#039;f&#039;) can also be accessed via console commands (as of 1.08, RC18). This allows them to be bound to keys, for more speedy usage. The console command to use is &amp;quot;emp_menu_quickcmd &amp;lt;menu #&amp;gt; &amp;lt;command #&amp;gt;&amp;quot;. Use the number of the menu, and the number of the command within that menu. An index of available menu and command numbers is given below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1 PLAYER_SPECIFIC_FRIENDLY (if a friendly is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Guard this unit&amp;quot;&lt;br /&gt;
	1 Resupply&lt;br /&gt;
	3 Repair/heal&lt;br /&gt;
2 PLAYER_SPECIFIC_ENEMY (if an enemy is under your crosshairs)&lt;br /&gt;
	0 Spotted&lt;br /&gt;
	3 Grenade attack&lt;br /&gt;
	4 Attack&lt;br /&gt;
3 PLAYER_SPECIFIC_GROUND (if something neutral is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Move to this location&amp;quot;&lt;br /&gt;
	1 Build&lt;br /&gt;
	3 Grenade/mine&lt;br /&gt;
	4 Dig-in&lt;br /&gt;
4 PLAYER_GLOBAL&lt;br /&gt;
	0 &amp;quot;Area secure&amp;quot;&lt;br /&gt;
	4 &amp;quot;Area is not secure&amp;quot;&lt;br /&gt;
5 PLAYER_LOCAL&lt;br /&gt;
	0 &amp;quot;Move up&amp;quot;&lt;br /&gt;
	1 &amp;quot;Take cover&amp;quot;&lt;br /&gt;
	2 Taunt&lt;br /&gt;
	3 &amp;quot;Cover fire&amp;quot;&lt;br /&gt;
	4 &amp;quot;Pull back&amp;quot;&lt;br /&gt;
6 PLAYER_SQUAD&lt;br /&gt;
	0 invite to squad command (must have clicked on player, local player must be in squad)&lt;br /&gt;
	0 request to join squad command (if local player is not in squad and clicked on player is in a squad)&lt;br /&gt;
	1 do squad leader power #1 (if you are a squad leader)&lt;br /&gt;
	2 vote the commander out&lt;br /&gt;
	3 do squad leader power #2 (if you are a squad leader)&lt;br /&gt;
	4 force leave squad command (if squad leader and clicked player are in same squad)&lt;br /&gt;
	4 leave squad (if no one clicked on and local player is in a squad)&lt;br /&gt;
7 PLAYER_GLOBAL_SUPPORT&lt;br /&gt;
	0 Request air support&lt;br /&gt;
	1 Request artillery support&lt;br /&gt;
	2 Request armor support&lt;br /&gt;
	3 Request infantry support&lt;br /&gt;
	4 Request transport&lt;br /&gt;
8 PLAYER_GLOBAL_SUPPLIES&lt;br /&gt;
	1 Request ammo&lt;br /&gt;
	3 Request healing/repairs&lt;br /&gt;
	4 Request an engineer&lt;br /&gt;
9 PLAYER_ACK&lt;br /&gt;
	0 Confirm order&lt;br /&gt;
	1 &amp;quot;Negative&amp;quot;&lt;br /&gt;
	3 &amp;quot;Roger&amp;quot;&lt;br /&gt;
	4 Deny/Cancel order&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Note|Some commands are context-sensitive, changing in function depending on what is under your crosshairs at the time.}}&lt;br /&gt;
&lt;br /&gt;
For example, in order to bind the &#039;x&#039; key to call for a medic, the following line should be added to &#039;&#039;&#039;autoexec.cfg&#039;&#039;&#039; or &#039;&#039;&#039;infantry.cfg&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;bind &amp;quot;x&amp;quot; &amp;quot;emp_menu_quickcmd 8 3&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How Not to Play Empires ==&lt;br /&gt;
&lt;br /&gt;
The [[Noob&#039;s Guide to Empires]] outlines many of the strategies to take in playing Empires when one wishes to play as poorly as possible.  It is a satirical look at the way new players interact with various facets of the game.  They often do so in ways which outline how poor at the game they are.  If you wish to avoid some of the main mistakes new players make while playing Empires, please read this Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Tips]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Fan_Sites&amp;diff=5047</id>
		<title>Fan Sites</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Fan_Sites&amp;diff=5047"/>
		<updated>2007-11-20T19:39:42Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: formatting&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;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Command_Vehicle&amp;diff=5043</id>
		<title>Command Vehicle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Command_Vehicle&amp;diff=5043"/>
		<updated>2007-11-20T17:21:11Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Command Vehicle}}&lt;br /&gt;
&lt;br /&gt;
[[Image:NFCV2.jpg|right|thumb|Northern Faction CV]]&lt;br /&gt;
[[Image:IMPCV.jpg|right|thumb|Imperial CV]]&lt;br /&gt;
&lt;br /&gt;
The Command Vehicle (commonly referred to as &amp;quot;CV&amp;quot;) is the unit used by the [[Commander]] to lead the team. Whoever enters the Command Vehicle assumes the rule of [[Commander]]. Press F2 while in the command vehicle to enter RTS mode. Destruction of the Command Vehicle results in a loss for the team whose CV is destroyed. For this reason, it is important to keep it protected and under watch at all times.&lt;br /&gt;
&lt;br /&gt;
{{warning|The Command Vehicle is not to be used in combat. New players would be recommended to stay away from it until they have a complete grasp of how the game works. Hijacking this vehicle with no intention of becoming [[commander]] is highly frowned upon.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
* Seats: 1&lt;br /&gt;
* Non-Equipped Cost: N/A&lt;br /&gt;
* Non-Equipped Weight: N/A&lt;br /&gt;
* Heat Capacity: N/A&lt;br /&gt;
* Availability: [[Northern]] and [[Imperial]]&lt;br /&gt;
&lt;br /&gt;
== Armor Plates ==&lt;br /&gt;
* Front: 7&lt;br /&gt;
* Sides: 6&lt;br /&gt;
* Back: 4&lt;br /&gt;
&lt;br /&gt;
== Weapon Slots ==&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* While it is often useful to fortify some areas for the Command Vehicle to hide behind, it is usually a bad idea to completely encircle a CV in walls.&lt;br /&gt;
* Try to avoid dangerous manoeuvres when driving the Command Vehicle.  Sinking the CV in deep waters, driving it off high enough cliffs or flipping it over (accidentally or otherwise) will cause the CV to quickly destroy itself.&lt;br /&gt;
* Avoid placing the Command Vehicle in wide open spaces without defense against infantry, as a rogue grenadier can easily take it down by placing mines around it, or a Rifleman with sticky bombs can cause heavy damage to it quickly.  One or two well-placed mines may even flip the Command Vehicle onto its back, scoring an easy victory for your opponent.&lt;br /&gt;
* While the CV doesn&#039;t feature any weapons, you can easily run over and crush enemy infantry.&lt;br /&gt;
[[Category:Vehicles|Command Vehicle]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Command_Vehicle&amp;diff=5042</id>
		<title>Command Vehicle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Command_Vehicle&amp;diff=5042"/>
		<updated>2007-11-20T17:19:43Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Tips */  added sticky bomb tip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Command Vehicle}}&lt;br /&gt;
&lt;br /&gt;
[[Image:NFCV2.jpg|right|thumb|Northern Faction CV]]&lt;br /&gt;
[[Image:IMPCV.jpg|right|thumb|Imperial CV]]&lt;br /&gt;
&lt;br /&gt;
The Command Vehicle is the unit used by the [[Commander]] to lead the team. Whoever enters the Command Vehicle assumes the rule of [[Commander]]. Press F2 while in the command vehicle to enter RTS mode. Destruction of the Command Vehicle results in a loss for the team whose CV is destroyed. For this reason, it is important to keep it protected and under watch at all times.&lt;br /&gt;
&lt;br /&gt;
{{warning|The Command Vehicle is not to be used in combat. New players would be recommended to stay away from it until they have a complete grasp of how the game works. Hijacking this vehicle with no intention of becoming [[commander]] is highly frowned upon.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
* Seats: 1&lt;br /&gt;
* Non-Equipped Cost: N/A&lt;br /&gt;
* Non-Equipped Weight: N/A&lt;br /&gt;
* Heat Capacity: N/A&lt;br /&gt;
* Availability: [[Northern]] and [[Imperial]]&lt;br /&gt;
&lt;br /&gt;
== Armor Plates ==&lt;br /&gt;
* Front: 7&lt;br /&gt;
* Sides: 6&lt;br /&gt;
* Back: 4&lt;br /&gt;
&lt;br /&gt;
== Weapon Slots ==&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* While it is often useful to fortify some areas for the Command Vehicle to hide behind, it is usually a bad idea to completely encircle a CV in walls.&lt;br /&gt;
* Try to avoid dangerous manoeuvres when driving the Command Vehicle.  Sinking the CV in deep waters, driving it off high enough cliffs or flipping it over (accidentally or otherwise) will cause the CV to quickly destroy itself.&lt;br /&gt;
* Avoid placing the Command Vehicle in wide open spaces without defense against infantry, as a rogue grenadier can easily take it down by placing mines around it, or a Rifleman with sticky bombs can cause heavy damage to it quickly.  One or two well-placed mines may even flip the Command Vehicle onto its back, scoring an easy victory for your opponent.&lt;br /&gt;
* While the CV doesn&#039;t feature any weapons, you can easily run over and crush enemy infantry.&lt;br /&gt;
[[Category:Vehicles|Command Vehicle]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Quick_Start_Guide&amp;diff=5041</id>
		<title>Talk:Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Quick_Start_Guide&amp;diff=5041"/>
		<updated>2007-11-20T16:24:06Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: using jargon?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;holy shit was this page needed. I can&#039;t believe no one made this yet. I shouldn&#039;t even have to say that anything we put in this guide should be so straightforward and basic that newbies can follow it, even if they&#039;re pants-on-head retarded, and any tips should be general enough to be universal and apply to many many situations.--[[User:The Buttery Lobster|The Buttery Lobster]] 16:13, 17 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I strongly urge any and all vets to take a look at this guide and revise it as you see fit-- namely, I want to make sure that this thing is VERY simple and clearly explained, and will QUICKLY allow someone to get a grasp of the game without reading any other pages, and all tips apply to many situations. For example, I think more attention should be paid to early game procedure-- i.e. go out, build refs, build a forward base, then/or prepare for first assaults. When in doubt, go towards the enemy base, killing buildings and building refs.--[[User:The Buttery Lobster|The Buttery Lobster]] 01:02, 19 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I propose refraining from using jargon on the Guide. Let&#039;s face it, the newbs who will read it will not know the ins and outs of the game and might quickly get confused by unfamiliar terms. If you simply must use such terms, at least make sure they are wiki-linked to their corresponding entry on the [[Jargon]] page. --[[User:Chahk|Chahk]] 08:24, 20 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5040</id>
		<title>Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5040"/>
		<updated>2007-11-20T03:36:54Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Making your vehicle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting the Game ==&lt;br /&gt;
1. &#039;&#039;&#039;Choose a team&#039;&#039;&#039; with the team selection screen. Choose one or the other, or use auto-assign.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a commander:&#039;&#039;&#039; If you&#039;re on a classic map, you&#039;ll be staring at a Commander Voting screen. Make your choice and it will go away. (Or &amp;quot;,&amp;quot; is the default to cancel this window.)&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Choose a squad:&#039;&#039;&#039; While you&#039;re waiting for the vote to finish (it won&#039;t take long, the vote is about 20 seconds) you can choose a squad by opening the squad window (default &amp;quot;.&amp;quot; key) and join or create one.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Choose a class:&#039;&#039;&#039; You&#039;ll then be staring at a class selection screen. Pick your class and your weapons, and hit &#039;accept.&#039; (&amp;quot;n&amp;quot; is the default to open and close this window.) &lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Choose a spawn:&#039;&#039;&#039; Finally, a Spawn Map will pop up. Here, you get to choose where you spawn into the game. At the start, you only have one spot- that big fuzzy dot on the map. Click on it, and you&#039;re ready to go!&lt;br /&gt;
&lt;br /&gt;
== How to get into the action ==&lt;br /&gt;
1. &#039;&#039;&#039;Commander:&#039;&#039;&#039; At the very start of a match, you need to choose a commander. Vote for someone who already has a lot of votes. &#039;&#039;Do not command if you are new,&#039;&#039; wait until you understand the basics of the game and understand what research is useful.&lt;br /&gt;
*A good commander won&#039;t guarantee that you win the game, but a bad commander will guarantee that you lose it.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose the Engineer class&#039;&#039;&#039; at the start of any classic map. Yes, the Scout sounds really cool, but it is near useless unless you know exactly what you&#039;re doing. An Engineer can do everything you need early in the game, so you&#039;ll be prepared for anything that hits you.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Join a squad and move out right away.&#039;&#039;&#039; There is no Vehicle Factory, no armory, and very little in terms of defense at your home base, so don&#039;t bother looking for it.&lt;br /&gt;
*The sooner you reach the front lines, the sooner you can establish a good defensive barrier to defeat the enemy. Don&#039;t dawdle around the base!&lt;br /&gt;
*If you noticed someone who did well in the previous match, follow them if they are an Engineer and watch what they do.&lt;br /&gt;
*Believe it or not, but the most deaths among new players come from enemy mines. ALWAYS keep a lookout for them on the ground.&lt;br /&gt;
*You can get extra ammunition from engineers from ammo boxes they can drop or from an armory which you will not have at the start of the game. Just use the request ammo voice command and an engineer should be willing to help you.&lt;br /&gt;
*If you&#039;re an Engineer, don&#039;t be afraid to let the other classes charge into the fray first. You&#039;re the jack-of-all-trades, which means the other classes are better at dealing with their area of expertise... let them handle it.&lt;br /&gt;
&lt;br /&gt;
== Your Objectives and what to do ==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Move towards the enemy base, and look for resource nodes-&#039;&#039;&#039; they&#039;re the yellow dots on your minimap. When you get to one, pester your Commander to drop a refinery on it, so you can build it. Don&#039;t stand too close so there&#039;s room for the building, and watch out for enemies!&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Prepare to engage the Enemy&#039;&#039;&#039; once you&#039;re close enough to their infantry and defenses (usually anywhere in the middle of the map). As an engineer, you&#039;re ready to build any turrets or buildings the commander drops for you. Now is a good time to build your own turret and camera, or maybe some walls to give your team cover.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Press the Offensive!&#039;&#039;&#039; Now that all the refineries are captured by someone, you&#039;re gonna have to start attacking the enemy if you want their refineries for your team. Be sure to stick with your squad, and focus your attacks on spawn points to push the enemy back, not their infantry, or they&#039;ll simply keep coming at you.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Move in for the kill:&#039;&#039;&#039; When tanks start rolling out, you can do some serious damage. If you&#039;ve successfully pushed the enemy back somewhere along the front lines, keep attacking the weak point! If you can get to the enemy Command Vehicle without getting killed right away, try and destroy it. (Remember, the CV is tough, and just one tank attacking the heart of the enemy isn&#039;t going to last long. Work in teams!)&lt;br /&gt;
&lt;br /&gt;
*By pressing enter you can choose where you spawn. After a while, the commander may have a forward barracks set up closer to the front lines, or there may be an APC closer to the enemy. You wont have to spend any time walking to the enemy by choosing to spawn in one of these new areas.&lt;br /&gt;
*Go easy on your commander. Commanding is probably the toughest job in the game, and not everyone is an expert at it. If someone inexperienced volunteers to command because no one else wants to, remember that they stood up to the challenge when no one else would--so cut them some slack.&lt;br /&gt;
*If your commander gives you an order, you should probably do it. He can see the whole battlefield, so he knows what the enemy is up to, and what you can do to defeat them. There&#039;s a good chance he gave that order because it will greatly aid the team.&lt;br /&gt;
&lt;br /&gt;
== How to use the Engineer class ==&lt;br /&gt;
&lt;br /&gt;
*Placing Engineer Turrets right next to the Barracks at the start of the game is generally not a good idea. Commanders can always protect their location by purchasing their own Turrets. Securing Refineries before the enemy team gets to them and locations for forward bases should be the top priority, since controlling territory and resources is what makes the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
*The Repair Upgrade skill lets you build a lot faster, thus wasting less time building and allowing for more time moving up. This is extremely important at the start of a game when your Commander needs the bases built quickly. Additionally, this skill will give you the ability to complete a Turret before the enemy closes in.&lt;br /&gt;
&lt;br /&gt;
*Cameras display positions of nearby enemy infantry units on your HUD. This is especially invaluable on closed-quarters maps such as District or Escort. Even on larger maps Cameras and Radars deployed in strategic positions (around corners, in foliage, etc.) can serve as an early warning system to you and your team mates.&lt;br /&gt;
&lt;br /&gt;
*The seismic grenades cause little damage to infantry or tanks. They are best used against buildings and other Engineers&#039; deployables, but not against anything mobile.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Turrets ==&lt;br /&gt;
&lt;br /&gt;
*The best way to destroy a turret is with three well-placed Engineer grenades. Alternatively, a grenadier can use his missile launcher or his mortar to quickly take them out from a distance. The Rifleman also has a few regular grenades that can do the trick, if you&#039;re desperate. &#039;&#039;Shooting them with your machine gun, though, is not a good way to destroy them.&#039;&#039; Like all buildings, turrets are immune to regular gunfire.&lt;br /&gt;
&lt;br /&gt;
*You can throw grenades at Level 1 turrets from far away, because you can throw grenades farther then they can shoot. But once they get to level 2 and 3 you will need a new tactic for destroying them: tanks and grenadiers are the easiest way to destroy a turret, but you can try creating walls to creep up on them with another engineer, or use the geometry of the map to find a way to get close without them shooting you.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Walls ==&lt;br /&gt;
&lt;br /&gt;
*One of your first ideas might be to build a giant wall around your base. This is a very bad idea. Remember, you&#039;ve got to go out and claim that territory before the enemy does! Walls take time to build, time that you need to spend making Refineries and turrets and anything else the commander drops for you.&lt;br /&gt;
&lt;br /&gt;
*The best use of walls is in strategically placed, small segments. Just a segment or two of walls can be used to provide cover from turrets and to block in tanks or enemy command vehicles. Instead of one massive line of walls across a base, a few segments carefully placed can defend buildings against rocket fire and forward APCs from enemy attack. (Don&#039;t trap the APC by surrounding it completely, though!)&lt;br /&gt;
&lt;br /&gt;
*Attacking walls is not an effective way to destroy them- they can take a lot of damage. However, they&#039;re weak against the Engineer&#039;s build abilities, and he can deconstruct them with his engineering tool quickly and easily.&lt;br /&gt;
&lt;br /&gt;
== Making your vehicle ==&lt;br /&gt;
&lt;br /&gt;
*See [[Vehicle_customization|Vehicle Customization]]&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Enter the Vehicle Factory,&#039;&#039;&#039; and &#039;use&#039; the blue control pad inside to pull up the vehicle creation screen.  Alternatively, pressing the &#039;Vehicle Menu&#039; key (binding found on the Controls in-game menu) inside the Vehicle Factory brings up the same screen.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a chassis&#039;&#039;&#039; in the upper left corner, and click &#039;customize.&#039;&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Equip your tank&#039;&#039;&#039; by pulling equipment from the left side of the screen onto the tank in the center, then click &#039;next.&#039; Do this with weapons (red: cannons, green: missiles, yellow: machine guns) armor (don&#039;t forget to choose how much of each type of armor you want!) and an engine.  Don&#039;t forget to drag existing weapons, armor and engine off the vehicle if you wish to replace them with a different unit.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Weapon grouping&#039;&#039;&#039;: this screen allows grouping of weapons. The numbers represent the weapon group that will be selected when that keyboard number is pressed, while the &#039;&#039;&#039;Fire Mode&#039;&#039;&#039; drop-downs represent the primary or secondary mode for that weapon.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Finally, click &#039;build.&#039;&#039;&#039;&#039; You&#039;re ready to roll!&lt;br /&gt;
&lt;br /&gt;
*You can save tank &#039;&#039;&#039;Layouts&#039;&#039;&#039; so you don&#039;t have to customize your vehicle from scratch every time. Give descriptive names to layouts so that you don&#039;t forget what technology they contain.&lt;br /&gt;
&lt;br /&gt;
*If you park on a Repair Pad, you can re-equip your tank with different technology once it becomes available via Research. Just pull up the vehicle customization screen (Default: v) and repeat the above steps. Not that you cannot change the tank Chassis on a repair pad, and re-equipping it destroys all armor, so you&#039;ll have to stay on the pad while it regenerates.&lt;br /&gt;
&lt;br /&gt;
*As a general rule of thumb, if your going to buy a jeep, just get an APC instead and park it somewhere safe and walk the rest of the distance. Your team will love you for the extra spawn, and your commander won&#039;t get mad at you for wasting resources.&lt;br /&gt;
&lt;br /&gt;
*Sometimes there are a lot of different weapons, armor, or engines you can choose to put on your vehicle. If you&#039;re not sure what type of tank you should make or how you should customize it, don&#039;t be afraid to ask your teammates for advice.&lt;br /&gt;
&lt;br /&gt;
*Until you get upgraded armor your tanks will be very weak. Until you get upgraded engines your tank will overheat very easily. Until you get more powerful weapons, your tank won&#039;t be able to deal a lot of damage. &#039;&#039;In other words, a single grenadier can destroy even the powerful heavy tank if that vehicle isn&#039;t upgraded, but a heavy tank with the best technology in the game can hold off an entire team!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Vehicle Combat ==&lt;br /&gt;
1. &#039;&#039;&#039;Do not waste your tank.&#039;&#039;&#039;&lt;br /&gt;
*Unlike in other games, vehicles are not free and do not respawn when lost. They cost resources that your team generally cannot afford to lose. Attack, fall back and repair, repeat. &#039;&#039;The team that preserves their tanks and their resources is the team that wins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Engineer is a good class to drive tanks with (especially with the repair upgrade skill) because of the ability to repair in the field and rearm when ammunition runs low.&lt;br /&gt;
&lt;br /&gt;
*Grenadiers also make good tank driver because of their Defusal skill, which allows driving over enemy mines without detonating them.&lt;br /&gt;
&lt;br /&gt;
*Driving close to an armory , driving onto a repair bay, or stopping near an Engineer&#039;s ammo box will re-stock your weapons.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;The right gun for the right job.&#039;&#039;&#039;&lt;br /&gt;
*There are many weapons in empires, each with a different use. However, as a rule of thumb, machine guns are good against infantry, cannons are good against tanks, and missiles are good against buildings and, to a lesser extent, tanks.&lt;br /&gt;
&lt;br /&gt;
*Standard cannons aren&#039;t that strong against buildings. For example, several level 1 turrets are better and quicker dispatched by using infantry items instead of wasting tank shells. On the other hand, upgraded weapons like the High Explosive Cannon can destroy turrets very quickly.&lt;br /&gt;
&lt;br /&gt;
*HE Cannons and Nuclear missiles are very effective against infantry, and certain machine guns can damage tanks as well as infantry.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Fight smart!&#039;&#039;&#039;&lt;br /&gt;
*Use your teammates and allied tanks. Two medium tanks are better than one heavy tank. Make sure to work as a team. If the enemy is focusing fire on your friendly tank and you still have full armor, try ramming the enemy tank to block his attack on your teammate. Also, make sure you both concentrate your fire on one target at a time, to eliminate it quickly.&lt;br /&gt;
&lt;br /&gt;
*Keep an eye on your heat levels. If someone is far away from you and driving in circles while you just sit there spamming your weapons, he might just be baiting you. Once your heat levels are in the red, most engines will stall and you will be unable to fire your weapons, he&#039;ll swoop in for the kill. Different weapons cause more heat to fire than others, so make sure to take that into account when selecting the loadout. Also keep in mind that some weapons are specifically designed to overheat the enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
*Wait until you have a good, clear shot before firing your weapons. You have to consider your tank&#039;s speed and the enemy tank&#039;s speed when firing. It is tricky, but keep practicing and you&#039;ll get the hang of it in no time.&lt;br /&gt;
&lt;br /&gt;
*Pay attention to your surroundings. If you&#039;re fighting in no-mans land where neither team has the advantage, don&#039;t be afraid to retreat and lure the enemy tank into following you. If you can lure him into the range of some turrets, start blasting him and try to ram him so he can&#039;t escape the turret range. This also gives you a longer distance to chase the damaged enemy tank before you run into his own turrets. This is just one example of how you can use your surroundings to your advantage, so pay attention to what&#039;s happening in the map!&lt;br /&gt;
&lt;br /&gt;
*Watch out for mines. They cause a lot of damage to vehicles, and can often kill a not upgraded tank with a single mine. For this reason, Grenadiers are a great tank driving class because you can chose the mine Defusal skill, that will let you drive over mines without setting them off.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5039</id>
		<title>Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5039"/>
		<updated>2007-11-20T03:34:27Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Vehicle Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting the Game ==&lt;br /&gt;
1. &#039;&#039;&#039;Choose a team&#039;&#039;&#039; with the team selection screen. Choose one or the other, or use auto-assign.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a commander:&#039;&#039;&#039; If you&#039;re on a classic map, you&#039;ll be staring at a Commander Voting screen. Make your choice and it will go away. (Or &amp;quot;,&amp;quot; is the default to cancel this window.)&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Choose a squad:&#039;&#039;&#039; While you&#039;re waiting for the vote to finish (it won&#039;t take long, the vote is about 20 seconds) you can choose a squad by opening the squad window (default &amp;quot;.&amp;quot; key) and join or create one.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Choose a class:&#039;&#039;&#039; You&#039;ll then be staring at a class selection screen. Pick your class and your weapons, and hit &#039;accept.&#039; (&amp;quot;n&amp;quot; is the default to open and close this window.) &lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Choose a spawn:&#039;&#039;&#039; Finally, a Spawn Map will pop up. Here, you get to choose where you spawn into the game. At the start, you only have one spot- that big fuzzy dot on the map. Click on it, and you&#039;re ready to go!&lt;br /&gt;
&lt;br /&gt;
== How to get into the action ==&lt;br /&gt;
1. &#039;&#039;&#039;Commander:&#039;&#039;&#039; At the very start of a match, you need to choose a commander. Vote for someone who already has a lot of votes. &#039;&#039;Do not command if you are new,&#039;&#039; wait until you understand the basics of the game and understand what research is useful.&lt;br /&gt;
*A good commander won&#039;t guarantee that you win the game, but a bad commander will guarantee that you lose it.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose the Engineer class&#039;&#039;&#039; at the start of any classic map. Yes, the Scout sounds really cool, but it is near useless unless you know exactly what you&#039;re doing. An Engineer can do everything you need early in the game, so you&#039;ll be prepared for anything that hits you.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Join a squad and move out right away.&#039;&#039;&#039; There is no Vehicle Factory, no armory, and very little in terms of defense at your home base, so don&#039;t bother looking for it.&lt;br /&gt;
*The sooner you reach the front lines, the sooner you can establish a good defensive barrier to defeat the enemy. Don&#039;t dawdle around the base!&lt;br /&gt;
*If you noticed someone who did well in the previous match, follow them if they are an Engineer and watch what they do.&lt;br /&gt;
*Believe it or not, but the most deaths among new players come from enemy mines. ALWAYS keep a lookout for them on the ground.&lt;br /&gt;
*You can get extra ammunition from engineers from ammo boxes they can drop or from an armory which you will not have at the start of the game. Just use the request ammo voice command and an engineer should be willing to help you.&lt;br /&gt;
*If you&#039;re an Engineer, don&#039;t be afraid to let the other classes charge into the fray first. You&#039;re the jack-of-all-trades, which means the other classes are better at dealing with their area of expertise... let them handle it.&lt;br /&gt;
&lt;br /&gt;
== Your Objectives and what to do ==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Move towards the enemy base, and look for resource nodes-&#039;&#039;&#039; they&#039;re the yellow dots on your minimap. When you get to one, pester your Commander to drop a refinery on it, so you can build it. Don&#039;t stand too close so there&#039;s room for the building, and watch out for enemies!&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Prepare to engage the Enemy&#039;&#039;&#039; once you&#039;re close enough to their infantry and defenses (usually anywhere in the middle of the map). As an engineer, you&#039;re ready to build any turrets or buildings the commander drops for you. Now is a good time to build your own turret and camera, or maybe some walls to give your team cover.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Press the Offensive!&#039;&#039;&#039; Now that all the refineries are captured by someone, you&#039;re gonna have to start attacking the enemy if you want their refineries for your team. Be sure to stick with your squad, and focus your attacks on spawn points to push the enemy back, not their infantry, or they&#039;ll simply keep coming at you.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Move in for the kill:&#039;&#039;&#039; When tanks start rolling out, you can do some serious damage. If you&#039;ve successfully pushed the enemy back somewhere along the front lines, keep attacking the weak point! If you can get to the enemy Command Vehicle without getting killed right away, try and destroy it. (Remember, the CV is tough, and just one tank attacking the heart of the enemy isn&#039;t going to last long. Work in teams!)&lt;br /&gt;
&lt;br /&gt;
*By pressing enter you can choose where you spawn. After a while, the commander may have a forward barracks set up closer to the front lines, or there may be an APC closer to the enemy. You wont have to spend any time walking to the enemy by choosing to spawn in one of these new areas.&lt;br /&gt;
*Go easy on your commander. Commanding is probably the toughest job in the game, and not everyone is an expert at it. If someone inexperienced volunteers to command because no one else wants to, remember that they stood up to the challenge when no one else would--so cut them some slack.&lt;br /&gt;
*If your commander gives you an order, you should probably do it. He can see the whole battlefield, so he knows what the enemy is up to, and what you can do to defeat them. There&#039;s a good chance he gave that order because it will greatly aid the team.&lt;br /&gt;
&lt;br /&gt;
== How to use the Engineer class ==&lt;br /&gt;
&lt;br /&gt;
*Placing Engineer Turrets right next to the Barracks at the start of the game is generally not a good idea. Commanders can always protect their location by purchasing their own Turrets. Securing Refineries before the enemy team gets to them and locations for forward bases should be the top priority, since controlling territory and resources is what makes the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
*The Repair Upgrade skill lets you build a lot faster, thus wasting less time building and allowing for more time moving up. This is extremely important at the start of a game when your Commander needs the bases built quickly. Additionally, this skill will give you the ability to complete a Turret before the enemy closes in.&lt;br /&gt;
&lt;br /&gt;
*Cameras display positions of nearby enemy infantry units on your HUD. This is especially invaluable on closed-quarters maps such as District or Escort. Even on larger maps Cameras and Radars deployed in strategic positions (around corners, in foliage, etc.) can serve as an early warning system to you and your team mates.&lt;br /&gt;
&lt;br /&gt;
*The seismic grenades cause little damage to infantry or tanks. They are best used against buildings and other Engineers&#039; deployables, but not against anything mobile.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Turrets ==&lt;br /&gt;
&lt;br /&gt;
*The best way to destroy a turret is with three well-placed Engineer grenades. Alternatively, a grenadier can use his missile launcher or his mortar to quickly take them out from a distance. The Rifleman also has a few regular grenades that can do the trick, if you&#039;re desperate. &#039;&#039;Shooting them with your machine gun, though, is not a good way to destroy them.&#039;&#039; Like all buildings, turrets are immune to regular gunfire.&lt;br /&gt;
&lt;br /&gt;
*You can throw grenades at Level 1 turrets from far away, because you can throw grenades farther then they can shoot. But once they get to level 2 and 3 you will need a new tactic for destroying them: tanks and grenadiers are the easiest way to destroy a turret, but you can try creating walls to creep up on them with another engineer, or use the geometry of the map to find a way to get close without them shooting you.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Walls ==&lt;br /&gt;
&lt;br /&gt;
*One of your first ideas might be to build a giant wall around your base. This is a very bad idea. Remember, you&#039;ve got to go out and claim that territory before the enemy does! Walls take time to build, time that you need to spend making Refineries and turrets and anything else the commander drops for you.&lt;br /&gt;
&lt;br /&gt;
*The best use of walls is in strategically placed, small segments. Just a segment or two of walls can be used to provide cover from turrets and to block in tanks or enemy command vehicles. Instead of one massive line of walls across a base, a few segments carefully placed can defend buildings against rocket fire and forward APCs from enemy attack. (Don&#039;t trap the APC by surrounding it completely, though!)&lt;br /&gt;
&lt;br /&gt;
*Attacking walls is not an effective way to destroy them- they can take a lot of damage. However, they&#039;re weak against the Engineer&#039;s build abilities, and he can deconstruct them with his engineering tool quickly and easily.&lt;br /&gt;
&lt;br /&gt;
== Making your vehicle ==&lt;br /&gt;
&lt;br /&gt;
*See [[Vehicle_customization]]&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Enter the Vehicle Factory,&#039;&#039;&#039; and &#039;use&#039; the blue control pad inside to pull up the vehicle creation screen.  Alternatively, pressing the &#039;Vehicle Menu&#039; key (binding found on the Controls in-game menu) inside the Vehicle Factory brings up the same screen.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a chassis&#039;&#039;&#039; in the upper left corner, and click &#039;customize.&#039;&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Equip your tank&#039;&#039;&#039; by pulling equipment from the left side of the screen onto the tank in the center, then click &#039;next.&#039; Do this with weapons (red: cannons, green: missiles, yellow: machine guns) armor (don&#039;t forget to choose how much of each type of armor you want!) and an engine.  Don&#039;t forget to drag existing weapons, armor and engine off the vehicle if you wish to replace them with a different unit.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Weapon grouping&#039;&#039;&#039;: this screen allows grouping of weapons. The numbers represent the weapon group that will be selected when that keyboard number is pressed, while the &#039;&#039;&#039;Fire Mode&#039;&#039;&#039; drop-downs represent the primary or secondary mode for that weapon.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Finally, click &#039;build.&#039;&#039;&#039;&#039; You&#039;re ready to roll!&lt;br /&gt;
&lt;br /&gt;
*You can save tank &#039;&#039;&#039;Layouts&#039;&#039;&#039; so you don&#039;t have to customize your vehicle from scratch every time. Give descriptive names to layouts so that you don&#039;t forget what technology they contain.&lt;br /&gt;
&lt;br /&gt;
*If you park on a Repair Pad, you can re-equip your tank with different technology once it becomes available via Research. Just pull up the vehicle customization screen (Default: v) and repeat the above steps. Not that you cannot change the tank Chassis on a repair pad, and re-equipping it destroys all armor, so you&#039;ll have to stay on the pad while it regenerates.&lt;br /&gt;
&lt;br /&gt;
*As a general rule of thumb, if your going to buy a jeep, just get an APC instead and park it somewhere safe and walk the rest of the distance. Your team will love you for the extra spawn, and your commander won&#039;t get mad at you for wasting resources.&lt;br /&gt;
&lt;br /&gt;
*Sometimes there are a lot of different weapons, armor, or engines you can choose to put on your vehicle. If you&#039;re not sure what type of tank you should make or how you should customize it, don&#039;t be afraid to ask your teammates for advice.&lt;br /&gt;
&lt;br /&gt;
*Until you get upgraded armor your tanks will be very weak. Until you get upgraded engines your tank will overheat very easily. Until you get more powerful weapons, your tank won&#039;t be able to deal a lot of damage. &#039;&#039;In other words, a single grenadier can destroy even the powerful heavy tank if that vehicle isn&#039;t upgraded, but a heavy tank with the best technology in the game can hold off an entire team!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Vehicle Combat ==&lt;br /&gt;
1. &#039;&#039;&#039;Do not waste your tank.&#039;&#039;&#039;&lt;br /&gt;
*Unlike in other games, vehicles are not free and do not respawn when lost. They cost resources that your team generally cannot afford to lose. Attack, fall back and repair, repeat. &#039;&#039;The team that preserves their tanks and their resources is the team that wins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Engineer is a good class to drive tanks with (especially with the repair upgrade skill) because of the ability to repair in the field and rearm when ammunition runs low.&lt;br /&gt;
&lt;br /&gt;
*Grenadiers also make good tank driver because of their Defusal skill, which allows driving over enemy mines without detonating them.&lt;br /&gt;
&lt;br /&gt;
*Driving close to an armory , driving onto a repair bay, or stopping near an Engineer&#039;s ammo box will re-stock your weapons.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;The right gun for the right job.&#039;&#039;&#039;&lt;br /&gt;
*There are many weapons in empires, each with a different use. However, as a rule of thumb, machine guns are good against infantry, cannons are good against tanks, and missiles are good against buildings and, to a lesser extent, tanks.&lt;br /&gt;
&lt;br /&gt;
*Standard cannons aren&#039;t that strong against buildings. For example, several level 1 turrets are better and quicker dispatched by using infantry items instead of wasting tank shells. On the other hand, upgraded weapons like the High Explosive Cannon can destroy turrets very quickly.&lt;br /&gt;
&lt;br /&gt;
*HE Cannons and Nuclear missiles are very effective against infantry, and certain machine guns can damage tanks as well as infantry.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Fight smart!&#039;&#039;&#039;&lt;br /&gt;
*Use your teammates and allied tanks. Two medium tanks are better than one heavy tank. Make sure to work as a team. If the enemy is focusing fire on your friendly tank and you still have full armor, try ramming the enemy tank to block his attack on your teammate. Also, make sure you both concentrate your fire on one target at a time, to eliminate it quickly.&lt;br /&gt;
&lt;br /&gt;
*Keep an eye on your heat levels. If someone is far away from you and driving in circles while you just sit there spamming your weapons, he might just be baiting you. Once your heat levels are in the red, most engines will stall and you will be unable to fire your weapons, he&#039;ll swoop in for the kill. Different weapons cause more heat to fire than others, so make sure to take that into account when selecting the loadout. Also keep in mind that some weapons are specifically designed to overheat the enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
*Wait until you have a good, clear shot before firing your weapons. You have to consider your tank&#039;s speed and the enemy tank&#039;s speed when firing. It is tricky, but keep practicing and you&#039;ll get the hang of it in no time.&lt;br /&gt;
&lt;br /&gt;
*Pay attention to your surroundings. If you&#039;re fighting in no-mans land where neither team has the advantage, don&#039;t be afraid to retreat and lure the enemy tank into following you. If you can lure him into the range of some turrets, start blasting him and try to ram him so he can&#039;t escape the turret range. This also gives you a longer distance to chase the damaged enemy tank before you run into his own turrets. This is just one example of how you can use your surroundings to your advantage, so pay attention to what&#039;s happening in the map!&lt;br /&gt;
&lt;br /&gt;
*Watch out for mines. They cause a lot of damage to vehicles, and can often kill a not upgraded tank with a single mine. For this reason, Grenadiers are a great tank driving class because you can chose the mine Defusal skill, that will let you drive over mines without setting them off.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5038</id>
		<title>Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5038"/>
		<updated>2007-11-20T03:28:38Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Vehicle Combat */ added stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting the Game ==&lt;br /&gt;
1. &#039;&#039;&#039;Choose a team&#039;&#039;&#039; with the team selection screen. Choose one or the other, or use auto-assign.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a commander:&#039;&#039;&#039; If you&#039;re on a classic map, you&#039;ll be staring at a Commander Voting screen. Make your choice and it will go away. (Or &amp;quot;,&amp;quot; is the default to cancel this window.)&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Choose a squad:&#039;&#039;&#039; While you&#039;re waiting for the vote to finish (it won&#039;t take long, the vote is about 20 seconds) you can choose a squad by opening the squad window (default &amp;quot;.&amp;quot; key) and join or create one.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Choose a class:&#039;&#039;&#039; You&#039;ll then be staring at a class selection screen. Pick your class and your weapons, and hit &#039;accept.&#039; (&amp;quot;n&amp;quot; is the default to open and close this window.) &lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Choose a spawn:&#039;&#039;&#039; Finally, a Spawn Map will pop up. Here, you get to choose where you spawn into the game. At the start, you only have one spot- that big fuzzy dot on the map. Click on it, and you&#039;re ready to go!&lt;br /&gt;
&lt;br /&gt;
== How to get into the action ==&lt;br /&gt;
1. &#039;&#039;&#039;Commander:&#039;&#039;&#039; At the very start of a match, you need to choose a commander. Vote for someone who already has a lot of votes. &#039;&#039;Do not command if you are new,&#039;&#039; wait until you understand the basics of the game and understand what research is useful.&lt;br /&gt;
*A good commander won&#039;t guarantee that you win the game, but a bad commander will guarantee that you lose it.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose the Engineer class&#039;&#039;&#039; at the start of any classic map. Yes, the Scout sounds really cool, but it is near useless unless you know exactly what you&#039;re doing. An Engineer can do everything you need early in the game, so you&#039;ll be prepared for anything that hits you.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Join a squad and move out right away.&#039;&#039;&#039; There is no Vehicle Factory, no armory, and very little in terms of defense at your home base, so don&#039;t bother looking for it.&lt;br /&gt;
*The sooner you reach the front lines, the sooner you can establish a good defensive barrier to defeat the enemy. Don&#039;t dawdle around the base!&lt;br /&gt;
*If you noticed someone who did well in the previous match, follow them if they are an Engineer and watch what they do.&lt;br /&gt;
*Believe it or not, but the most deaths among new players come from enemy mines. ALWAYS keep a lookout for them on the ground.&lt;br /&gt;
*You can get extra ammunition from engineers from ammo boxes they can drop or from an armory which you will not have at the start of the game. Just use the request ammo voice command and an engineer should be willing to help you.&lt;br /&gt;
*If you&#039;re an Engineer, don&#039;t be afraid to let the other classes charge into the fray first. You&#039;re the jack-of-all-trades, which means the other classes are better at dealing with their area of expertise... let them handle it.&lt;br /&gt;
&lt;br /&gt;
== Your Objectives and what to do ==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Move towards the enemy base, and look for resource nodes-&#039;&#039;&#039; they&#039;re the yellow dots on your minimap. When you get to one, pester your Commander to drop a refinery on it, so you can build it. Don&#039;t stand too close so there&#039;s room for the building, and watch out for enemies!&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Prepare to engage the Enemy&#039;&#039;&#039; once you&#039;re close enough to their infantry and defenses (usually anywhere in the middle of the map). As an engineer, you&#039;re ready to build any turrets or buildings the commander drops for you. Now is a good time to build your own turret and camera, or maybe some walls to give your team cover.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Press the Offensive!&#039;&#039;&#039; Now that all the refineries are captured by someone, you&#039;re gonna have to start attacking the enemy if you want their refineries for your team. Be sure to stick with your squad, and focus your attacks on spawn points to push the enemy back, not their infantry, or they&#039;ll simply keep coming at you.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Move in for the kill:&#039;&#039;&#039; When tanks start rolling out, you can do some serious damage. If you&#039;ve successfully pushed the enemy back somewhere along the front lines, keep attacking the weak point! If you can get to the enemy Command Vehicle without getting killed right away, try and destroy it. (Remember, the CV is tough, and just one tank attacking the heart of the enemy isn&#039;t going to last long. Work in teams!)&lt;br /&gt;
&lt;br /&gt;
*By pressing enter you can choose where you spawn. After a while, the commander may have a forward barracks set up closer to the front lines, or there may be an APC closer to the enemy. You wont have to spend any time walking to the enemy by choosing to spawn in one of these new areas.&lt;br /&gt;
*Go easy on your commander. Commanding is probably the toughest job in the game, and not everyone is an expert at it. If someone inexperienced volunteers to command because no one else wants to, remember that they stood up to the challenge when no one else would--so cut them some slack.&lt;br /&gt;
*If your commander gives you an order, you should probably do it. He can see the whole battlefield, so he knows what the enemy is up to, and what you can do to defeat them. There&#039;s a good chance he gave that order because it will greatly aid the team.&lt;br /&gt;
&lt;br /&gt;
== How to use the Engineer class ==&lt;br /&gt;
&lt;br /&gt;
*Placing Engineer Turrets right next to the Barracks at the start of the game is generally not a good idea. Commanders can always protect their location by purchasing their own Turrets. Securing Refineries before the enemy team gets to them and locations for forward bases should be the top priority, since controlling territory and resources is what makes the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
*The Repair Upgrade skill lets you build a lot faster, thus wasting less time building and allowing for more time moving up. This is extremely important at the start of a game when your Commander needs the bases built quickly. Additionally, this skill will give you the ability to complete a Turret before the enemy closes in.&lt;br /&gt;
&lt;br /&gt;
*Cameras display positions of nearby enemy infantry units on your HUD. This is especially invaluable on closed-quarters maps such as District or Escort. Even on larger maps Cameras and Radars deployed in strategic positions (around corners, in foliage, etc.) can serve as an early warning system to you and your team mates.&lt;br /&gt;
&lt;br /&gt;
*The seismic grenades cause little damage to infantry or tanks. They are best used against buildings and other Engineers&#039; deployables, but not against anything mobile.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Turrets ==&lt;br /&gt;
&lt;br /&gt;
*The best way to destroy a turret is with three well-placed Engineer grenades. Alternatively, a grenadier can use his missile launcher or his mortar to quickly take them out from a distance. The Rifleman also has a few regular grenades that can do the trick, if you&#039;re desperate. &#039;&#039;Shooting them with your machine gun, though, is not a good way to destroy them.&#039;&#039; Like all buildings, turrets are immune to regular gunfire.&lt;br /&gt;
&lt;br /&gt;
*You can throw grenades at Level 1 turrets from far away, because you can throw grenades farther then they can shoot. But once they get to level 2 and 3 you will need a new tactic for destroying them: tanks and grenadiers are the easiest way to destroy a turret, but you can try creating walls to creep up on them with another engineer, or use the geometry of the map to find a way to get close without them shooting you.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Walls ==&lt;br /&gt;
&lt;br /&gt;
*One of your first ideas might be to build a giant wall around your base. This is a very bad idea. Remember, you&#039;ve got to go out and claim that territory before the enemy does! Walls take time to build, time that you need to spend making Refineries and turrets and anything else the commander drops for you.&lt;br /&gt;
&lt;br /&gt;
*The best use of walls is in strategically placed, small segments. Just a segment or two of walls can be used to provide cover from turrets and to block in tanks or enemy command vehicles. Instead of one massive line of walls across a base, a few segments carefully placed can defend buildings against rocket fire and forward APCs from enemy attack. (Don&#039;t trap the APC by surrounding it completely, though!)&lt;br /&gt;
&lt;br /&gt;
*Attacking walls is not an effective way to destroy them- they can take a lot of damage. However, they&#039;re weak against the Engineer&#039;s build abilities, and he can deconstruct them with his engineering tool quickly and easily.&lt;br /&gt;
&lt;br /&gt;
== Making your vehicle ==&lt;br /&gt;
&lt;br /&gt;
*See [[Vehicle_customization]]&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Enter the Vehicle Factory,&#039;&#039;&#039; and &#039;use&#039; the blue control pad inside to pull up the vehicle creation screen.  Alternatively, pressing the &#039;Vehicle Menu&#039; key (binding found on the Controls in-game menu) inside the Vehicle Factory brings up the same screen.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a chassis&#039;&#039;&#039; in the upper left corner, and click &#039;customize.&#039;&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Equip your tank&#039;&#039;&#039; by pulling equipment from the left side of the screen onto the tank in the center, then click &#039;next.&#039; Do this with weapons (red: cannons, green: missiles, yellow: machine guns) armor (don&#039;t forget to choose how much of each type of armor you want!) and an engine.  Don&#039;t forget to drag existing weapons, armor and engine off the vehicle if you wish to replace them with a different unit.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Weapon grouping&#039;&#039;&#039;: this screen allows grouping of weapons. The numbers represent the weapon group that will be selected when that keyboard number is pressed, while the &#039;&#039;&#039;Fire Mode&#039;&#039;&#039; drop-downs represent the primary or secondary mode for that weapon.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Finally, click &#039;build.&#039;&#039;&#039;&#039; You&#039;re ready to roll!&lt;br /&gt;
&lt;br /&gt;
*You can save tank &#039;&#039;&#039;Layouts&#039;&#039;&#039; so you don&#039;t have to customize your vehicle from scratch every time. Give descriptive names to layouts so that you don&#039;t forget what technology they contain.&lt;br /&gt;
&lt;br /&gt;
*If you park on a Repair Pad, you can re-equip your tank with different technology once it becomes available via Research. Just pull up the vehicle customization screen (Default: v) and repeat the above steps. Not that you cannot change the tank Chassis on a repair pad, and re-equipping it destroys all armor, so you&#039;ll have to stay on the pad while it regenerates.&lt;br /&gt;
&lt;br /&gt;
*As a general rule of thumb, if your going to buy a jeep, just get an APC instead and park it somewhere safe and walk the rest of the distance. Your team will love you for the extra spawn, and your commander won&#039;t get mad at you for wasting resources.&lt;br /&gt;
&lt;br /&gt;
*Sometimes there are a lot of different weapons, armor, or engines you can choose to put on your vehicle. If you&#039;re not sure what type of tank you should make or how you should customize it, don&#039;t be afraid to ask your teammates for advice.&lt;br /&gt;
&lt;br /&gt;
*Until you get upgraded armor your tanks will be very weak. Until you get upgraded engines your tank will overheat very easily. Until you get more powerful weapons, your tank won&#039;t be able to deal a lot of damage. &#039;&#039;In other words, a single grenadier can destroy even the powerful heavy tank if that vehicle isn&#039;t upgraded, but a heavy tank with the best technology in the game can hold off an entire team!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Vehicle Combat ==&lt;br /&gt;
1. &#039;&#039;&#039;Do not waste your tank.&#039;&#039;&#039;&lt;br /&gt;
*Unlike in other games, they are not free. They cost your team resources that your team generally cannot afford to lose. Attack, fall back and repair, repeat. &#039;&#039;The team that preserves their tanks and their resources is the team that wins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Engineer is a good class to drive tanks with (especially with the repair upgrade skill) because of the ability to repair in the field and rearm when ammunition runs low.&lt;br /&gt;
&lt;br /&gt;
*Grenadiers also make good tank driver because of their Defusal skill, which allows driving over enemy mines without detonating them.&lt;br /&gt;
&lt;br /&gt;
*Driving close to an armory , driving onto a repair bay, or stopping near an Engineer&#039;s ammo box will re-stock your weapons.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;The right gun for the right job.&#039;&#039;&#039;&lt;br /&gt;
*There are many weapons in empires, each with a different use. However, as a rule of thumb, machine guns are good against infantry, cannons are good against tanks, and missiles are good against buildings and, to a lesser extent, tanks.&lt;br /&gt;
&lt;br /&gt;
*Standard cannons aren&#039;t that strong against buildings. For example, several level 1 turrets are better and quicker dispatched by using infantry items instead of wasting tank shells. On the other hand, upgraded weapons like the High Explosive Cannon can destroy turrets very quickly.&lt;br /&gt;
&lt;br /&gt;
*HE Cannons and Nuclear missiles are very effective against infantry, and certain machine guns can damage tanks as well as infantry.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Fight smart!&#039;&#039;&#039;&lt;br /&gt;
*Use your teammates and allied tanks. Two medium tanks are better than one heavy tank. Make sure to work as a team. If the enemy is focusing fire on your friendly tank and you still have full armor, try ramming the enemy tank to block his attack on your teammate. Also, make sure you both concentrate your fire on one target at a time, to eliminate it quickly.&lt;br /&gt;
&lt;br /&gt;
*Keep an eye on your heat levels. If someone is far away from you and driving in circles while you just sit there spamming your weapons, he might just be baiting you. Once your heat levels are in the red, most engines will stall and you will be unable to fire your weapons, he&#039;ll swoop in for the kill. Different weapons cause more heat to fire than others, so make sure to take that into account when selecting the loadout. Also keep in mind that some weapons are specifically designed to overheat the enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
*Wait until you have a good, clear shot before firing your weapons. You have to consider your tank&#039;s speed and the enemy tank&#039;s speed when firing. It is tricky, but keep practicing and you&#039;ll get the hang of it in no time.&lt;br /&gt;
&lt;br /&gt;
*Pay attention to your surroundings. If you&#039;re fighting in no-mans land where neither team has the advantage, don&#039;t be afraid to retreat and lure the enemy tank into following you. If you can lure him into the range of some turrets, start blasting him and try to ram him so he can&#039;t escape the turret range. This also gives you a longer distance to chase the damaged enemy tank before you run into his own turrets. This is just one example of how you can use your surroundings to your advantage, so pay attention to what&#039;s happening in the map!&lt;br /&gt;
&lt;br /&gt;
*Watch out for mines. They cause a lot of damage to vehicles, and can often kill a not upgraded tank with a single mine. For this reason, Grenadiers are a great tank driving class because you can chose the mine Defusal skill, that will let you drive over mines without setting them off.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5037</id>
		<title>Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5037"/>
		<updated>2007-11-20T03:07:47Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Making your vehicle */  binding info, weapon grouping expanded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting the Game ==&lt;br /&gt;
1. &#039;&#039;&#039;Choose a team&#039;&#039;&#039; with the team selection screen. Choose one or the other, or use auto-assign.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a commander:&#039;&#039;&#039; If you&#039;re on a classic map, you&#039;ll be staring at a Commander Voting screen. Make your choice and it will go away. (Or &amp;quot;,&amp;quot; is the default to cancel this window.)&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Choose a squad:&#039;&#039;&#039; While you&#039;re waiting for the vote to finish (it won&#039;t take long, the vote is about 20 seconds) you can choose a squad by opening the squad window (default &amp;quot;.&amp;quot; key) and join or create one.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Choose a class:&#039;&#039;&#039; You&#039;ll then be staring at a class selection screen. Pick your class and your weapons, and hit &#039;accept.&#039; (&amp;quot;n&amp;quot; is the default to open and close this window.) &lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Choose a spawn:&#039;&#039;&#039; Finally, a Spawn Map will pop up. Here, you get to choose where you spawn into the game. At the start, you only have one spot- that big fuzzy dot on the map. Click on it, and you&#039;re ready to go!&lt;br /&gt;
&lt;br /&gt;
== How to get into the action ==&lt;br /&gt;
1. &#039;&#039;&#039;Commander:&#039;&#039;&#039; At the very start of a match, you need to choose a commander. Vote for someone who already has a lot of votes. &#039;&#039;Do not command if you are new,&#039;&#039; wait until you understand the basics of the game and understand what research is useful.&lt;br /&gt;
*A good commander won&#039;t guarantee that you win the game, but a bad commander will guarantee that you lose it.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose the Engineer class&#039;&#039;&#039; at the start of any classic map. Yes, the Scout sounds really cool, but it is near useless unless you know exactly what you&#039;re doing. An Engineer can do everything you need early in the game, so you&#039;ll be prepared for anything that hits you.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Join a squad and move out right away.&#039;&#039;&#039; There is no Vehicle Factory, no armory, and very little in terms of defense at your home base, so don&#039;t bother looking for it.&lt;br /&gt;
*The sooner you reach the front lines, the sooner you can establish a good defensive barrier to defeat the enemy. Don&#039;t dawdle around the base!&lt;br /&gt;
*If you noticed someone who did well in the previous match, follow them if they are an Engineer and watch what they do.&lt;br /&gt;
*Believe it or not, but the most deaths among new players come from enemy mines. ALWAYS keep a lookout for them on the ground.&lt;br /&gt;
*You can get extra ammunition from engineers from ammo boxes they can drop or from an armory which you will not have at the start of the game. Just use the request ammo voice command and an engineer should be willing to help you.&lt;br /&gt;
*If you&#039;re an Engineer, don&#039;t be afraid to let the other classes charge into the fray first. You&#039;re the jack-of-all-trades, which means the other classes are better at dealing with their area of expertise... let them handle it.&lt;br /&gt;
&lt;br /&gt;
== Your Objectives and what to do ==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Move towards the enemy base, and look for resource nodes-&#039;&#039;&#039; they&#039;re the yellow dots on your minimap. When you get to one, pester your Commander to drop a refinery on it, so you can build it. Don&#039;t stand too close so there&#039;s room for the building, and watch out for enemies!&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Prepare to engage the Enemy&#039;&#039;&#039; once you&#039;re close enough to their infantry and defenses (usually anywhere in the middle of the map). As an engineer, you&#039;re ready to build any turrets or buildings the commander drops for you. Now is a good time to build your own turret and camera, or maybe some walls to give your team cover.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Press the Offensive!&#039;&#039;&#039; Now that all the refineries are captured by someone, you&#039;re gonna have to start attacking the enemy if you want their refineries for your team. Be sure to stick with your squad, and focus your attacks on spawn points to push the enemy back, not their infantry, or they&#039;ll simply keep coming at you.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Move in for the kill:&#039;&#039;&#039; When tanks start rolling out, you can do some serious damage. If you&#039;ve successfully pushed the enemy back somewhere along the front lines, keep attacking the weak point! If you can get to the enemy Command Vehicle without getting killed right away, try and destroy it. (Remember, the CV is tough, and just one tank attacking the heart of the enemy isn&#039;t going to last long. Work in teams!)&lt;br /&gt;
&lt;br /&gt;
*By pressing enter you can choose where you spawn. After a while, the commander may have a forward barracks set up closer to the front lines, or there may be an APC closer to the enemy. You wont have to spend any time walking to the enemy by choosing to spawn in one of these new areas.&lt;br /&gt;
*Go easy on your commander. Commanding is probably the toughest job in the game, and not everyone is an expert at it. If someone inexperienced volunteers to command because no one else wants to, remember that they stood up to the challenge when no one else would--so cut them some slack.&lt;br /&gt;
*If your commander gives you an order, you should probably do it. He can see the whole battlefield, so he knows what the enemy is up to, and what you can do to defeat them. There&#039;s a good chance he gave that order because it will greatly aid the team.&lt;br /&gt;
&lt;br /&gt;
== How to use the Engineer class ==&lt;br /&gt;
&lt;br /&gt;
*Placing Engineer Turrets right next to the Barracks at the start of the game is generally not a good idea. Commanders can always protect their location by purchasing their own Turrets. Securing Refineries before the enemy team gets to them and locations for forward bases should be the top priority, since controlling territory and resources is what makes the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
*The Repair Upgrade skill lets you build a lot faster, thus wasting less time building and allowing for more time moving up. This is extremely important at the start of a game when your Commander needs the bases built quickly. Additionally, this skill will give you the ability to complete a Turret before the enemy closes in.&lt;br /&gt;
&lt;br /&gt;
*Cameras display positions of nearby enemy infantry units on your HUD. This is especially invaluable on closed-quarters maps such as District or Escort. Even on larger maps Cameras and Radars deployed in strategic positions (around corners, in foliage, etc.) can serve as an early warning system to you and your team mates.&lt;br /&gt;
&lt;br /&gt;
*The seismic grenades cause little damage to infantry or tanks. They are best used against buildings and other Engineers&#039; deployables, but not against anything mobile.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Turrets ==&lt;br /&gt;
&lt;br /&gt;
*The best way to destroy a turret is with three well-placed Engineer grenades. Alternatively, a grenadier can use his missile launcher or his mortar to quickly take them out from a distance. The Rifleman also has a few regular grenades that can do the trick, if you&#039;re desperate. &#039;&#039;Shooting them with your machine gun, though, is not a good way to destroy them.&#039;&#039; Like all buildings, turrets are immune to regular gunfire.&lt;br /&gt;
&lt;br /&gt;
*You can throw grenades at Level 1 turrets from far away, because you can throw grenades farther then they can shoot. But once they get to level 2 and 3 you will need a new tactic for destroying them: tanks and grenadiers are the easiest way to destroy a turret, but you can try creating walls to creep up on them with another engineer, or use the geometry of the map to find a way to get close without them shooting you.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Walls ==&lt;br /&gt;
&lt;br /&gt;
*One of your first ideas might be to build a giant wall around your base. This is a very bad idea. Remember, you&#039;ve got to go out and claim that territory before the enemy does! Walls take time to build, time that you need to spend making Refineries and turrets and anything else the commander drops for you.&lt;br /&gt;
&lt;br /&gt;
*The best use of walls is in strategically placed, small segments. Just a segment or two of walls can be used to provide cover from turrets and to block in tanks or enemy command vehicles. Instead of one massive line of walls across a base, a few segments carefully placed can defend buildings against rocket fire and forward APCs from enemy attack. (Don&#039;t trap the APC by surrounding it completely, though!)&lt;br /&gt;
&lt;br /&gt;
*Attacking walls is not an effective way to destroy them- they can take a lot of damage. However, they&#039;re weak against the Engineer&#039;s build abilities, and he can deconstruct them with his engineering tool quickly and easily.&lt;br /&gt;
&lt;br /&gt;
== Making your vehicle ==&lt;br /&gt;
&lt;br /&gt;
*See [[Vehicle_customization]]&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Enter the Vehicle Factory,&#039;&#039;&#039; and &#039;use&#039; the blue control pad inside to pull up the vehicle creation screen.  Alternatively, pressing the &#039;Vehicle Menu&#039; key (binding found on the Controls in-game menu) inside the Vehicle Factory brings up the same screen.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a chassis&#039;&#039;&#039; in the upper left corner, and click &#039;customize.&#039;&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Equip your tank&#039;&#039;&#039; by pulling equipment from the left side of the screen onto the tank in the center, then click &#039;next.&#039; Do this with weapons (red: cannons, green: missiles, yellow: machine guns) armor (don&#039;t forget to choose how much of each type of armor you want!) and an engine.  Don&#039;t forget to drag existing weapons, armor and engine off the vehicle if you wish to replace them with a different unit.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Weapon grouping&#039;&#039;&#039;: this screen allows grouping of weapons. The numbers represent the weapon group that will be selected when that keyboard number is pressed, while the &#039;&#039;&#039;Fire Mode&#039;&#039;&#039; drop-downs represent the primary or secondary mode for that weapon.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Finally, click &#039;build.&#039;&#039;&#039;&#039; You&#039;re ready to roll!&lt;br /&gt;
&lt;br /&gt;
*You can save tank &#039;&#039;&#039;Layouts&#039;&#039;&#039; so you don&#039;t have to customize your vehicle from scratch every time. Give descriptive names to layouts so that you don&#039;t forget what technology they contain.&lt;br /&gt;
&lt;br /&gt;
*If you park on a Repair Pad, you can re-equip your tank with different technology once it becomes available via Research. Just pull up the vehicle customization screen (Default: v) and repeat the above steps. Not that you cannot change the tank Chassis on a repair pad, and re-equipping it destroys all armor, so you&#039;ll have to stay on the pad while it regenerates.&lt;br /&gt;
&lt;br /&gt;
*As a general rule of thumb, if your going to buy a jeep, just get an APC instead and park it somewhere safe and walk the rest of the distance. Your team will love you for the extra spawn, and your commander won&#039;t get mad at you for wasting resources.&lt;br /&gt;
&lt;br /&gt;
*Sometimes there are a lot of different weapons, armor, or engines you can choose to put on your vehicle. If you&#039;re not sure what type of tank you should make or how you should customize it, don&#039;t be afraid to ask your teammates for advice.&lt;br /&gt;
&lt;br /&gt;
*Until you get upgraded armor your tanks will be very weak. Until you get upgraded engines your tank will overheat very easily. Until you get more powerful weapons, your tank won&#039;t be able to deal a lot of damage. &#039;&#039;In other words, a single grenadier can destroy even the powerful heavy tank if that vehicle isn&#039;t upgraded, but a heavy tank with the best technology in the game can hold off an entire team!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Vehicle Combat ==&lt;br /&gt;
1. &#039;&#039;&#039;Do not waste your tank.&#039;&#039;&#039; This is not BF2, and they don&#039;t respawn for free. They cost your team money, generally money your team cannot afford to lose. Attack, fall back and repair, attack, fall back and repair, repeat. &#039;&#039;The team that preserves their tanks and their money is the team that wins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Engineer is a good class to drive tanks with, especially with the repair upgrade skill, because you can repair your tank in the field and give yourself ammunition.&lt;br /&gt;
&lt;br /&gt;
*Going close to an armory , driving onto a repair bay, or going near an Engineer&#039;s ammo box will re-stock your weapons.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;The right gun for the right job:&#039;&#039;&#039; There are many weapons in empires, each with a different use. However, as a rule of thumb, machine guns are good against infantry, cannons are good against tanks, and missiles are good against buildings and, to a lesser extent, tanks.&lt;br /&gt;
&lt;br /&gt;
*Standard cannons aren&#039;t that strong against buildings. If you come across a bunch of level 1 turrets, get out and use your infantry items, instead. On the other hand, upgraded weapons like the High Explosive Cannon can destroy turrets very quickly.&lt;br /&gt;
&lt;br /&gt;
*HE Cannons and Nuclear missiles are very effective against infantry, and certain machine guns can damage tanks as well as infantry.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Fight smart!&#039;&#039;&#039;&lt;br /&gt;
*Use your teammates and allied tanks. Two medium tanks are better than one heavy tank. Make sure to work as a team. If the enemy is focusing fire on your friendly tank and you still have full armor, try ramming the enemy tank to block his attack on your teammate. Also, make sure you both concentrate your fire on one target at a time, to eliminate it quickly.&lt;br /&gt;
&lt;br /&gt;
*Keep an eye on your heat levels. If someone is far away from you and driving in circles while you just sit there spamming your weapons, he might just be baiting you. Once you are red (overheated) and cannot run away or fire your weapons, he&#039;ll swoop in for the kill.&lt;br /&gt;
&lt;br /&gt;
*Wait until you have a good, clear shot before firing your weapons. You have to consider your tank&#039;s speed and the enemy tank&#039;s speed when firing. It is tricky, but keep practicing and you&#039;ll get the hang of it in no time.&lt;br /&gt;
&lt;br /&gt;
*Pay attention to your surroundings. If you&#039;re fighting in no-mans land where neither team has the advantage, don&#039;t be afraid to retreat and lure the enemy tank into following you. If you can lure him into the range of some turrets, start blasting him and try to ram him so he can&#039;t escape the turret range. This also gives you a longer distance to chase the damaged enemy tank before you run into his own turrets. This is just one example of how you can use your surroundings to your advantage, so pay attention to what&#039;s happening in the map!&lt;br /&gt;
&lt;br /&gt;
*Watch out for mines. They hurt your tank--a lot. For this reason, Grenadiers are a great tank driving class because you can chose the mine defusal skill, that will let you drive over mines without setting them off.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5036</id>
		<title>Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Quick_Start_Guide&amp;diff=5036"/>
		<updated>2007-11-20T02:49:24Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* How to use the Engineer class */  - Reworded and added stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting the Game ==&lt;br /&gt;
1. &#039;&#039;&#039;Choose a team&#039;&#039;&#039; with the team selection screen. Choose one or the other, or use auto-assign.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a commander:&#039;&#039;&#039; If you&#039;re on a classic map, you&#039;ll be staring at a Commander Voting screen. Make your choice and it will go away. (Or &amp;quot;,&amp;quot; is the default to cancel this window.)&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Choose a squad:&#039;&#039;&#039; While you&#039;re waiting for the vote to finish (it won&#039;t take long, the vote is about 20 seconds) you can choose a squad by opening the squad window (default &amp;quot;.&amp;quot; key) and join or create one.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Choose a class:&#039;&#039;&#039; You&#039;ll then be staring at a class selection screen. Pick your class and your weapons, and hit &#039;accept.&#039; (&amp;quot;n&amp;quot; is the default to open and close this window.) &lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Choose a spawn:&#039;&#039;&#039; Finally, a Spawn Map will pop up. Here, you get to choose where you spawn into the game. At the start, you only have one spot- that big fuzzy dot on the map. Click on it, and you&#039;re ready to go!&lt;br /&gt;
&lt;br /&gt;
== How to get into the action ==&lt;br /&gt;
1. &#039;&#039;&#039;Commander:&#039;&#039;&#039; At the very start of a match, you need to choose a commander. Vote for someone who already has a lot of votes. &#039;&#039;Do not command if you are new,&#039;&#039; wait until you understand the basics of the game and understand what research is useful.&lt;br /&gt;
*A good commander won&#039;t guarantee that you win the game, but a bad commander will guarantee that you lose it.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose the Engineer class&#039;&#039;&#039; at the start of any classic map. Yes, the Scout sounds really cool, but it is near useless unless you know exactly what you&#039;re doing. An Engineer can do everything you need early in the game, so you&#039;ll be prepared for anything that hits you.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Join a squad and move out right away.&#039;&#039;&#039; There is no Vehicle Factory, no armory, and very little in terms of defense at your home base, so don&#039;t bother looking for it.&lt;br /&gt;
*The sooner you reach the front lines, the sooner you can establish a good defensive barrier to defeat the enemy. Don&#039;t dawdle around the base!&lt;br /&gt;
*If you noticed someone who did well in the previous match, follow them if they are an Engineer and watch what they do.&lt;br /&gt;
*Believe it or not, but the most deaths among new players come from enemy mines. ALWAYS keep a lookout for them on the ground.&lt;br /&gt;
*You can get extra ammunition from engineers from ammo boxes they can drop or from an armory which you will not have at the start of the game. Just use the request ammo voice command and an engineer should be willing to help you.&lt;br /&gt;
*If you&#039;re an Engineer, don&#039;t be afraid to let the other classes charge into the fray first. You&#039;re the jack-of-all-trades, which means the other classes are better at dealing with their area of expertise... let them handle it.&lt;br /&gt;
&lt;br /&gt;
== Your Objectives and what to do ==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Move towards the enemy base, and look for resource nodes-&#039;&#039;&#039; they&#039;re the yellow dots on your minimap. When you get to one, pester your Commander to drop a refinery on it, so you can build it. Don&#039;t stand too close so there&#039;s room for the building, and watch out for enemies!&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Prepare to engage the Enemy&#039;&#039;&#039; once you&#039;re close enough to their infantry and defenses (usually anywhere in the middle of the map). As an engineer, you&#039;re ready to build any turrets or buildings the commander drops for you. Now is a good time to build your own turret and camera, or maybe some walls to give your team cover.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Press the Offensive!&#039;&#039;&#039; Now that all the refineries are captured by someone, you&#039;re gonna have to start attacking the enemy if you want their refineries for your team. Be sure to stick with your squad, and focus your attacks on spawn points to push the enemy back, not their infantry, or they&#039;ll simply keep coming at you.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Move in for the kill:&#039;&#039;&#039; When tanks start rolling out, you can do some serious damage. If you&#039;ve successfully pushed the enemy back somewhere along the front lines, keep attacking the weak point! If you can get to the enemy Command Vehicle without getting killed right away, try and destroy it. (Remember, the CV is tough, and just one tank attacking the heart of the enemy isn&#039;t going to last long. Work in teams!)&lt;br /&gt;
&lt;br /&gt;
*By pressing enter you can choose where you spawn. After a while, the commander may have a forward barracks set up closer to the front lines, or there may be an APC closer to the enemy. You wont have to spend any time walking to the enemy by choosing to spawn in one of these new areas.&lt;br /&gt;
*Go easy on your commander. Commanding is probably the toughest job in the game, and not everyone is an expert at it. If someone inexperienced volunteers to command because no one else wants to, remember that they stood up to the challenge when no one else would--so cut them some slack.&lt;br /&gt;
*If your commander gives you an order, you should probably do it. He can see the whole battlefield, so he knows what the enemy is up to, and what you can do to defeat them. There&#039;s a good chance he gave that order because it will greatly aid the team.&lt;br /&gt;
&lt;br /&gt;
== How to use the Engineer class ==&lt;br /&gt;
&lt;br /&gt;
*Placing Engineer Turrets right next to the Barracks at the start of the game is generally not a good idea. Commanders can always protect their location by purchasing their own Turrets. Securing Refineries before the enemy team gets to them and locations for forward bases should be the top priority, since controlling territory and resources is what makes the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
*The Repair Upgrade skill lets you build a lot faster, thus wasting less time building and allowing for more time moving up. This is extremely important at the start of a game when your Commander needs the bases built quickly. Additionally, this skill will give you the ability to complete a Turret before the enemy closes in.&lt;br /&gt;
&lt;br /&gt;
*Cameras display positions of nearby enemy infantry units on your HUD. This is especially invaluable on closed-quarters maps such as District or Escort. Even on larger maps Cameras and Radars deployed in strategic positions (around corners, in foliage, etc.) can serve as an early warning system to you and your team mates.&lt;br /&gt;
&lt;br /&gt;
*The seismic grenades cause little damage to infantry or tanks. They are best used against buildings and other Engineers&#039; deployables, but not against anything mobile.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Turrets ==&lt;br /&gt;
&lt;br /&gt;
*The best way to destroy a turret is with three well-placed Engineer grenades. Alternatively, a grenadier can use his missile launcher or his mortar to quickly take them out from a distance. The Rifleman also has a few regular grenades that can do the trick, if you&#039;re desperate. &#039;&#039;Shooting them with your machine gun, though, is not a good way to destroy them.&#039;&#039; Like all buildings, turrets are immune to regular gunfire.&lt;br /&gt;
&lt;br /&gt;
*You can throw grenades at Level 1 turrets from far away, because you can throw grenades farther then they can shoot. But once they get to level 2 and 3 you will need a new tactic for destroying them: tanks and grenadiers are the easiest way to destroy a turret, but you can try creating walls to creep up on them with another engineer, or use the geometry of the map to find a way to get close without them shooting you.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Walls ==&lt;br /&gt;
&lt;br /&gt;
*One of your first ideas might be to build a giant wall around your base. This is a very bad idea. Remember, you&#039;ve got to go out and claim that territory before the enemy does! Walls take time to build, time that you need to spend making Refineries and turrets and anything else the commander drops for you.&lt;br /&gt;
&lt;br /&gt;
*The best use of walls is in strategically placed, small segments. Just a segment or two of walls can be used to provide cover from turrets and to block in tanks or enemy command vehicles. Instead of one massive line of walls across a base, a few segments carefully placed can defend buildings against rocket fire and forward APCs from enemy attack. (Don&#039;t trap the APC by surrounding it completely, though!)&lt;br /&gt;
&lt;br /&gt;
*Attacking walls is not an effective way to destroy them- they can take a lot of damage. However, they&#039;re weak against the Engineer&#039;s build abilities, and he can deconstruct them with his engineering tool quickly and easily.&lt;br /&gt;
&lt;br /&gt;
== Making your vehicle ==&lt;br /&gt;
&lt;br /&gt;
*See [[Vehicle_customization]]&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Enter the Vehicle Factory,&#039;&#039;&#039; and &#039;use&#039; the blue control pad inside to pull up the vehicle creation screen.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a chassis&#039;&#039;&#039; in the upper left corner, and click &#039;customize.&#039;&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Equip your tank&#039;&#039;&#039; by pulling equipment from the left side of the screen onto the tank in the center, then click &#039;next.&#039; Do this with weapons (red: cannons, green: missiles, yellow: machine guns) armor (don&#039;t forget to choose how much of each type of armor you want!) and an engine.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Customize your weapons&#039;&#039;&#039; to different control schemes. The numbers represent what weapons you want bound to that keyboard number.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Finally, click &#039;build.&#039;&#039;&#039;&#039; You&#039;re ready to roll!&lt;br /&gt;
&lt;br /&gt;
*You can save tank layouts so you don&#039;t have to customize your vehicle from scratch every time.&lt;br /&gt;
&lt;br /&gt;
*If you park on a repair pad, you can re-equip your tank with different technology. Just pull up the vehicle customization screen (Default: v) and you&#039;re good to go. However, re-equipping your tank destroys all it&#039;s armor, so you&#039;ll have to stay on the pad for a few seconds while it repairs.&lt;br /&gt;
&lt;br /&gt;
*As a general rule of thumb, if your going to buy a jeep, just get an APC instead and park it somewhere safe and walk the rest of the distance. Your team will love you for the extra spawn, and your commander wont get mad at you for wasting resources.&lt;br /&gt;
&lt;br /&gt;
*Sometimes there are a lot of different weapons, armor, or engines you can choose to put on your vehicle. If you&#039;re not sure what type of tank you should make or how you should customize it, don&#039;t be afraid to ask your teammates for advice.&lt;br /&gt;
&lt;br /&gt;
*Until you get upgraded armor your tanks will be very weak. Until you get upgraded engines your tank will overheat very easily. Until you get more powerful weapons, your tank won&#039;t be able to do a lot of damage. &#039;&#039;In other words, a single grenadier can destroy even the powerful heavy tank if that vehicle isn&#039;t upgraded, but a heavy tank with the best technology in the game can hold off an entire team!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Vehicle Combat ==&lt;br /&gt;
1. &#039;&#039;&#039;Do not waste your tank.&#039;&#039;&#039; This is not BF2, and they don&#039;t respawn for free. They cost your team money, generally money your team cannot afford to lose. Attack, fall back and repair, attack, fall back and repair, repeat. &#039;&#039;The team that preserves their tanks and their money is the team that wins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Engineer is a good class to drive tanks with, especially with the repair upgrade skill, because you can repair your tank in the field and give yourself ammunition.&lt;br /&gt;
&lt;br /&gt;
*Going close to an armory , driving onto a repair bay, or going near an Engineer&#039;s ammo box will re-stock your weapons.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;The right gun for the right job:&#039;&#039;&#039; There are many weapons in empires, each with a different use. However, as a rule of thumb, machine guns are good against infantry, cannons are good against tanks, and missiles are good against buildings and, to a lesser extent, tanks.&lt;br /&gt;
&lt;br /&gt;
*Standard cannons aren&#039;t that strong against buildings. If you come across a bunch of level 1 turrets, get out and use your infantry items, instead. On the other hand, upgraded weapons like the High Explosive Cannon can destroy turrets very quickly.&lt;br /&gt;
&lt;br /&gt;
*HE Cannons and Nuclear missiles are very effective against infantry, and certain machine guns can damage tanks as well as infantry.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Fight smart!&#039;&#039;&#039;&lt;br /&gt;
*Use your teammates and allied tanks. Two medium tanks are better than one heavy tank. Make sure to work as a team. If the enemy is focusing fire on your friendly tank and you still have full armor, try ramming the enemy tank to block his attack on your teammate. Also, make sure you both concentrate your fire on one target at a time, to eliminate it quickly.&lt;br /&gt;
&lt;br /&gt;
*Keep an eye on your heat levels. If someone is far away from you and driving in circles while you just sit there spamming your weapons, he might just be baiting you. Once you are red (overheated) and cannot run away or fire your weapons, he&#039;ll swoop in for the kill.&lt;br /&gt;
&lt;br /&gt;
*Wait until you have a good, clear shot before firing your weapons. You have to consider your tank&#039;s speed and the enemy tank&#039;s speed when firing. It is tricky, but keep practicing and you&#039;ll get the hang of it in no time.&lt;br /&gt;
&lt;br /&gt;
*Pay attention to your surroundings. If you&#039;re fighting in no-mans land where neither team has the advantage, don&#039;t be afraid to retreat and lure the enemy tank into following you. If you can lure him into the range of some turrets, start blasting him and try to ram him so he can&#039;t escape the turret range. This also gives you a longer distance to chase the damaged enemy tank before you run into his own turrets. This is just one example of how you can use your surroundings to your advantage, so pay attention to what&#039;s happening in the map!&lt;br /&gt;
&lt;br /&gt;
*Watch out for mines. They hurt your tank--a lot. For this reason, Grenadiers are a great tank driving class because you can chose the mine defusal skill, that will let you drive over mines without setting them off.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Jargon&amp;diff=4951</id>
		<title>Talk:Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Jargon&amp;diff=4951"/>
		<updated>2007-11-14T02:49:56Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have NEVER heard anyone ever call a camera a pixerduhduh. Should that be in jargon? Also, broccoli, what, you don&#039;t like man-eating bears? Jeez, it&#039;s like you want this wiki to be helpful and useful and not filled with stupid jokes or something. Wierdo!!!--[[User:The Buttery Lobster|The Buttery Lobster]] 17:13, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Whoops, I must have missed the joke about the BEAR, I was having to merge because every time I tried to submit, you had already updated the article *mumble, mumble*... I&#039;ll add it back in. Pixerduhduh came from the forums, not from in-game. I can&#039;t remember the source, but I&#039;ve heard it used several times since (only jokingly, of course. &#039;Cam&#039; is much more practical on the battlefield). [[User:Broccoli|Broccoli]] 17:16, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well I have to be afk until tomorrow now, and I can&#039;t think of any more common jargon that people use... maybe something about jeep races, or something, but I can&#039;t think of anything. At any rate, I&#039;ll not be here, so you might actually be able to edit stuff :). The only other terms I can think of relate to the forums, such as Krenzyte, Dev, or variants of important ppl&#039;s names. Also the definition of &amp;quot;Flip/Flipped&amp;quot; needs a link to the ninth mine trick.--[[User:The Buttery Lobster|The Buttery Lobster]] 17:23, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thought: Yesterday, someone (Bodrick, i think?) called me a &amp;quot;Splitter&amp;quot; when I tried to join NF and everyone was BE during the jeep races when Bodrick used admin power to override alot of the usual restrictions. WTF is a splitter, and should it be included in the jargon?--[[User:The Buttery Lobster|The Buttery Lobster]] 00:39, 24 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A splitter is somebody who abandons their team without hesitation when times get hard. Examples include &amp;quot;The popular front? He&#039;s over there. (shouting) SPLITTERS!&amp;quot; It&#039;s a general term, I don&#039;t think we need to include it in the jargon. [[User:Broccoli|Broccoli]] 10:45, 24 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
is &amp;quot;tags&amp;quot; applicable to empires, only, or to clans in general? If it applies to all game clans, it should maybe be removed to simplify terminology and not overwhelm people.--[[User:The Buttery Lobster|The Buttery Lobster]] 21:13, 26 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no clue why that is there at all. BALEET PLZ --[[User:Arklansman|Arklansman]] 22:27, 26 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Weedy, &amp;quot;RC&amp;quot; is not a term specific to Empires, for this reason it was deleted. The same goes for &amp;quot;tags&amp;quot;. -- [[User:Broccoli|Broccoli]] 14:46, 11 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
possible definition: roflman=rifleman. But I&#039;ve only heard ark use this, so idk. he might just be crazy.--[[User:The Buttery Lobster|The Buttery Lobster]] 23:32, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does a ShotGun Heavy count? I have used this term and I know others have??? Love that tank. --[[User:Cyber-Kun|Cyber-Kun]] 12:32, 1 November 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Possible new terms, depending on what everyone thinks: Aura: SL aura, SL: squad leader, SL Power: gee, idk, the SL power? Or any variation on these terms. Include?--[[User:The Buttery Lobster|The Buttery Lobster]] 17:57, 12 November 2007 (PST)&lt;br /&gt;
* Definitely include.  It&#039;s jargon, and Empires-specific. --[[User:Chahk|Chahk]] 18:49, 13 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4911</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4911"/>
		<updated>2007-11-07T20:37:54Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Overview */  Dig In skill changes as per 1.05 beta.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Rifleman}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:IMPRifleman.jpg|thumb|right|Imperial Rifleman]]&lt;br /&gt;
[[Image:NFRifleman.jpg|thumb|right|Northern Faction Rifleman]]&lt;br /&gt;
Riflemen are the undisputed masters of infantry combat. They can use the most powerful rifles and machine guns, wielding them with an ease no others can match. In addition, these troopers spawn with either explosive grenades or sticky bombs and a suit of body armor, making them a force to be reckoned with on the battlefield.&lt;br /&gt;
&lt;br /&gt;
The Rifleman&#039;s skills are focused on what he does best: infantry to infantry combat. Two offensive skills increase the damage dealt by his weapons, and one defensive skill decreases damage dealt to him. Damage Increase and Vehicle Damage increase damage dealt with hand and vehicle weapons, respectively. The Dig In skill increases the Rifflemen&#039;s blast damage resistance while crouched, by applying half the damage to their stamina instead.&lt;br /&gt;
&lt;br /&gt;
Riflemen have access to a very powerful anti-vehicular weapon, the sticky bomb. Due to its weight a Rifleman can only carry two of them (four with the Ammo Upgrade skill), and it cannot be thrown quite as far as a plain grenade. However, its ability to stick to the target vehicle and its payload more than makes up for the danger of having to get up close to the enemy tanks.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
* The firing accuracy will be much better while crouched, and even better still when prone with certain weapons like the Heavy Machine Gun.&lt;br /&gt;
* Bringing up the iron sights (default: right click) gives an accuracy bonus of another 25%, but cuts the moving speed in half in standing and crouching positions. Moving in iron sights mode while prone removes iron sights.&lt;br /&gt;
* If not using the Heavy Machine Gun, the Ammo Upgrade skill is crucial, especially when there are no Engineers nearby for resupplying.&lt;br /&gt;
* Explosive grenades are very effective against infantry, turrets, and even heavy tanks (tanks will shake when hit). The trick is getting close enough to use them without getting killed.&lt;br /&gt;
* The sticky bomb is extremely effective against enemy vehicles. A single bomb deals 300 points of damage and is often able to kill a heavily armored tank. The only down side is having to get very close to the enemy vehicle in order to score a hit.&lt;br /&gt;
* The secondary fire button on rifles (except the Heavy Machine Guns) allows you to access your Ironsights.  While it may be more difficult to see much of the battlefield, the added zoom and accuracy can prove valuable in the right situations.&lt;br /&gt;
* Firing the Heavy Machine Gun drains your stamina at a fast rate.&lt;br /&gt;
[[Category:Classes|Rifleman]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Rifleman|Rifleman Skills]]}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;First Upgrade:&#039;&#039; &#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Rarely will you ever choose anything but accuracy as a Rifleman. Getting more bullets to hit your target will maximize your damage over time; even more efficiently than the Improved Damage upgrade. It will also increase your effective range, which is essential on large maps.&lt;br /&gt;
* &#039;&#039;Essential Skills:&#039;&#039; &#039;&#039;&#039;Improved Damage&#039;&#039;&#039;: This skill means that you can drop your targets faster, which gives them less chance to hurt you. &#039;&#039;&#039;Health Upgrade&#039;&#039;&#039;: Front-line infantry cannot avoid taking damage: this upgrade will help you to live longer, and give you the necessary edge in some fights. &#039;&#039;&#039;Dig-In&#039;&#039;&#039;: Effectively converting your extra stamina into health, combine this with Health Upgrade and you become your squad&#039;s human tank.&lt;br /&gt;
* &#039;&#039;Heavy Machine Gun Skills:&#039;&#039; The Heavy Machine Gun operates by draining your stamina bar. This means that the useful skills for it vary from the usual rifleman skills - you&#039;ll have to conserve your stamina in every situation, which means &#039;&#039;&#039;Stamina Upgrade&#039;&#039;&#039; is essential, and the &#039;&#039;&#039;Speed Upgrade&#039;&#039;&#039; is nice to compensate for the lack of sprinting ability.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4910</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4910"/>
		<updated>2007-11-07T20:29:35Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Tips and Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Rifleman}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:IMPRifleman.jpg|thumb|right|Imperial Rifleman]]&lt;br /&gt;
[[Image:NFRifleman.jpg|thumb|right|Northern Faction Rifleman]]&lt;br /&gt;
Riflemen are the undisputed masters of infantry combat. They can use the most powerful rifles and machine guns, wielding them with an ease no others can match. In addition, these troopers spawn with either explosive grenades or sticky bombs and a suit of body armor, making them a force to be reckoned with on the battlefield.&lt;br /&gt;
&lt;br /&gt;
The Rifleman&#039;s skills are focused on what he does best: infantry to infantry combat. Two offensive skills increase the damage dealt by his weapons, and one defensive skill decreases damage dealt to him. Damage Increase and Vehicle Damage increase damage dealt with hand and vehicle weapons, respectively, and Dig In decreases blast damage dealt to the soldier while crouched, reducing it by up to 70%.&lt;br /&gt;
&lt;br /&gt;
Riflemen have access to a very powerful anti-vehicular weapon, the sticky bomb. Due to its weight a Rifleman can only carry two of them (four with the Ammo Upgrade skill), and it cannot be thrown quite as far as a plain grenade. However, its ability to stick to the target vehicle and its payload more than makes up for the danger of having to get up close to the enemy tanks.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
* The firing accuracy will be much better while crouched, and even better still when prone with certain weapons like the Heavy Machine Gun.&lt;br /&gt;
* Bringing up the iron sights (default: right click) gives an accuracy bonus of another 25%, but cuts the moving speed in half in standing and crouching positions. Moving in iron sights mode while prone removes iron sights.&lt;br /&gt;
* If not using the Heavy Machine Gun, the Ammo Upgrade skill is crucial, especially when there are no Engineers nearby for resupplying.&lt;br /&gt;
* Explosive grenades are very effective against infantry, turrets, and even heavy tanks (tanks will shake when hit). The trick is getting close enough to use them without getting killed.&lt;br /&gt;
* The sticky bomb is extremely effective against enemy vehicles. A single bomb deals 300 points of damage and is often able to kill a heavily armored tank. The only down side is having to get very close to the enemy vehicle in order to score a hit.&lt;br /&gt;
* The secondary fire button on rifles (except the Heavy Machine Guns) allows you to access your Ironsights.  While it may be more difficult to see much of the battlefield, the added zoom and accuracy can prove valuable in the right situations.&lt;br /&gt;
* Firing the Heavy Machine Gun drains your stamina at a fast rate.&lt;br /&gt;
[[Category:Classes|Rifleman]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Rifleman|Rifleman Skills]]}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;First Upgrade:&#039;&#039; &#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Rarely will you ever choose anything but accuracy as a Rifleman. Getting more bullets to hit your target will maximize your damage over time; even more efficiently than the Improved Damage upgrade. It will also increase your effective range, which is essential on large maps.&lt;br /&gt;
* &#039;&#039;Essential Skills:&#039;&#039; &#039;&#039;&#039;Improved Damage&#039;&#039;&#039;: This skill means that you can drop your targets faster, which gives them less chance to hurt you. &#039;&#039;&#039;Health Upgrade&#039;&#039;&#039;: Front-line infantry cannot avoid taking damage: this upgrade will help you to live longer, and give you the necessary edge in some fights. &#039;&#039;&#039;Dig-In&#039;&#039;&#039;: Effectively converting your extra stamina into health, combine this with Health Upgrade and you become your squad&#039;s human tank.&lt;br /&gt;
* &#039;&#039;Heavy Machine Gun Skills:&#039;&#039; The Heavy Machine Gun operates by draining your stamina bar. This means that the useful skills for it vary from the usual rifleman skills - you&#039;ll have to conserve your stamina in every situation, which means &#039;&#039;&#039;Stamina Upgrade&#039;&#039;&#039; is essential, and the &#039;&#039;&#039;Speed Upgrade&#039;&#039;&#039; is nice to compensate for the lack of sprinting ability.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4909</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4909"/>
		<updated>2007-11-07T20:28:46Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Tips and Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Rifleman}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:IMPRifleman.jpg|thumb|right|Imperial Rifleman]]&lt;br /&gt;
[[Image:NFRifleman.jpg|thumb|right|Northern Faction Rifleman]]&lt;br /&gt;
Riflemen are the undisputed masters of infantry combat. They can use the most powerful rifles and machine guns, wielding them with an ease no others can match. In addition, these troopers spawn with either explosive grenades or sticky bombs and a suit of body armor, making them a force to be reckoned with on the battlefield.&lt;br /&gt;
&lt;br /&gt;
The Rifleman&#039;s skills are focused on what he does best: infantry to infantry combat. Two offensive skills increase the damage dealt by his weapons, and one defensive skill decreases damage dealt to him. Damage Increase and Vehicle Damage increase damage dealt with hand and vehicle weapons, respectively, and Dig In decreases blast damage dealt to the soldier while crouched, reducing it by up to 70%.&lt;br /&gt;
&lt;br /&gt;
Riflemen have access to a very powerful anti-vehicular weapon, the sticky bomb. Due to its weight a Rifleman can only carry two of them (four with the Ammo Upgrade skill), and it cannot be thrown quite as far as a plain grenade. However, its ability to stick to the target vehicle and its payload more than makes up for the danger of having to get up close to the enemy tanks.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
* The firing accuracy will be much better while crouched, and even better still when prone with certain weapons like the Heavy Machine Gun.&lt;br /&gt;
* Bringing up the iron sights (default: right click) gives an accuracy bonus of another 25%, but cuts the moving speed in half in standing and crouching positions. Moving in iron sights mode while prone removes iron sights.&lt;br /&gt;
* If not using the Heavy Machine Gun, the Ammo Upgrade skill is crucial, especially when there are no Engineers nearby for resupplying.&lt;br /&gt;
* Explosive grenades are very effective against infantry, turrets, and even heavy tanks (tanks will shake when hit). The trick is getting close enough to use them without getting killed.&lt;br /&gt;
* The sticky bomb is extremely effective against enemy vehicles. A single bomb deals 300 points of damage and is often able to kill a heavily armored tank. The only down side is having to get very close to the enemy vehicle in order to score a hit.&lt;br /&gt;
* The secondary fire button on rifles (except the Heavy Machine Guns) allows you to access your Ironsights.  While it may be more difficult to see much of the battlefield, the added zoom and accuracy can prove valuable in the right situations.&lt;br /&gt;
* Firing the Heavy Machine Gun drains your stamina at a fast rate. Be careful not to &lt;br /&gt;
[[Category:Classes|Rifleman]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Rifleman|Rifleman Skills]]}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;First Upgrade:&#039;&#039; &#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Rarely will you ever choose anything but accuracy as a Rifleman. Getting more bullets to hit your target will maximize your damage over time; even more efficiently than the Improved Damage upgrade. It will also increase your effective range, which is essential on large maps.&lt;br /&gt;
* &#039;&#039;Essential Skills:&#039;&#039; &#039;&#039;&#039;Improved Damage&#039;&#039;&#039;: This skill means that you can drop your targets faster, which gives them less chance to hurt you. &#039;&#039;&#039;Health Upgrade&#039;&#039;&#039;: Front-line infantry cannot avoid taking damage: this upgrade will help you to live longer, and give you the necessary edge in some fights. &#039;&#039;&#039;Dig-In&#039;&#039;&#039;: Effectively converting your extra stamina into health, combine this with Health Upgrade and you become your squad&#039;s human tank.&lt;br /&gt;
* &#039;&#039;Heavy Machine Gun Skills:&#039;&#039; The Heavy Machine Gun operates by draining your stamina bar. This means that the useful skills for it vary from the usual rifleman skills - you&#039;ll have to conserve your stamina in every situation, which means &#039;&#039;&#039;Stamina Upgrade&#039;&#039;&#039; is essential, and the &#039;&#039;&#039;Speed Upgrade&#039;&#039;&#039; is nice to compensate for the lack of sprinting ability.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4908</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4908"/>
		<updated>2007-11-07T20:19:25Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Overview */  added sticky bomb info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Rifleman}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:IMPRifleman.jpg|thumb|right|Imperial Rifleman]]&lt;br /&gt;
[[Image:NFRifleman.jpg|thumb|right|Northern Faction Rifleman]]&lt;br /&gt;
Riflemen are the undisputed masters of infantry combat. They can use the most powerful rifles and machine guns, wielding them with an ease no others can match. In addition, these troopers spawn with either explosive grenades or sticky bombs and a suit of body armor, making them a force to be reckoned with on the battlefield.&lt;br /&gt;
&lt;br /&gt;
The Rifleman&#039;s skills are focused on what he does best: infantry to infantry combat. Two offensive skills increase the damage dealt by his weapons, and one defensive skill decreases damage dealt to him. Damage Increase and Vehicle Damage increase damage dealt with hand and vehicle weapons, respectively, and Dig In decreases blast damage dealt to the soldier while crouched, reducing it by up to 70%.&lt;br /&gt;
&lt;br /&gt;
Riflemen have access to a very powerful anti-vehicular weapon, the sticky bomb. Due to its weight a Rifleman can only carry two of them (four with the Ammo Upgrade skill), and it cannot be thrown quite as far as a plain grenade. However, its ability to stick to the target vehicle and its payload more than makes up for the danger of having to get up close to the enemy tanks.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
* Your accuracy will be much better while crouched or prone with certain weapons like the Heavy Machine Gun.&lt;br /&gt;
* Your accuracy will be increased by another 25% when using the weapon&#039;s iron sights (default: right click).&lt;br /&gt;
* If not using the Heavy Machine Gun, the extra ammo skill is crucial. &lt;br /&gt;
* Explosive grenades are very effective against infantry, turrets, and even heavy tanks (you&#039;ll see tanks shake when hit). The trick is getting close enough to use them without getting killed.&lt;br /&gt;
* The secondary fire button on rifles (except the Heavy Machine Guns) allows you to access your Ironsights.  While it may be more difficult to see much of the battlefield, the added zoom and accuracy can prove valuable in the right situations&lt;br /&gt;
[[Category:Classes|Rifleman]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Rifleman|Rifleman Skills]]}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;First Upgrade:&#039;&#039; &#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Rarely will you ever choose anything but accuracy as a Rifleman. Getting more bullets to hit your target will maximize your damage over time; even more efficiently than the Improved Damage upgrade. It will also increase your effective range, which is essential on large maps.&lt;br /&gt;
* &#039;&#039;Essential Skills:&#039;&#039; &#039;&#039;&#039;Improved Damage&#039;&#039;&#039;: This skill means that you can drop your targets faster, which gives them less chance to hurt you. &#039;&#039;&#039;Health Upgrade&#039;&#039;&#039;: Front-line infantry cannot avoid taking damage: this upgrade will help you to live longer, and give you the necessary edge in some fights. &#039;&#039;&#039;Dig-In&#039;&#039;&#039;: Effectively converting your extra stamina into health, combine this with Health Upgrade and you become your squad&#039;s human tank.&lt;br /&gt;
* &#039;&#039;Heavy Machine Gun Skills:&#039;&#039; The Heavy Machine Gun operates by draining your stamina bar. This means that the useful skills for it vary from the usual rifleman skills - you&#039;ll have to conserve your stamina in every situation, which means &#039;&#039;&#039;Stamina Upgrade&#039;&#039;&#039; is essential, and the &#039;&#039;&#039;Speed Upgrade&#039;&#039;&#039; is nice to compensate for the lack of sprinting ability.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=4907</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=4907"/>
		<updated>2007-11-07T20:06:26Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Sticky Heat Bombs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Scout}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:NFScout.JPG|thumb|right|Northern Faction Scout]]&lt;br /&gt;
[[Image:BEScout.JPG|thumb|right|Imperial Scout]]&lt;br /&gt;
&lt;br /&gt;
The Scout class is well-suited for forward reconnaissance and stealth. As the scout you can opt for short range sub-machine guns or a light scoped rifle. You also spawn with a set of binoculars, which can be used to call for an artillery strike. To call out a target simply zoom in and press the fire button. A red attack diamond will appear at your target. Scouts also spawn with a choice of either smoke grenades, concussion grenades or sticky heat bombs.&lt;br /&gt;
&lt;br /&gt;
The scout class&#039; skills at evasion and detection more than make up for its less powerful weaponry. At the forefront of the list is the scout&#039;s Hide ability, which makes him invisible to enemies when crouching for a long period of time. To use this, simply crouch and wait. You are semi-transparent when crouching against a single wall, and all but invisible when hiding in a corner.&lt;br /&gt;
&lt;br /&gt;
Knowing the tricks of his trade, the scout can use his Enhanced Senses to detect nearby enemies, even those who are hidden. As you approach an enemy an arrow signifying his location will appear on your minimap, faintly at first, but with growing brightness as you near him. Surprise attacks just got a whole lot harder.&lt;br /&gt;
&lt;br /&gt;
But what spec ops kit would be complete without a Weapon Silencer? In Empires this ability&#039;s effects are twofold - not only does it cut the noise made by every shot in half, but it also hides your kill and death messages from other players. How sure are you that the scout is dead?&lt;br /&gt;
&lt;br /&gt;
The final two skills of the scout affect [[vehicles]] that he drives. The first, Radar Stealth, makes electronic detection of the vehicle almost impossible. The second, Vehicle Speed, increases the vehicle&#039;s speed.&lt;br /&gt;
&lt;br /&gt;
The Scout is also a master of sabotage. He possesses the ability to tamper with enemy buildings and deployables. The effects of sabotage are different for each structure and can vary from simply annoying to crippling. Only a friendly [[Engineer]] is able to undo the damage done to his team&#039;s sabotaged buildings.&lt;br /&gt;
&lt;br /&gt;
The sticky heat bombs are Scout&#039;s answer to vehicular combat. These cause no direct damage, but will overheat any enemy vehicle, causing them to stall for a short period of time, thus making this more of a tactical weapon. The scout has a very limited supply of these bombs and needs to be in a close proximity to the enemy vehicle to score a hit.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that the role of the Scout has changed drastically through the many wars following the demise of the Great Empire. In fact, the ubiquitous name of &amp;quot;Scout&amp;quot; which refers to all stealth-based infantry was popularized only after the discovery of the ruins of the ancient capital of the Great Empire, making it a fairly recent development from a historical standpoint. During the so-called &amp;quot;Cold War&amp;quot; between the [[Brenodi Empire|Brenodi]] and [[Jekotia]], conflict revolved primarily around stealthy subterfuge. This being the case, the &amp;quot;Scout&amp;quot; was actually an assassin--the name was used as propaganda and to cover up political machinations. Equipped with state-of-the-art camouflage and a powerful sniper rifle, scout-snipers often infiltrated enemy territory and struck down select infantry targets. They were, however, ill-equipped to tackle fortified positions or tanks, which severely limited their use. Nonetheless, quite a few Scout-assassins are renown in military history, such as one Cpl. Joseph Picka, rumored to have killed over a hundred men.&lt;br /&gt;
&lt;br /&gt;
The role of the Scout has evolved a great deal in current conflicts between the Northern Faction and the Brenodi. Most battles involve some type of Guerrilla warfare, and almost every standing military has adapted the Scout to this issue. The Unit has become something of a saboteur, armed with the tools to infiltrate an enemy base and then disable the equipment inside. This new application of stealth infantry comes at a cost, as almost all of the powerful Scout-Sniper Rifles of the Cold War have fallen into disrepair. The current Scout Rifles are not as intimidating as the old models, but they are far cheaper, more durable, and are much easier for a hastily conscripted Scout to use.&lt;br /&gt;
&lt;br /&gt;
One of the most innovative modern uses of Scout units is their deployment as lightning-strike squads. A famous battalion officer named Commander Dominic &amp;quot;Bodrick&amp;quot; Light has been known to deploy large numbers of scouts in cheap but incredibly fast jeeps to harass and impede enemy assaults and &#039;scout&#039; adjacent terrain. This technique, which has begun to be mimicked by opposing armies, has led to large skirmishes consisting almost entirely of jeeps attempting to out-maneuver each other to gain a foothold on a battlefield before the main forces have clashed.&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
=== Speed and travel distance ===&lt;br /&gt;
The stamina recovery for scouts is twice as fast as other classes. With the stamina upgrade, this recovery becomes four times as fast. However, if covering large distances is your goal, Speed Upgrade is still the best bet.&lt;br /&gt;
&lt;br /&gt;
=== Binoculars ===&lt;br /&gt;
The scout has the ability to spot multiple targets from extreme distances with much greater ease than any other unit. His spotted targets stay spotted longer, and can be locked onto by artillery tanks. Even though frequent calls for artillery can be distracting to other team mates, a Scout can use the ability to &amp;quot;paint&amp;quot; multiple targets for revealing the location of an entire enemy base. The Scout will gain a rank point for every latest spotted unit that is destroyed by a teammate. The binoculars have two zoom levels at 4.5x and 22.5x.&lt;br /&gt;
&lt;br /&gt;
=== Sabotage ===&lt;br /&gt;
A new addition to the scout&#039;s abilities is sabotaging enemy structures. You can do this by approaching the enemy building and pressing the &#039;use&#039; (default: &#039;e&#039;) key when an electrical hazard icon appears. Hold the &#039;use&#039; key until the bar is filled. Once filled the structure emits purple smoke and is damaged by 50%, with an additional 1 health drained every three seconds, and with the added bonus of negative effects to the enemies operations. &lt;br /&gt;
&lt;br /&gt;
A list of buildings and its sabotaged effects:&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
|&#039;&#039;&#039;Building&#039;&#039;&#039; || &#039;&#039;&#039;Sabotaging Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Refinery]] || Outputs half as many resources&lt;br /&gt;
|-&lt;br /&gt;
|[[Barracks]] || Spawning players receive half their total amount of health&lt;br /&gt;
|-&lt;br /&gt;
|[[Radar]] || Shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
|-&lt;br /&gt;
|[[Armory]] || Ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
|-&lt;br /&gt;
|[[Repair Station]] || Takes twice as long to repair a vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Factory]] || Vehicles are built with half of their total health and armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Turrets]] || Turrets refuse to target and fire upon enemies when sabotaged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
==== Concussion Grenades and Assaulting ==== &lt;br /&gt;
These will jam a turrets sensors and blind enemy players for a few seconds, giving you precious time to sneak past. Furthermore, anyone familiar with Counter-strike will know that these grenades (which operate essentially like Flash-Bangs) will render an opponent absolutely helpless. If you arm yourself with the SMG2, some concs, and &#039;&#039;&#039;Enhanced Senses&#039;&#039;&#039;, you can be as effective in assaults as a rifleman. Concussion Grenades will affect a turret&#039;s sensors for up to 12 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Grenades ====&lt;br /&gt;
A good application of the Scout&#039;s tools are Smoke Grenades, the most powerful and close range SMG, and  the hide skill. Sneak into an enemy base, score a kill, use a smoke grenade as cover to engage the hide skill, then relocate and repeat the process. Furthermore, don&#039;t hesitate to use smoke grenades to give your team some cover, or confuse the enemy. A smoke grenade at an enemy flag makes defense of that area nearly impossible. Just don&#039;t drop the grenades ON your team&#039;s territory, which will only confuse and annoy your teammates. Drop the grenades between your team and the enemy. (or better yet, ON the enemy.)&lt;br /&gt;
&lt;br /&gt;
==== Sticky Heat Bombs ====&lt;br /&gt;
This is a powerful bomb with a short fuse that will stick to any enemy vehicle it comes in contact with, and upon detonation temporarily disable it by overheating. Scouts can only carry 2 of these bombs without the Ammo Upgrade skill. Due to their considerable weight the sticky heat bombs cannot be thrown very far. This makes the Scout sacrifice their main strengths of stealth and distance by requiring them close in with the target vehicle.&lt;br /&gt;
&lt;br /&gt;
==== Effective Sniping ==== &lt;br /&gt;
If using the Scout as a sniper class, one must be very aggressive to be of any use to his team. If not sabotaging enemy buildings, it&#039;s inefficient to simply snipe the lone rifleman who is nowhere near an important area. The best Scout-sniper will impede the enemy&#039;s expansion and cause confusion in their ranks. This means attacking high traffic locations--these areas often place the Scout at high risk and divert a lot of attention to him. Don&#039;t be the guy that sits at the edge of the map and scores one point every ten minutes while the riflemen are scoring a kill per second.&lt;br /&gt;
&lt;br /&gt;
==== Effective Sabotage ====&lt;br /&gt;
This is most useful in places the enemy doesn&#039;t worry about, like that refinery no one goes to because it&#039;s been capped and is far away from the enemy and the home base. Flat out destroying it will force the enemy to repair it, but if it appears to be fine, no one will bother to fix it. Likewise, this skill is not that useful when employed against front line bases, as the large enemy presence means that the buildings will often be repaired right away. But when used against a base deep in enemy territory, where no one is around to notice the damage, it&#039;s use is greatly enhanced. Suddenly that single attack that breaches the front and reaches the home base gains a huge advantage when the enemy reinforcements are incredibly handicapped! The one exception to this rule is turrets, particularly machine gun turrets. Scouts can approach and then sabotage turrets almost as quickly as grenadiers can destroy them, and doing so makes the Scout incredibly useful in assaults.&lt;br /&gt;
[[Category:Classes|Scout]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Scout|Scout Skills]]}}&lt;br /&gt;
&lt;br /&gt;
Know Your Skills: &#039;&#039;&#039;Hide&#039;&#039;&#039; is without a doubt one of the coolest skills the Scout has, but it has limited use. If your goal is to kill many enemies on the frontlines, you might be better suited with some other upgrade. On maps where you have little cover, such as on the hills of Duststorm, or where you are advancing with the support of other classes, such as Crossroads, the ability to hide when not firing has limited use. If your goal is to infiltrate, then by all means use hide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Upgrade&#039;&#039;&#039; is a skill uniquely useful to the scout because you can remain hidden while attacking with melee. Two quick melee hits to an unaware target will be more then enough to kill him. If hidden and using Weapons Silencer, you will completely confuse the other team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Silencer&#039;&#039;&#039; is another skill that has limited use, but when it is needed, it becomes incredibly handy. On flag capture maps this skill can save your team. [[Map:emp_cdr_canyon|Emp_cdr_canyon]]: For example, in this map, a hidden scout can capture an opponent&#039;s flag/spawn and force half the opposing team to sweep back and search for the infiltrator which, for all they know, could be one soldier or half a dozen men. Without being able to confirm that the scout has been killed, this can be difficult. And in maps where just one man is the difference between a captured flag (and therefore victory) or defeat, forcing the enemy to determine whether or not just one man threatened the area can earn your team precious seconds.&lt;br /&gt;
&lt;br /&gt;
There are a few good skills for the scout to have. As stated above, if you wish to snipe the enemy deep in their territory, &#039;&#039;&#039;hide&#039;&#039;&#039; is a good skill. Other skills that work well are &#039;&#039;&#039;Health Regeneration,&#039;&#039;&#039; which you will use often if you are working without the support of your squad, and &#039;&#039;&#039;stamina increase,&#039;&#039;&#039; because, chances are, if you&#039;re deep in enemy territory, you&#039;re going to need to make a very quick getaway when something your trusty Scout Rifle can&#039;t handle appears.&lt;br /&gt;
&lt;br /&gt;
==== The Skulk Special ====&lt;br /&gt;
Not very effective in a serious game, but the following skill set is perfect for ambushing your opponents and whacking them over the head with the but of your SMG, and few things are more satisfying then that. One could replace Hide with Silenced Weapons to confuse your opponents after a kill, but it will make the actual kill more difficult.&lt;br /&gt;
*1: Melee Upgrade&lt;br /&gt;
*2: Enhanced Senses&lt;br /&gt;
*3: Speed Upgrade&lt;br /&gt;
*4: Hide&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=4906</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=4906"/>
		<updated>2007-11-07T20:05:52Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Tips and Tactics */  added sticky bomb info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Scout}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:NFScout.JPG|thumb|right|Northern Faction Scout]]&lt;br /&gt;
[[Image:BEScout.JPG|thumb|right|Imperial Scout]]&lt;br /&gt;
&lt;br /&gt;
The Scout class is well-suited for forward reconnaissance and stealth. As the scout you can opt for short range sub-machine guns or a light scoped rifle. You also spawn with a set of binoculars, which can be used to call for an artillery strike. To call out a target simply zoom in and press the fire button. A red attack diamond will appear at your target. Scouts also spawn with a choice of either smoke grenades, concussion grenades or sticky heat bombs.&lt;br /&gt;
&lt;br /&gt;
The scout class&#039; skills at evasion and detection more than make up for its less powerful weaponry. At the forefront of the list is the scout&#039;s Hide ability, which makes him invisible to enemies when crouching for a long period of time. To use this, simply crouch and wait. You are semi-transparent when crouching against a single wall, and all but invisible when hiding in a corner.&lt;br /&gt;
&lt;br /&gt;
Knowing the tricks of his trade, the scout can use his Enhanced Senses to detect nearby enemies, even those who are hidden. As you approach an enemy an arrow signifying his location will appear on your minimap, faintly at first, but with growing brightness as you near him. Surprise attacks just got a whole lot harder.&lt;br /&gt;
&lt;br /&gt;
But what spec ops kit would be complete without a Weapon Silencer? In Empires this ability&#039;s effects are twofold - not only does it cut the noise made by every shot in half, but it also hides your kill and death messages from other players. How sure are you that the scout is dead?&lt;br /&gt;
&lt;br /&gt;
The final two skills of the scout affect [[vehicles]] that he drives. The first, Radar Stealth, makes electronic detection of the vehicle almost impossible. The second, Vehicle Speed, increases the vehicle&#039;s speed.&lt;br /&gt;
&lt;br /&gt;
The Scout is also a master of sabotage. He possesses the ability to tamper with enemy buildings and deployables. The effects of sabotage are different for each structure and can vary from simply annoying to crippling. Only a friendly [[Engineer]] is able to undo the damage done to his team&#039;s sabotaged buildings.&lt;br /&gt;
&lt;br /&gt;
The sticky heat bombs are Scout&#039;s answer to vehicular combat. These cause no direct damage, but will overheat any enemy vehicle, causing them to stall for a short period of time, thus making this more of a tactical weapon. The scout has a very limited supply of these bombs and needs to be in a close proximity to the enemy vehicle to score a hit.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that the role of the Scout has changed drastically through the many wars following the demise of the Great Empire. In fact, the ubiquitous name of &amp;quot;Scout&amp;quot; which refers to all stealth-based infantry was popularized only after the discovery of the ruins of the ancient capital of the Great Empire, making it a fairly recent development from a historical standpoint. During the so-called &amp;quot;Cold War&amp;quot; between the [[Brenodi Empire|Brenodi]] and [[Jekotia]], conflict revolved primarily around stealthy subterfuge. This being the case, the &amp;quot;Scout&amp;quot; was actually an assassin--the name was used as propaganda and to cover up political machinations. Equipped with state-of-the-art camouflage and a powerful sniper rifle, scout-snipers often infiltrated enemy territory and struck down select infantry targets. They were, however, ill-equipped to tackle fortified positions or tanks, which severely limited their use. Nonetheless, quite a few Scout-assassins are renown in military history, such as one Cpl. Joseph Picka, rumored to have killed over a hundred men.&lt;br /&gt;
&lt;br /&gt;
The role of the Scout has evolved a great deal in current conflicts between the Northern Faction and the Brenodi. Most battles involve some type of Guerrilla warfare, and almost every standing military has adapted the Scout to this issue. The Unit has become something of a saboteur, armed with the tools to infiltrate an enemy base and then disable the equipment inside. This new application of stealth infantry comes at a cost, as almost all of the powerful Scout-Sniper Rifles of the Cold War have fallen into disrepair. The current Scout Rifles are not as intimidating as the old models, but they are far cheaper, more durable, and are much easier for a hastily conscripted Scout to use.&lt;br /&gt;
&lt;br /&gt;
One of the most innovative modern uses of Scout units is their deployment as lightning-strike squads. A famous battalion officer named Commander Dominic &amp;quot;Bodrick&amp;quot; Light has been known to deploy large numbers of scouts in cheap but incredibly fast jeeps to harass and impede enemy assaults and &#039;scout&#039; adjacent terrain. This technique, which has begun to be mimicked by opposing armies, has led to large skirmishes consisting almost entirely of jeeps attempting to out-maneuver each other to gain a foothold on a battlefield before the main forces have clashed.&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
=== Speed and travel distance ===&lt;br /&gt;
The stamina recovery for scouts is twice as fast as other classes. With the stamina upgrade, this recovery becomes four times as fast. However, if covering large distances is your goal, Speed Upgrade is still the best bet.&lt;br /&gt;
&lt;br /&gt;
=== Binoculars ===&lt;br /&gt;
The scout has the ability to spot multiple targets from extreme distances with much greater ease than any other unit. His spotted targets stay spotted longer, and can be locked onto by artillery tanks. Even though frequent calls for artillery can be distracting to other team mates, a Scout can use the ability to &amp;quot;paint&amp;quot; multiple targets for revealing the location of an entire enemy base. The Scout will gain a rank point for every latest spotted unit that is destroyed by a teammate. The binoculars have two zoom levels at 4.5x and 22.5x.&lt;br /&gt;
&lt;br /&gt;
=== Sabotage ===&lt;br /&gt;
A new addition to the scout&#039;s abilities is sabotaging enemy structures. You can do this by approaching the enemy building and pressing the &#039;use&#039; (default: &#039;e&#039;) key when an electrical hazard icon appears. Hold the &#039;use&#039; key until the bar is filled. Once filled the structure emits purple smoke and is damaged by 50%, with an additional 1 health drained every three seconds, and with the added bonus of negative effects to the enemies operations. &lt;br /&gt;
&lt;br /&gt;
A list of buildings and its sabotaged effects:&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
|&#039;&#039;&#039;Building&#039;&#039;&#039; || &#039;&#039;&#039;Sabotaging Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Refinery]] || Outputs half as many resources&lt;br /&gt;
|-&lt;br /&gt;
|[[Barracks]] || Spawning players receive half their total amount of health&lt;br /&gt;
|-&lt;br /&gt;
|[[Radar]] || Shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
|-&lt;br /&gt;
|[[Armory]] || Ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
|-&lt;br /&gt;
|[[Repair Station]] || Takes twice as long to repair a vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Factory]] || Vehicles are built with half of their total health and armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Turrets]] || Turrets refuse to target and fire upon enemies when sabotaged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
==== Concussion Grenades and Assaulting ==== &lt;br /&gt;
These will jam a turrets sensors and blind enemy players for a few seconds, giving you precious time to sneak past. Furthermore, anyone familiar with Counter-strike will know that these grenades (which operate essentially like Flash-Bangs) will render an opponent absolutely helpless. If you arm yourself with the SMG2, some concs, and &#039;&#039;&#039;Enhanced Senses&#039;&#039;&#039;, you can be as effective in assaults as a rifleman. Concussion Grenades will affect a turret&#039;s sensors for up to 12 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Grenades ====&lt;br /&gt;
A good application of the Scout&#039;s tools are Smoke Grenades, the most powerful and close range SMG, and  the hide skill. Sneak into an enemy base, score a kill, use a smoke grenade as cover to engage the hide skill, then relocate and repeat the process. Furthermore, don&#039;t hesitate to use smoke grenades to give your team some cover, or confuse the enemy. A smoke grenade at an enemy flag makes defense of that area nearly impossible. Just don&#039;t drop the grenades ON your team&#039;s territory, which will only confuse and annoy your teammates. Drop the grenades between your team and the enemy. (or better yet, ON the enemy.)&lt;br /&gt;
&lt;br /&gt;
==== Sticky Heat Bombs ====&lt;br /&gt;
This is a powerful bomb with a short fuse that will stick to any enemy vehicle it comes in contact with, and upon detonation temporarily disable it by overheating. Scouts can only carry 2 of these bombs without the Ammo Upgrade skill. Due to their considerable weight the sticky heat bombs cannot be thrown very far. This makes the Scout sacrifice their main strengths of stealth and distance by making them close in with the target vehicle.&lt;br /&gt;
&lt;br /&gt;
==== Effective Sniping ==== &lt;br /&gt;
If using the Scout as a sniper class, one must be very aggressive to be of any use to his team. If not sabotaging enemy buildings, it&#039;s inefficient to simply snipe the lone rifleman who is nowhere near an important area. The best Scout-sniper will impede the enemy&#039;s expansion and cause confusion in their ranks. This means attacking high traffic locations--these areas often place the Scout at high risk and divert a lot of attention to him. Don&#039;t be the guy that sits at the edge of the map and scores one point every ten minutes while the riflemen are scoring a kill per second.&lt;br /&gt;
&lt;br /&gt;
==== Effective Sabotage ====&lt;br /&gt;
This is most useful in places the enemy doesn&#039;t worry about, like that refinery no one goes to because it&#039;s been capped and is far away from the enemy and the home base. Flat out destroying it will force the enemy to repair it, but if it appears to be fine, no one will bother to fix it. Likewise, this skill is not that useful when employed against front line bases, as the large enemy presence means that the buildings will often be repaired right away. But when used against a base deep in enemy territory, where no one is around to notice the damage, it&#039;s use is greatly enhanced. Suddenly that single attack that breaches the front and reaches the home base gains a huge advantage when the enemy reinforcements are incredibly handicapped! The one exception to this rule is turrets, particularly machine gun turrets. Scouts can approach and then sabotage turrets almost as quickly as grenadiers can destroy them, and doing so makes the Scout incredibly useful in assaults.&lt;br /&gt;
[[Category:Classes|Scout]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Scout|Scout Skills]]}}&lt;br /&gt;
&lt;br /&gt;
Know Your Skills: &#039;&#039;&#039;Hide&#039;&#039;&#039; is without a doubt one of the coolest skills the Scout has, but it has limited use. If your goal is to kill many enemies on the frontlines, you might be better suited with some other upgrade. On maps where you have little cover, such as on the hills of Duststorm, or where you are advancing with the support of other classes, such as Crossroads, the ability to hide when not firing has limited use. If your goal is to infiltrate, then by all means use hide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Upgrade&#039;&#039;&#039; is a skill uniquely useful to the scout because you can remain hidden while attacking with melee. Two quick melee hits to an unaware target will be more then enough to kill him. If hidden and using Weapons Silencer, you will completely confuse the other team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Silencer&#039;&#039;&#039; is another skill that has limited use, but when it is needed, it becomes incredibly handy. On flag capture maps this skill can save your team. [[Map:emp_cdr_canyon|Emp_cdr_canyon]]: For example, in this map, a hidden scout can capture an opponent&#039;s flag/spawn and force half the opposing team to sweep back and search for the infiltrator which, for all they know, could be one soldier or half a dozen men. Without being able to confirm that the scout has been killed, this can be difficult. And in maps where just one man is the difference between a captured flag (and therefore victory) or defeat, forcing the enemy to determine whether or not just one man threatened the area can earn your team precious seconds.&lt;br /&gt;
&lt;br /&gt;
There are a few good skills for the scout to have. As stated above, if you wish to snipe the enemy deep in their territory, &#039;&#039;&#039;hide&#039;&#039;&#039; is a good skill. Other skills that work well are &#039;&#039;&#039;Health Regeneration,&#039;&#039;&#039; which you will use often if you are working without the support of your squad, and &#039;&#039;&#039;stamina increase,&#039;&#039;&#039; because, chances are, if you&#039;re deep in enemy territory, you&#039;re going to need to make a very quick getaway when something your trusty Scout Rifle can&#039;t handle appears.&lt;br /&gt;
&lt;br /&gt;
==== The Skulk Special ====&lt;br /&gt;
Not very effective in a serious game, but the following skill set is perfect for ambushing your opponents and whacking them over the head with the but of your SMG, and few things are more satisfying then that. One could replace Hide with Silenced Weapons to confuse your opponents after a kill, but it will make the actual kill more difficult.&lt;br /&gt;
*1: Melee Upgrade&lt;br /&gt;
*2: Enhanced Senses&lt;br /&gt;
*3: Speed Upgrade&lt;br /&gt;
*4: Hide&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=4905</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=4905"/>
		<updated>2007-11-07T19:55:20Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: added sticky heat bomb and sabotage info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Scout}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:NFScout.JPG|thumb|right|Northern Faction Scout]]&lt;br /&gt;
[[Image:BEScout.JPG|thumb|right|Imperial Scout]]&lt;br /&gt;
&lt;br /&gt;
The Scout class is well-suited for forward reconnaissance and stealth. As the scout you can opt for short range sub-machine guns or a light scoped rifle. You also spawn with a set of binoculars, which can be used to call for an artillery strike. To call out a target simply zoom in and press the fire button. A red attack diamond will appear at your target. Scouts also spawn with a choice of either smoke grenades, concussion grenades or sticky heat bombs.&lt;br /&gt;
&lt;br /&gt;
The scout class&#039; skills at evasion and detection more than make up for its less powerful weaponry. At the forefront of the list is the scout&#039;s Hide ability, which makes him invisible to enemies when crouching for a long period of time. To use this, simply crouch and wait. You are semi-transparent when crouching against a single wall, and all but invisible when hiding in a corner.&lt;br /&gt;
&lt;br /&gt;
Knowing the tricks of his trade, the scout can use his Enhanced Senses to detect nearby enemies, even those who are hidden. As you approach an enemy an arrow signifying his location will appear on your minimap, faintly at first, but with growing brightness as you near him. Surprise attacks just got a whole lot harder.&lt;br /&gt;
&lt;br /&gt;
But what spec ops kit would be complete without a Weapon Silencer? In Empires this ability&#039;s effects are twofold - not only does it cut the noise made by every shot in half, but it also hides your kill and death messages from other players. How sure are you that the scout is dead?&lt;br /&gt;
&lt;br /&gt;
The final two skills of the scout affect [[vehicles]] that he drives. The first, Radar Stealth, makes electronic detection of the vehicle almost impossible. The second, Vehicle Speed, increases the vehicle&#039;s speed.&lt;br /&gt;
&lt;br /&gt;
The Scout is also a master of sabotage. He possesses the ability to tamper with enemy buildings and deployables. The effects of sabotage are different for each structure and can vary from simply annoying to crippling. Only a friendly [[Engineer]] is able to undo the damage done to his team&#039;s sabotaged buildings.&lt;br /&gt;
&lt;br /&gt;
The sticky heat bombs are Scout&#039;s answer to vehicular combat. These cause no direct damage, but will overheat any enemy vehicle, causing them to stall for a short period of time, thus making this more of a tactical weapon. The scout has a very limited supply of these bombs and needs to be in a close proximity to the enemy vehicle to score a hit.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that the role of the Scout has changed drastically through the many wars following the demise of the Great Empire. In fact, the ubiquitous name of &amp;quot;Scout&amp;quot; which refers to all stealth-based infantry was popularized only after the discovery of the ruins of the ancient capital of the Great Empire, making it a fairly recent development from a historical standpoint. During the so-called &amp;quot;Cold War&amp;quot; between the [[Brenodi Empire|Brenodi]] and [[Jekotia]], conflict revolved primarily around stealthy subterfuge. This being the case, the &amp;quot;Scout&amp;quot; was actually an assassin--the name was used as propaganda and to cover up political machinations. Equipped with state-of-the-art camouflage and a powerful sniper rifle, scout-snipers often infiltrated enemy territory and struck down select infantry targets. They were, however, ill-equipped to tackle fortified positions or tanks, which severely limited their use. Nonetheless, quite a few Scout-assassins are renown in military history, such as one Cpl. Joseph Picka, rumored to have killed over a hundred men.&lt;br /&gt;
&lt;br /&gt;
The role of the Scout has evolved a great deal in current conflicts between the Northern Faction and the Brenodi. Most battles involve some type of Guerrilla warfare, and almost every standing military has adapted the Scout to this issue. The Unit has become something of a saboteur, armed with the tools to infiltrate an enemy base and then disable the equipment inside. This new application of stealth infantry comes at a cost, as almost all of the powerful Scout-Sniper Rifles of the Cold War have fallen into disrepair. The current Scout Rifles are not as intimidating as the old models, but they are far cheaper, more durable, and are much easier for a hastily conscripted Scout to use.&lt;br /&gt;
&lt;br /&gt;
One of the most innovative modern uses of Scout units is their deployment as lightning-strike squads. A famous battalion officer named Commander Dominic &amp;quot;Bodrick&amp;quot; Light has been known to deploy large numbers of scouts in cheap but incredibly fast jeeps to harass and impede enemy assaults and &#039;scout&#039; adjacent terrain. This technique, which has begun to be mimicked by opposing armies, has led to large skirmishes consisting almost entirely of jeeps attempting to out-maneuver each other to gain a foothold on a battlefield before the main forces have clashed.&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
=== Speed and travel distance ===&lt;br /&gt;
The stamina recovery for scouts is twice as fast as other classes. With the stamina upgrade, this recovery becomes four times as fast. However, if covering large distances is your goal, Speed Upgrade is still the best bet.&lt;br /&gt;
&lt;br /&gt;
=== Binoculars ===&lt;br /&gt;
The scout has the ability to spot multiple targets from extreme distances with much greater ease than any other unit. His spotted targets stay spotted longer, and can be locked onto by artillery tanks. Even though frequent calls for artillery can be distracting to other team mates, a Scout can use the ability to &amp;quot;paint&amp;quot; multiple targets for revealing the location of an entire enemy base. The Scout will gain a rank point for every latest spotted unit that is destroyed by a teammate. The binoculars have two zoom levels at 4.5x and 22.5x.&lt;br /&gt;
&lt;br /&gt;
=== Sabotage ===&lt;br /&gt;
A new addition to the scout&#039;s abilities is sabotaging enemy structures. You can do this by approaching the enemy building and pressing the &#039;use&#039; (default: &#039;e&#039;) key when an electrical hazard icon appears. Hold the &#039;use&#039; key until the bar is filled. Once filled the structure emits purple smoke and is damaged by 50%, with an additional 1 health drained every three seconds, and with the added bonus of negative effects to the enemies operations. &lt;br /&gt;
&lt;br /&gt;
A list of buildings and its sabotaged effects:&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
|&#039;&#039;&#039;Building&#039;&#039;&#039; || &#039;&#039;&#039;Sabotaging Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Refinery]] || Outputs half as many resources&lt;br /&gt;
|-&lt;br /&gt;
|[[Barracks]] || Spawning players receive half their total amount of health&lt;br /&gt;
|-&lt;br /&gt;
|[[Radar]] || Shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
|-&lt;br /&gt;
|[[Armory]] || Ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
|-&lt;br /&gt;
|[[Repair Station]] || Takes twice as long to repair a vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Factory]] || Vehicles are built with half of their total health and armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Turrets]] || Turrets refuse to target and fire upon enemies when sabotaged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
==== Concussion Grenades and Assaulting ==== &lt;br /&gt;
These will jam a turrets sensors and blind enemy players for a few seconds, giving you precious time to sneak past. Furthermore, anyone familiar with Counter-strike will know that these grenades (which operate essentially like Flash-Bangs) will render an opponent absolutely helpless. If you arm yourself with the SMG2, some concs, and &#039;&#039;&#039;Enhanced Senses&#039;&#039;&#039;, you can be as effective in assaults as a rifleman. Concussion Grenades will affect a turret&#039;s sensors for up to 12 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Grenades ====&lt;br /&gt;
A good application of the Scout&#039;s tools are Smoke Grenades, the most powerful and close range SMG, and  the hide skill. Sneak into an enemy base, score a kill, use a smoke grenade as cover to engage the hide skill, then relocate and repeat the process. Furthermore, don&#039;t hesitate to use smoke grenades to give your team some cover, or confuse the enemy. A smoke grenade at an enemy flag makes defense of that area nearly impossible. Just don&#039;t drop the grenades ON your team&#039;s territory, which will only confuse and annoy your teammates. Drop the grenades between your team and the enemy. (or better yet, ON the enemy.)&lt;br /&gt;
&lt;br /&gt;
==== Effective Sniping ==== &lt;br /&gt;
If using the scout as a sniper class, one must be very aggressive to be of any use to his team. If not sabotaging enemy buildings, it&#039;s inefficient to simply snipe the lone rifleman who is nowhere near an important area. The best Scout-sniper will impede the enemy&#039;s expansion and cause confusion in their ranks. This means attacking high traffic locations--these areas often place the Scout at high risk and divert a lot of attention to him. Don&#039;t be the guy that sits at the edge of the map and scores one point every ten minutes while the riflemen are scoring a kill per second.&lt;br /&gt;
&lt;br /&gt;
==== Effective Sabotage ====&lt;br /&gt;
This is most useful in places the enemy doesn&#039;t worry about, like that refinery no one goes to because it&#039;s been capped and is far away from the enemy and the home base. Flat out destroying it will force the enemy to repair it, but if it appears to be fine, no one will bother to fix it. Likewise, this skill is not that useful when employed against front line bases, as the large enemy presence means that the buildings will often be repaired right away. But when used against a base deep in enemy territory, where no one is around to notice the damage, it&#039;s use is greatly enhanced. Suddenly that single attack that breaches the front and reaches the home base gains a huge advantage when the enemy reinforcements are incredibly handicapped! The one exception to this rule is turrets, particularly machine gun turrets. Scouts can approach and then sabotage turrets almost as quickly as grenadiers can destroy them, and doing so makes the scout incredibly useful in assaults.&lt;br /&gt;
[[Category:Classes|Scout]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Scout|Scout Skills]]}}&lt;br /&gt;
&lt;br /&gt;
Know Your Skills: &#039;&#039;&#039;Hide&#039;&#039;&#039; is without a doubt one of the coolest skills the Scout has, but it has limited use. If your goal is to kill many enemies on the frontlines, you might be better suited with some other upgrade. On maps where you have little cover, such as on the hills of Duststorm, or where you are advancing with the support of other classes, such as Crossroads, the ability to hide when not firing has limited use. If your goal is to infiltrate, then by all means use hide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Upgrade&#039;&#039;&#039; is a skill uniquely useful to the scout because you can remain hidden while attacking with melee. Two quick melee hits to an unaware target will be more then enough to kill him. If hidden and using Weapons Silencer, you will completely confuse the other team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Silencer&#039;&#039;&#039; is another skill that has limited use, but when it is needed, it becomes incredibly handy. On flag capture maps this skill can save your team. [[Map:emp_cdr_canyon|Emp_cdr_canyon]]: For example, in this map, a hidden scout can capture an opponent&#039;s flag/spawn and force half the opposing team to sweep back and search for the infiltrator which, for all they know, could be one soldier or half a dozen men. Without being able to confirm that the scout has been killed, this can be difficult. And in maps where just one man is the difference between a captured flag (and therefore victory) or defeat, forcing the enemy to determine whether or not just one man threatened the area can earn your team precious seconds.&lt;br /&gt;
&lt;br /&gt;
There are a few good skills for the scout to have. As stated above, if you wish to snipe the enemy deep in their territory, &#039;&#039;&#039;hide&#039;&#039;&#039; is a good skill. Other skills that work well are &#039;&#039;&#039;Health Regeneration,&#039;&#039;&#039; which you will use often if you are working without the support of your squad, and &#039;&#039;&#039;stamina increase,&#039;&#039;&#039; because, chances are, if you&#039;re deep in enemy territory, you&#039;re going to need to make a very quick getaway when something your trusty Scout Rifle can&#039;t handle appears.&lt;br /&gt;
&lt;br /&gt;
==== The Skulk Special ====&lt;br /&gt;
Not very effective in a serious game, but the following skill set is perfect for ambushing your opponents and whacking them over the head with the but of your SMG, and few things are more satisfying then that. One could replace Hide with Silenced Weapons to confuse your opponents after a kill, but it will make the actual kill more difficult.&lt;br /&gt;
*1: Melee Upgrade&lt;br /&gt;
*2: Enhanced Senses&lt;br /&gt;
*3: Speed Upgrade&lt;br /&gt;
*4: Hide&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bugs&amp;diff=4877</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bugs&amp;diff=4877"/>
		<updated>2007-10-15T15:41:50Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: Added link to Mantis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Bugs}}&lt;br /&gt;
&lt;br /&gt;
Bugs may be reported either in the [http://forums.empiresmod.com/forumdisplay.php?f=6 Bug Section] on the Empires forums, or on the [http://www.empiresmod.com/bug_tracker Mantis] bug tracker (registration required.)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4841</id>
		<title>Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4841"/>
		<updated>2007-09-16T13:18:46Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: DAM.  Repeat after me D, A, M.  No Ns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_cyclopean }}&lt;br /&gt;
[[Image:Emp cyclopean minimap.jpg|thumb|right|250px|Minimap of Emp_cyclopean]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the North-west, and are similarly armed.&lt;br /&gt;
&lt;br /&gt;
The city to the south-east contains many alleys, streets, nooks, and crannies. It was once powered by the two street-level resource nodes, which the majority of its buildings are centered around. Faced with full-on factional conflict its citizens quickly abandoned the city, leaving only empty buildings and the now-untapped nodes.&lt;br /&gt;
&lt;br /&gt;
The wilderness to the north-west has a great deal of terrain to scale and much tree cover, and was once of great importance to the region due to its large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes.&lt;br /&gt;
&lt;br /&gt;
Cyclopean&#039;s central lake was once an ecological gem in the region, and was one of the main positive factors contributing to the expansion of the city. Now devoid of life, it is but a shadow of its former self. Thanks to the city&#039;s years of exploitation and the nearby hydro-electric dam, it is now in danger of drying up completely. The resource nodes near it, which once required shoreline processing plants, are now accessible by land.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t Ignore the Lake:&#039;&#039;&#039; While it is true that you&#039;re not going to see any assaults through this area - tanks will drown and infantry have no cover whatsoever - it is foolish to disregard the lake entirely. True, most of your effort should be concentrated on securing the corners, but bear in mind that your enemy is thinking the same thing. This means that the lake often doesn&#039;t see a whole lot of action, and should be fairly easy to capture. There are four refineries accessible from this position, and if your enemy lets you capture them without putting up a fight, you will certainly never be short of resources. Focus on the corners, of course, but keep in mind that the lake can also be a valuable region to hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawns in the City:&#039;&#039;&#039; There are many, many, many locations to set up a barracks or an APC in the city outside of an enemy&#039;s line of sight. A barracks or an armory on the roof of one of the infantry-accessible skyscrapers can mean the difference between keeping or losing the city. Take full advantage of the fact that there are only two ways for armor to enter or leave the city - cover the bridges with turrets and make &#039;&#039;absolutely sure&#039;&#039; that your grenadiers lay extensive mine-fields. If properly fortified, the city has the potential to repel even the most determined armoured assaults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wild Refineries:&#039;&#039;&#039; This position is more difficult to set up as a permanent base than the city, owing to the fact that there&#039;s only one place to build. The resource nodes are, however, placed in more easily defended, elevated positions. Set up an outpost here by all means, but don&#039;t depend on this becoming your main base: this is the most difficult corner to defend against tank assaults, and many battles have been lost by commanders who heavily rely on holding this area.&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Sniper City:&#039;&#039;&#039; The city is a scout&#039;s paradise; using the skyscrapers to fire down upon your enemies, one can quickly dominate the area. Many dark corners allow one to disappear into the shadows relatively easily, making relocating between firing positions simple (especially when using the hide skill). No matter what you do, a properly positioned infantryman can make the city a nightmare for enemy troops.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The City:&#039;&#039;&#039; Not only does the city look absolutely amazing, but it&#039;s also easily fortified and carries two resource nodes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dam:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The North Hills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
* [http://empires.m00.de/details.php?file=25 empires.m00.de]&lt;br /&gt;
* [http://www.megaupload.com/?d=9CY5F3BB MegaUpload]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[http://img114.imageshack.us/my.php?image=empwasteland00009mv.jpg http://img114.imageshack.us/img114/4030/empwasteland00009mv.th.jpg]&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[http://img314.imageshack.us/img314/6402/empwasteland00002zz.jpg http://img314.imageshack.us/img314/6402/empwasteland00002zz.th.jpg] [http://img182.imageshack.us/img182/995/empwasteland00508yx.jpg http://img182.imageshack.us/img182/995/empwasteland00508yx.th.jpg] [http://img398.imageshack.us/img398/1202/empwasteland00456px.jpg http://img398.imageshack.us/img398/1202/empwasteland00456px.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img182.imageshack.us/img182/6823/empwasteland00415ud.jpg http://img182.imageshack.us/img182/6823/empwasteland00415ud.th.jpg] &lt;br /&gt;
[http://img65.imageshack.us/my.php?image=empwasteland00533kg.jpg http://img65.imageshack.us/img65/1784/empwasteland00533kg.th.jpg] [http://img76.imageshack.us/my.php?image=empwasteland00600rn.jpg http://img76.imageshack.us/img76/4616/empwasteland00600rn.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img64.imageshack.us/my.php?image=empwasteland00561fa.jpg http://img64.imageshack.us/img64/1298/empwasteland00561fa.th.jpg] [http://img227.imageshack.us/img227/3328/empwasteland00515dv.jpg http://img227.imageshack.us/img227/3328/empwasteland00515dv.th.jpg] [http://img90.imageshack.us/img90/9175/empwasteland00748mc.jpg http://img90.imageshack.us/img90/9175/empwasteland00748mc.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img124.imageshack.us/img124/6060/empwasteland00718hk.jpg http://img124.imageshack.us/img124/6060/empwasteland00718hk.th.jpg] [http://img89.imageshack.us/img89/3674/empwasteland00696yk.jpg http://img89.imageshack.us/img89/3674/empwasteland00696yk.th.jpg] [http://img49.imageshack.us/img49/7312/empwasteland00729ap.jpg http://img49.imageshack.us/img49/7312/empwasteland00729ap.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img104.imageshack.us/img104/1649/empwasteland00767bk.jpg http://img104.imageshack.us/img104/1649/empwasteland00767bk.th.jpg] [http://img104.imageshack.us/img104/4862/empwasteland00786eb.jpg http://img104.imageshack.us/img104/4862/empwasteland00786eb.th.jpg] [http://img517.imageshack.us/img517/5199/empwasteland00049hb.jpg http://img517.imageshack.us/img517/5199/empwasteland00049hb.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_cyclopean]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_mvalley&amp;diff=4840</id>
		<title>Map:emp mvalley</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_mvalley&amp;diff=4840"/>
		<updated>2007-09-16T13:14:54Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: It&amp;#039;s a &amp;quot;dam&amp;quot;, not a &amp;quot;damn&amp;quot;, damn it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_mvalley }}&lt;br /&gt;
[[Image:mvalley_minimap.jpg|thumb|right|250px|Minimap of Emp_Mvalley]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&#039;&#039;&#039;The north is a key area to hold.&#039;&#039;&#039; Getting a grip on the northern plateau gives a great defensive position from which to dominate the late game, and the financial boost from the double [[Resource Node|resource nodes]] can make all the difference once more expensive components are researched. The best way to take this position is to get there first, which often means rushing it with the [[Command Vehicle]] at the very start of a round. Get a barracks down as soon as possible, and you should be able to finance the development of both bases at once. Finally, don&#039;t neglect your starting base: it can prove valuable in flanking the enemy should they decide to assault your northern stronghold. It should be noted, however, that all is not lost for the team that fails to secure the north plateau. An offensive against this position may be difficult, so try and capture the rest of the map, choking the defenders and winning a war of attrition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protect the Cliffs:&#039;&#039;&#039; As detailed in the infantry tactics below, expect many ninjas to try and attack your bases by sneaking up to the cliffs overlooking your base. They are ridiculously difficult to pry from this position, so don&#039;t let them reach it. Put turrets or surveillance near these areas so you don&#039;t have to worry about this.&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Stealth APC:&#039;&#039;&#039; More often then not, commanders will place their bases on top of the hills and leave the valleys in this map unattended. This allows the creative player to use them with deadly skill. A useful technique is to park an APC in one of these valleys, hidden, but very close to the enemy. The most obvious location for such activity is right below one of the three large bridges in the map, or inside the dam - it might take a long time for the enemy to figure out where these infantry keep coming from.&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Place [[Surveillance|surveillance structures]] near key choke points.&#039;&#039;&#039; A camera and radar under each of the bridges can provide valuable intelligence about the movement of enemy units, giving your team enough time to set up an effective defence. If they&#039;re well-placed, using the contours of the ground and the supporting pillars as cover, they can sometimes remain hidden for the majority of a match.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cliff Assault:&#039;&#039;&#039; It&#039;s very easy to climb up to the cliffs at the edge of the map on all three plateaus (NF Base, BE Base, North Plateau). From up here, the upward facing cliff gives you cover from any attack below while allowing you to easily rain destruction onto the enemy from above. A grenadier can easily sneak up to this area and do serious damage, and an engineer can rig fireworks with devastating affect.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dam&#039;&#039;&#039; - The dam in the south is accessible for infantry by both water and land and connects the two starting locations directly. There are two buildable ramps on the east and west side that must be constructed before easy access to the top of the dam (and subsequently to the enemy base) is available. The dam also houses a resource node that generates resources at a faster rate once a refinery has been constructed on it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_mvalley]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_isle&amp;diff=4801</id>
		<title>Talk:Map:emp isle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_isle&amp;diff=4801"/>
		<updated>2007-09-13T20:38:37Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The commander can&#039;t use rockets. :P --[[User:Arklansman|Arklansman]] 23:46, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
We need to redo the Rocket Sniping section to account for RPG power Vs. Buildings changes in the latest RCs. --[[User:Chahk|Chahk]] 16:38, 13 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=4715</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=4715"/>
		<updated>2007-08-06T15:09:44Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Binoculars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Scout}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:NFScout.JPG|thumb|right|Northern Faction Scout]]&lt;br /&gt;
[[Image:BEScout.JPG|thumb|right|Imperial Scout]]&lt;br /&gt;
&lt;br /&gt;
The Scout class is well-suited for forward reconnaissance and stealth. As the scout you can opt for short range sub-machine guns or a light scoped rifle. You also spawn with a set of binoculars, which can be used to call for an artillery strike. To call out a target simply zoom in and press the fire button. A red attack diamond will appear at your target. Scouts also spawn with smoke or concussion grenades.&lt;br /&gt;
&lt;br /&gt;
The scout class&#039; skills at evasion and detection more than make up for its less powerful weaponry. At the forefront of the list is the scout&#039;s Hide ability, which makes him invisible to enemies when crouching for a long period of time. To use this, simply crouch and wait. You are semi-transparent when crouching against a single wall, and all but invisible when hiding in a corner.&lt;br /&gt;
&lt;br /&gt;
Knowing the tricks of his trade, the scout can use his Enhanced Senses to detect nearby enemies, even those who are hidden. As you approach an enemy an arrow signifying his location will appear on your minimap, faintly at first, but with growing brightness as you near him. Surprise attacks just got a whole lot harder.&lt;br /&gt;
&lt;br /&gt;
But what spec ops kit would be complete without a Weapon Silencer? In Empires this ability&#039;s effects are twofold - not only does it cut the noise made by every shot in half, but it also hides your kill and death messages from other players. How sure are you that the scout is dead?&lt;br /&gt;
&lt;br /&gt;
The final two skills of the scout affect [[vehicles]] that he drives. The first, Radar Stealth, makes electronic detection of the vehicle almost impossible. The second, Vehicle Speed, increases the vehicle&#039;s speed.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that the role of the Scout has changed drastically through the many wars following the demise of the Great Empire. In fact, the ubiquitous name of &amp;quot;Scout&amp;quot; which refers to all stealth-based infantry was popularized only after the discovery of the ruins of the ancient capital of the Great Empire, making it a fairly recent development from a historical standpoint. During the so-called &amp;quot;Cold War&amp;quot; between the [[Brenodi Empire|Brenodi]] and [[Jekotia]], conflict revolved primarily around stealthy subterfuge. This being the case, the &amp;quot;Scout&amp;quot; was actually an assassin--the name was used as propaganda and to cover up political machinations. Equipped with state-of-the-art camouflage and a powerful sniper rifle, scout-snipers often infiltrated enemy territory and struck down select infantry targets. They were, however, ill-equipped to tackle fortified positions or tanks, which severely limited their use. Nonetheless, quite a few Scout-assassins are renown in military history, such as one Cpl. Joseph Picka, rumored to have killed over a hundred men.&lt;br /&gt;
&lt;br /&gt;
The role of the Scout has evolved a great deal in current conflicts between the Northern Faction and the Brenodi. Most battles involve some type of Guerrilla warfare, and almost every standing military has adapted the Scout to this issue. The Unit has become something of a saboteur, armed with the tools to infiltrate an enemy base and then disable the equipment inside. This new application of stealth infantry comes at a cost, as almost all of the powerful Scout-Sniper Rifles of the Cold War have fallen into disrepair. The current Scout Rifles are not as intimidating as the old models, but they are far cheaper, more durable, and are much easier for a hastily conscripted Scout to use.&lt;br /&gt;
&lt;br /&gt;
One of the most innovative modern uses of Scout units is their deployment as lightning-strike squads. A famous battalion officer named Commander Dominic &amp;quot;Bodrick&amp;quot; Light has been known to deploy large numbers of scouts in cheap but incredibly fast jeeps to harass and impede enemy assaults and &#039;scout&#039; adjacent terrain. This technique, which has begun to be mimicked by opposing armies, has led to large skirmishes consisting almost entirely of jeeps attempting to out-maneuver each other to gain a foothold on a battlefield before the main forces have clashed.&lt;br /&gt;
&lt;br /&gt;
== Binoculars ==&lt;br /&gt;
The scout has the ability to spot multiple targets from extreme distances with much greater ease than any other unit. His spotted targets stay spotted longer, and can be locked onto by artillery tanks. Even though frequent calls for artillery can be distracting to other team mates, a Scout can use the ability to &amp;quot;paint&amp;quot; multiple targets for revealing the location of an entire enemy base. The Scout will gain a rank point for every latest spotted unit that is destroyed by a teammate. The binoculars have two zoom levels at 4.5x and 22.5x.&lt;br /&gt;
&lt;br /&gt;
== Sabotage ==&lt;br /&gt;
A new addition to the scout&#039;s abilities is sabotaging enemy structures. You can do this by approaching the enemy building and pressing the &#039;use&#039; (default: &#039;e&#039;) key when an electrical hazard icon appears. Hold the &#039;use&#039; key until the bar is filled. Once filled the structure emits purple smoke and is damaged by 50%, with an additional 1 health drained every three seconds, and with the added bonus of negative effects to the enemies operations. &lt;br /&gt;
&lt;br /&gt;
A list of buildings and its sabotaged effects:&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
|&#039;&#039;&#039;Building&#039;&#039;&#039; || &#039;&#039;&#039;Sabotaging Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Refinery]] || Outputs half as many resources&lt;br /&gt;
|-&lt;br /&gt;
|[[Barracks]] || Spawning players receive half their total amount of health&lt;br /&gt;
|-&lt;br /&gt;
|[[Radar]] || Shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
|-&lt;br /&gt;
|[[Armory]] || Ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
|-&lt;br /&gt;
|[[Repair Station]] || Takes twice as long to repair a vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Factory]] || Vehicles are built with half of their total health and armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Turrets]] || Turrets refuse to target and fire upon enemies when sabotaged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
==== Concussion Grenades ==== &lt;br /&gt;
&lt;br /&gt;
These will jam a turrets sensors and blind enemy players for a few seconds, giving you precious time to sneak past. Furthermore, anyone familiar with Counter-strike will know that these grenades (which operate essentially like Flash-Bangs) will render an opponent absolutely helpless. If you arm yourself with an SMG and these grenades, you can be as effective in assaults as a rifleman. Concussion Grenades will affect a turret&#039;s sensors for up to 12 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Grenades ====&lt;br /&gt;
A good application of the Scout&#039;s tools are Smoke Grenades, the most powerful and close range SMG, and  the hide skill. Sneak into an enemy base, score a kill, use a smoke grenade as cover to engage the hide skill, then relocate and repeat the process. Furthermore, don&#039;t hesitate to use smoke grenades to give your team some cover, or confuse the enemy. A smoke grenade at an enemy flag makes defense of that area nearly impossible. Just don&#039;t drop the grenades ON your team&#039;s territory, which will only confuse and annoy your teammates. Drop the grenades between your team and the enemy. (or better yet, ON the enemy.)&lt;br /&gt;
&lt;br /&gt;
==== Effective Sniping ==== &lt;br /&gt;
&lt;br /&gt;
If using the scout as a sniper class, one must be very aggressive to be of any use to his team. If not sabotaging enemy buildings, it&#039;s inefficient to simply snipe the lone rifleman who is nowhere near an important area. The best Scout-sniper will impede the enemy&#039;s expansion and cause confusion in their ranks. This means attacking high traffic locations--these areas often place the Scout at high risk and divert a lot of attention to him.&lt;br /&gt;
&lt;br /&gt;
==== Effective Sabotage ====&lt;br /&gt;
&lt;br /&gt;
This is most useful in places the enemy doesn&#039;t worry about, like that refinery no one goes to because it&#039;s been capped and is far away from the enemy and the home base. Flat out destroying it will force the enemy to repair it, but if it appears to be fine, no one will bother to fix it. Likewise, this skill is not that useful when employed against front line bases, as the large enemy presence means that the buildings will often be repaired right away. But when used against a base deep in enemy territory, where no one is around to notice the damage, it&#039;s use is greatly enhanced. Suddenly that single attack that breaches the front and reaches the home base gains a huge advantage when the enemy reinforcements are incredibly handicapped! The one exception to this rule is turrets, particularly machine gun turrets. Scouts can approach and then sabotage turrets almost as quickly as grenadiers can destroy them, and doing so makes the scout incredibly useful in assaults.&lt;br /&gt;
[[Category:Classes|Scout]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Scout|Scout Skills]]}}&lt;br /&gt;
&lt;br /&gt;
Know Your Skills: &#039;&#039;&#039;Hide&#039;&#039;&#039; is without a doubt one of the coolest skills the Scout has, but it has limited use. If your goal is to kill many enemies on the frontlines, you might be better suited with some other upgrade. On maps where you have little cover, such as on the hills of Duststorm, or where you are advancing with the support of other classes, such as Crossroads, the ability to hide when not firing has limited use. If your goal is to infiltrate, then by all means use hide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Upgrade&#039;&#039;&#039; is a skill uniquely useful to the scout because you can remain hidden while attacking with melee. Two quick melee hits to an unaware target will be more then enough to kill him. If hidden and using Weapons Silencer, you will completely confuse the other team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Silencer&#039;&#039;&#039; is another skill that has limited use, but when it is needed, it becomes incredibly handy. On flag capture maps this skill can save your team. [[Map:emp_cdr_canyon|Emp_cdr_canyon]]: For example, in this map, a hidden scout can capture an opponent&#039;s flag/spawn and force half the opposing team to sweep back and search for the infiltrator which, for all they know, could be one soldier or half a dozen men. Without being able to confirm that the scout has been killed, this can be difficult. And in maps where just one man is the difference between a captured flag (and therefore victory) or defeat, forcing the enemy to determine whether or not just one man threatened the area can earn your team precious seconds.&lt;br /&gt;
&lt;br /&gt;
There are a few good skills for the scout to have. As stated above, if you wish to snipe the enemy deep in their territory, &#039;&#039;&#039;hide&#039;&#039;&#039; is a good skill. Other skills that work well are &#039;&#039;&#039;Health Regeneration,&#039;&#039;&#039; which you will use often if you are working without the support of your squad, and &#039;&#039;&#039;stamina increase,&#039;&#039;&#039; because, chances are, if you&#039;re deep in enemy territory, you&#039;re going to need to make a very quick getaway when something your trusty Scout Rifle can&#039;t handle appears.&lt;br /&gt;
&lt;br /&gt;
==== The Skulk Special ====&lt;br /&gt;
Not very effective in a serious game, but the following skill set is perfect for ambushing your opponents and whacking them over the head with the but of your SMG, and few things are more satisfying then that. One could replace Hide with Silenced Weapons to confuse your opponents after a kill, but it will make the actual kill more difficult.&lt;br /&gt;
*1: Melee Upgrade&lt;br /&gt;
*2: Enhanced Senses&lt;br /&gt;
*3: Speed Upgrade&lt;br /&gt;
*4: Hide&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=4714</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=4714"/>
		<updated>2007-08-06T14:40:04Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: Added link to Mantis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod ? ==&lt;br /&gt;
Empires Mod is a an Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are Empires Mod similar to ? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is much different and it also lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100).&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost ? ==&lt;br /&gt;
It&#039;s completely free for [http://empiresmod.com/download.php Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod ? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/team.php Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan ? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft ? ==&lt;br /&gt;
This is still a Beta version, Aircraft will be included with an upcoming patch. &lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
Empires is currently in public beta, which means that it is not complete. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find on the official [http://forums.empiresmod.com/forumdisplay.php?f=6 Forums] or on the [http://www.empiresmod.com/bug_tracker/main_page.php Bug Tracker].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps ? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the [http://forums.empiresmod.com/ Forums], as well as the [[Maps]] section here on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod ? ==&lt;br /&gt;
Have a look at [http://www.empiresmod.com/help/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main Empires Mod Irc channel #Empiresmod on Gamesurge.net.&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=4713</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=4713"/>
		<updated>2007-08-06T14:35:35Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: /* Binding Items from the Pop-Up Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
Below is a list of misc. tips. Feel free to add any you may have.&lt;br /&gt;
&lt;br /&gt;
== Infantry Tips ==&lt;br /&gt;
* The pop-up menu can be accessed by pressing &#039;&#039;&#039;F&#039;&#039;&#039; (by default).&lt;br /&gt;
* Join or create a squad to get more rank points. The squad menu is accessed by pressing &#039;&#039;&#039;C&#039;&#039;&#039; (by default). you can also create or join a squad through the [[Squads|squad]] section of the pop-up menu.&lt;br /&gt;
* As you are promoted, you get an additional skill slot to fill. Set this in your spawn menu (&#039;&#039;&#039;B&#039;&#039;&#039; by default), then return to a [[barracks]] or [[armory]] to activate it.&lt;br /&gt;
* Much like changing your class, setting or changing a skill &amp;quot;on the fly&amp;quot; does not immediately activate it.  You must return to the [[barracks]] or [[armory]].  Once inside, bring up the spawn menu and click Accept.  Be advised that your ammo will reset and you will need to stop by the crates and fill up again.&lt;br /&gt;
* You can change your class near a captured flag just like you would inside the [[barracks]] or [[armory]]: bring up your spawn menu, make any changes and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
* Any class can help build buildings with their USE key, [[Engineer|engineers]] are just the most efficient (by a long shot).&lt;br /&gt;
* See the full-size map by pressing &#039;&#039;&#039;M&#039;&#039;&#039;.&lt;br /&gt;
* To set your spawn location, hit &#039;&#039;&#039;Enter&#039;&#039;&#039; and click on one of your barracks.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Tips ==&lt;br /&gt;
See the class page for each of the following for class tips.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
 &lt;br /&gt;
== Commander Tips ==&lt;br /&gt;
* Use &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039; to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;ALT&#039;&#039;&#039; and move the mouse to rotate the camera view.&lt;br /&gt;
* Press &#039;&#039;&#039;E&#039;&#039;&#039; to exit commander mode.&lt;br /&gt;
* When placing a structure, hold the left mouse button to rotate the building.&lt;br /&gt;
* Do not use the Comm Vehicle (CV) as personal transport or your team will get very angry. Only move the CV when absolutely neccessary and always inform your team so they know where they need to defend.&lt;br /&gt;
* If you do need to move the CV for any reason then be very careful around cliffs and water. Many a game has been ended by merely a flipped or waterlogged CV and it really isn&#039;t much fun when they do.&lt;br /&gt;
* Don&#039;t be afraid to lock the Vehicle Factory if you need to conserve resources. But make sure your team is capable of defending without vehicles if you do so. &lt;br /&gt;
* Units can be given orders by highlighting them (left click on them) and then right clicking on the unit you would like to see destroyed or guarded. Send someone to guard an unfinished building and most people will finish the construction as well as guard the structure.&lt;br /&gt;
* Your minions are extremely grateful when you help them out. For example, your god-like eye in the sky view allows you to keep an eye on your units, but more importantly you can keep an eye on the enemy. Of course you can only see the enemy when a friendly unit is near or surveillance equipment has been placed, but this can still be very useful. If you see an enemy approaching your friendly unit, target the enemy for your unit as described above, they will find it much easier to destroy the enemy, because the red targeting symbol will let them know where that enemy unit is before he can even see him. Your unit might have been totally unaware of the approaching danger, but he is now in a much better position to defend himself. &lt;br /&gt;
* Make sure you are always researching something or your technology will quickly fall behind the enemy team and that will usually spell disaster.&lt;br /&gt;
&lt;br /&gt;
== Advanced Commander Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Strategy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frontlining:&#039;&#039; Spread out onto the map, gaining forward bases to hold that area, fortify these, and push from there. This is great for boxing your enemies in, but it really does require a responsive team.&lt;br /&gt;
&lt;br /&gt;
Strong points: Good for boxing in enemies, tends to be good at keeping tickets up, and very good when mixed with arty.&lt;br /&gt;
&lt;br /&gt;
Weak points: Needs a better team that usual. Can be weak against ninjaneers as having concentrated front lines often leaves CV undefended with no players near.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Turtle-ing:&#039;&#039; Fortify your base in the starting area, and don’t push out much. It does work better with players that sit around in base being unresponsive, but unless you get the jump on your enemies early with fast vehicles, you are dead.&lt;br /&gt;
&lt;br /&gt;
Strong points: Well defended against enemies as it’s concentrated, and often in a balanced position to send out vehicles from. Good vs. ninjas as everyone is at your base ready to defend the CV.  Can employ ninjas because the enemies don’t tend to dig in as much.&lt;br /&gt;
&lt;br /&gt;
Weak points: Difficult to defend refineries. You’ll die if the enemy gets arty: concentrated mid-range defenses against long-range arty will almost always mean the defenses lose. It&#039;s harder to destroy the enemy from a long way away from their CV.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Relocating:&#039;&#039; Relocate at the very start of the match. Run to another place to try and get the element of surprise, and disrupt the enemy comm&#039;s plans. It doesn’t tend to work very well against a flexible enemy comm who can roll with the blows and adapt to what you are doing quickly, and can be very bad if you let yourself get boxed in. Don’t even try this unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
Strong points: Can confuse the enemies, they aren’t used to the enemy main base being somewhere else. Works well with a light tank rush if you relocate properly.&lt;br /&gt;
&lt;br /&gt;
Weak points: If you do it wrong you’ve lost your team the game. If you waste too much time you’ve lost your team the game as the enemies will be able to take much more of the map much faster and get the jump on you in research, refs and vehicles, and then box you in until you die.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consider where you place your turrets.&#039;&#039;&#039; &#039;&#039;Don&#039;t place turrets in extremely high or low elevations,&#039;&#039; such as on the top slopes of [[map:emp_duststorm|Duststorm]], as infantry can sneak below them easily without triggering them and then disarm the turrets. &#039;&#039;Don&#039;t place turrets too close to buildings,&#039;&#039; such as refineries. If you do, you risk letting enemies assault the building while staying easily outside of the turret range. &#039;&#039;When in large spaces, place turrets in ambush positions.&#039;&#039; Otherwise, the enemy will be able to destroy the turret before getting in range. Consider placing turrets behind walls. &#039;&#039;When in small spaces, maximize the turret firing arc.&#039;&#039; Place the turret in the most central position, where it can fire everywhere in the area. In best case scenarios, an enemy unit should not be able to fire at the turret without entering it&#039;s range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Identify a map&#039;s chokepoints,&#039;&#039;&#039; and try to force the enemy to assault those. For a detailed analysis of each map and it&#039;s critical points, see the &amp;quot;Maps&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== General Vehicle Tips ==&lt;br /&gt;
* Always try to travel in teams, two tanks are much more likely to win a battle than one and are also more likely to spot the enemy before he gets too close. Another benefit of this system is the ability to occupy the enemy whilst your partner repairs and rearms both of you.&lt;br /&gt;
* Try to be considerate with your use of resources when you build a vehicle. Just one tricked out tank can severely hurt a teams resources, so remember you will lose as well in the end.&lt;br /&gt;
* If you need to hop out to do something in enemy territory, turn your vehicle to face your escape route and give you cover &#039;&#039;&#039;before&#039;&#039;&#039; you jump out. Then, when that artillery tank rolls around the corner, you will be able to escape much more quickly. &lt;br /&gt;
* Don&#039;t fire as quickly as you can or you will overheat. Always try to allow yourself some space on the heat bar in case the battle suddenly swings towards the enemies favour and you have to make a quick escape. There is nothing more frustrating than an overheating vehicle when all you want to do is drive away. &lt;br /&gt;
* Don&#039;t be afraid to retreat, often it can draw the enemy into friendly turret space or allow time for a friendly unit to assist you. &lt;br /&gt;
* Check that the vehicle you are about to drive away is not somebody elses ride or you won&#039;t make very many friends on a server.&lt;br /&gt;
* If you plan to use vehicles a lot in a game, try to select complementary skills when you are promoted or you might as well not have them. &lt;br /&gt;
* A well upgraded light tank will beat a normal heavy tank, so choose your vehicle and upgrades carefully.&lt;br /&gt;
&lt;br /&gt;
== Advanced Vehicle Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle customization |Vehicle customization guide]]&lt;br /&gt;
* &#039;&#039;Analysis of Armors: Strengths and Weaknesses&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 100%; border: 1px solid #5A8261border-collapse: collapse; text-align: left; width: 100% ;background-color: lightgrey&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armour Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Health Points&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Speed Modifier*&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Strongest Against&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Weakest Against&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Good Combinations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plain&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|30&lt;br /&gt;
|Low&lt;br /&gt;
|Takes %50 extra damage from biological weapons&lt;br /&gt;
|None&lt;br /&gt;
|Biological Weapons&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Composite&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|10&lt;br /&gt;
|80&lt;br /&gt;
|Very Low&lt;br /&gt;
|None&lt;br /&gt;
|Artillery, High damage missiles&lt;br /&gt;
|Anything with a high velocity&lt;br /&gt;
|Biodiesel engine, if you intend to absorb a lot of damage, you will need this to avoid stalling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Absorbant&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|15&lt;br /&gt;
|50&lt;br /&gt;
|Very high&lt;br /&gt;
|Absorbs extra heat damage&lt;br /&gt;
|Fast cannons, especially railgun&lt;br /&gt;
|Biological weapons, high damage missles, mines&lt;br /&gt;
|Gas engine, for the horsepower/cooling. Seek out cannon battles, avoid missiles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reactive&#039;&#039;&#039;&lt;br /&gt;
|45&lt;br /&gt;
|20&lt;br /&gt;
|65&lt;br /&gt;
|High&lt;br /&gt;
|40% reduced damage from biological weapons&lt;br /&gt;
|Fast cannons, biological weapons&lt;br /&gt;
|High damage missles, HE cannon, HeavyUMG&lt;br /&gt;
|Coolant / 3Phase engine, dual cannons, stay back to avoid missles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Regenerative&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|75&lt;br /&gt;
|Average&lt;br /&gt;
|Moderate armor regeneration speed, double damage from biological weapons&lt;br /&gt;
|Average armoured tanks (ateast 2-3 times above plain)&lt;br /&gt;
|Biological weapons, high velocity weapons, Machine Guns&lt;br /&gt;
|Plasma cannon or Machine gun, biological missle, 3 phase engine. Poison the enemy, overheat them, then escape&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reflective&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|60&lt;br /&gt;
|Average&lt;br /&gt;
|Reduces damage if tank is angled on impact&lt;br /&gt;
|Average armoured tanks (at least 2-3 times above plain)&lt;br /&gt;
|Depends on user skill&lt;br /&gt;
|Fission /3Phase engine, use these high acceleration engines to quickly rotate your tank to an angle to reduce damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Low speed modifiers cause increased damage with high speed weapons&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*High speed modifiers cause reduced damage with high speed weapons&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chart Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armors are equal and different, you must explain this to your team and tell them what you want from them or they will not understand.  If anything, this will teach you how to counter popular armor sets and help you develop new strategies.&lt;br /&gt;
&lt;br /&gt;
== Advanced Tips ==&lt;br /&gt;
=== Binding Items from the Pop-Up Menu ===&lt;br /&gt;
&lt;br /&gt;
Commands from the pop-up menu (default &#039;f&#039;) can also be accessed via console commands (as of 1.08, RC18). This allows them to be bound to keys, for more speedy usage. The console command to use is &amp;quot;emp_menu_quickcmd &amp;lt;menu #&amp;gt; &amp;lt;command #&amp;gt;&amp;quot;. Use the number of the menu, and the number of the command within that menu. An index of available menu and command numbers is given below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1 PLAYER_SPECIFIC_FRIENDLY (if a friendly is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Guard this unit&amp;quot;&lt;br /&gt;
	1 Resupply&lt;br /&gt;
	3 Repair/heal&lt;br /&gt;
2 PLAYER_SPECIFIC_ENEMY (if an enemy is under your crosshairs)&lt;br /&gt;
	0 Spotted&lt;br /&gt;
	3 Grenade attack&lt;br /&gt;
	4 Attack&lt;br /&gt;
3 PLAYER_SPECIFIC_GROUND (if something neutral is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Move to this location&amp;quot;&lt;br /&gt;
	1 Build&lt;br /&gt;
	3 Grenade/mine&lt;br /&gt;
	4 Dig-in&lt;br /&gt;
4 PLAYER_GLOBAL&lt;br /&gt;
	0 &amp;quot;Area secure&amp;quot;&lt;br /&gt;
	4 &amp;quot;Area is not secure&amp;quot;&lt;br /&gt;
5 PLAYER_LOCAL&lt;br /&gt;
	0 &amp;quot;Move up&amp;quot;&lt;br /&gt;
	1 &amp;quot;Take cover&amp;quot;&lt;br /&gt;
	2 Taunt&lt;br /&gt;
	3 &amp;quot;Cover fire&amp;quot;&lt;br /&gt;
	4 &amp;quot;Pull back&amp;quot;&lt;br /&gt;
6 PLAYER_SQUAD&lt;br /&gt;
	0 invite to squad command (must have clicked on player, local player must be in squad)&lt;br /&gt;
	0 request to join squad command (if local player is not in squad and clicked on player is in a squad)&lt;br /&gt;
	1 do squad leader power #1 (if you are a squad leader)&lt;br /&gt;
	2 vote the commander out&lt;br /&gt;
	3 do squad leader power #2 (if you are a squad leader)&lt;br /&gt;
	4 force leave squad command (if squad leader and clicked player are in same squad)&lt;br /&gt;
	4 leave squad (if no one clicked on and local player is in a squad)&lt;br /&gt;
7 PLAYER_GLOBAL_SUPPORT&lt;br /&gt;
	0 Request air support&lt;br /&gt;
	1 Request artillery support&lt;br /&gt;
	2 Request armor support&lt;br /&gt;
	3 Request infantry support&lt;br /&gt;
	4 Request transport&lt;br /&gt;
8 PLAYER_GLOBAL_SUPPLIES&lt;br /&gt;
	1 Request ammo&lt;br /&gt;
	3 Request healing/repairs&lt;br /&gt;
	4 Request an engineer&lt;br /&gt;
9 PLAYER_ACK&lt;br /&gt;
	0 Confirm order&lt;br /&gt;
	1 &amp;quot;Negative&amp;quot;&lt;br /&gt;
	3 &amp;quot;Roger&amp;quot;&lt;br /&gt;
	4 Deny/Cancel order&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Note|Some commands are context-sensitive, changing in function depending on what is under your crosshairs at the time.}}&lt;br /&gt;
&lt;br /&gt;
For example, in order to bind the &#039;x&#039; key to call for a medic, the following line should be added to &#039;&#039;&#039;autoexec.cfg&#039;&#039;&#039; or &#039;&#039;&#039;infantry.cfg&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;bind &amp;quot;x&amp;quot; &amp;quot;emp_menu_quickcmd 8 3&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How Not to Play Empires ==&lt;br /&gt;
&lt;br /&gt;
The [[Noob&#039;s Guide to Empires]] outlines many of the strategies to take in playing Empires when one wishes to play as poorly as possible.  It is a satirical look at the way new players interact with various facets of the game.  They often do so in ways which outline how poor at the game they are.  If you wish to avoid some of the main mistakes new players make while playing Empires, please read this Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Tips]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4699</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=4699"/>
		<updated>2007-08-04T01:21:09Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC17&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;
&lt;br /&gt;
=Unreleased: Version 1.08=&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 popular demand&#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;
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>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4698</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=4698"/>
		<updated>2007-08-04T01:20:39Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC17&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;
&lt;br /&gt;
=Unreleased: Version 1.08=&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 popular demand&#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;
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>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File_talk:Map2.jpg&amp;diff=4696</id>
		<title>File talk:Map2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File_talk:Map2.jpg&amp;diff=4696"/>
		<updated>2007-08-03T16:58:46Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone else think they just loaded up a terrain editor from a Civilization game then coloured it afterwards?  I think it would be sweet if the team had a writer who every week updated the state of the war --[[User:Knighttemplar|Knighttemplar]] 15:11, 14 July 2007 (EDT)&lt;br /&gt;
* Actually, what would be &#039;&#039;&#039;really&#039;&#039;&#039; cool is if the map would be hosted on empiresmod.com and would dynamically update with the red/blue overlays around the &amp;quot;captured&amp;quot; territory based on which team wins every map on the official server.  Nothing in terms of coding from Krenzo, as this would only require a stats plugin for the server (similar to what BSID 1.07 servers had) and some time from a web programmer to make this happen. --[[User:Chahk|Chahk]] 12:57, 3 August 2007 (EDT)&lt;br /&gt;
** P.S. If that sounds familliar, yes I got the idea from PlanetSide :p --[[User:Chahk|Chahk]] 12:58, 3 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was thinking it would make a pretty kickass Risk board myself. Divided into smaller territories of course. :P --[[User:Arklansman|Arklansman]] 20:23, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So, in other words, perfect if it were Risk map during immediately after the breakup of the ancient empire when all those little nations are duking it out.--[[User:The Buttery Lobster|The Buttery Lobster]] 20:46, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well I&#039;m sure they still have smaller territories or states. :) --[[User:Arklansman|Arklansman]] 20:51, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Like the Commonwealth in the south islands :P --[[User:Cwevan|Evan]] 10:38, 15 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File_talk:Map2.jpg&amp;diff=4695</id>
		<title>File talk:Map2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File_talk:Map2.jpg&amp;diff=4695"/>
		<updated>2007-08-03T16:58:37Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone else think they just loaded up a terrain editor from a Civilization game then coloured it afterwards?  I think it would be sweet if the team had a writer who every week updated the state of the war --[[User:Knighttemplar|Knighttemplar]] 15:11, 14 July 2007 (EDT)&lt;br /&gt;
* Actually, what would be &#039;&#039;&#039;really&#039;&#039;&#039; cool is if the map would be hosted on empiresmod.com and would dynamically update with the red/blue overlays around the &amp;quot;captured&amp;quot; territory based on which team wins every map on the official server.  Nothing in terms of coding from Krenzo, as this would only require a stats plugin for the server (similar to what BSID 1.07 servers had) and some time from a web programmer to make this happen. --[[User:Chahk|Chahk]] 12:57, 3 August 2007 (EDT)&lt;br /&gt;
** P.S. If that sounds familliar, yes I got the idea from PlanetSide :p&lt;br /&gt;
&lt;br /&gt;
I was thinking it would make a pretty kickass Risk board myself. Divided into smaller territories of course. :P --[[User:Arklansman|Arklansman]] 20:23, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So, in other words, perfect if it were Risk map during immediately after the breakup of the ancient empire when all those little nations are duking it out.--[[User:The Buttery Lobster|The Buttery Lobster]] 20:46, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well I&#039;m sure they still have smaller territories or states. :) --[[User:Arklansman|Arklansman]] 20:51, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Like the Commonwealth in the south islands :P --[[User:Cwevan|Evan]] 10:38, 15 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File_talk:Map2.jpg&amp;diff=4694</id>
		<title>File talk:Map2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File_talk:Map2.jpg&amp;diff=4694"/>
		<updated>2007-08-03T16:57:33Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone else think they just loaded up a terrain editor from a Civilization game then coloured it afterwards?  I think it would be sweet if the team had a writer who every week updated the state of the war --[[User:Knighttemplar|Knighttemplar]] 15:11, 14 July 2007 (EDT)&lt;br /&gt;
* Actually, what would be &#039;&#039;&#039;really&#039;&#039;&#039; cool is if the map would be hosted on empiresmod.com and would dynamically update with the red/blue overlays around the &amp;quot;captured&amp;quot; territory based on which team wins every map on the official server.  Nothing in terms of coding from Krenzo, as this would only require a stats plugin for the server (similar to what BSID 1.07 servers had) and some time from a web programmer to make this happen. --[[User:Chahk|Chahk]] 12:57, 3 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was thinking it would make a pretty kickass Risk board myself. Divided into smaller territories of course. :P --[[User:Arklansman|Arklansman]] 20:23, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So, in other words, perfect if it were Risk map during immediately after the breakup of the ancient empire when all those little nations are duking it out.--[[User:The Buttery Lobster|The Buttery Lobster]] 20:46, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well I&#039;m sure they still have smaller territories or states. :) --[[User:Arklansman|Arklansman]] 20:51, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Like the Commonwealth in the south islands :P --[[User:Cwevan|Evan]] 10:38, 15 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File_talk:Territory_map.jpg&amp;diff=4498</id>
		<title>File talk:Territory map.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File_talk:Territory_map.jpg&amp;diff=4498"/>
		<updated>2007-07-10T21:04:34Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can anybody read the names of any of these cities? --[[User:Arklansman|Arklansman]] 22:26, 3 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
also, isn&#039;t it now &amp;quot;Jekotian,&amp;quot; not &amp;quot;Chekotian?&amp;quot; I think this map is outdated in general. I can read the capital of Brenodi, Bren, but that&#039;s it.--[[User:The Buttery Lobster|The Buttery Lobster]] 22:29, 3 July 2007 (EDT)&lt;br /&gt;
* No no, it&#039;s not Chekotian, it&#039;s Chahk-otian  :p  --[[User:Chahk|Chahk]] 17:04, 10 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I believe that this is horrendously out-dated. [[User:Broccoli|Broccoli]] 09:34, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
CW is the army of those southern islands. Commonwealth. --[[User:Cwevan|Evan]] 15:58, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can&#039;t just get &amp;quot;Dibs&amp;quot; on an entire continent!!!! :P I call that little island in the far north-east corner of the Jekotian Empire-- I shall dub it... &amp;quot;Clawtopia&amp;quot;--[[User:The Buttery Lobster|The Buttery Lobster]] 17:29, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t you just call it &amp;quot;Maine&amp;quot;? XD --[[User:Arklansman|Arklansman]] 18:41, 4 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:con_district402&amp;diff=3670</id>
		<title>Map:con district402</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:con_district402&amp;diff=3670"/>
		<updated>2007-05-12T17:32:28Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: Added 2 tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_district402}}&lt;br /&gt;
[[Image:District402 minimap.jpg|thumb|right|250px|Minimap of Emp_District402]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
District402 is a conquest map, and is strictly infantry-only. There are no [[Command Vehicle|Command Vehicles]] on this map. Both teams start at a set spawn point; Northern Faction spawns in a bunker, Brenodi Empire spawns at a static APC that cannot be moved or manned. Engineers cannot build any [[walls]] on this map.&lt;br /&gt;
&lt;br /&gt;
This map features a sewer system.  Accessible via manholes (that must be blown off to gain entry) scattered throughout the streets, the sewers add another dimension to game play.  Narrow passages with many twists and turns offer an alternate way of getting behind the enemy lines.&lt;br /&gt;
&lt;br /&gt;
== Objectives and Conditions ==&lt;br /&gt;
This map utilizes a &amp;quot;Push&amp;quot; style of gameplay for both factions, which means that both teams  must capture flags in sequence (i.e. flags cannot be &amp;quot;skipped&amp;quot;), while protecting their already captured flags. Once a flag is captured by one team the other team can re-capture it. Each flag opens up spawn point which is located at the previous flag&#039;s location, thus allowing slow progression.&lt;br /&gt;
&lt;br /&gt;
Both teams start off with 150 tickets. As always, one ticket is subtracted from the teams&#039; score for every soldier that respawns. If a team loses all their flags, they lose.&lt;br /&gt;
&lt;br /&gt;
==Squad Level Tactics==&lt;br /&gt;
==Unit and Infantry Tactics==&lt;br /&gt;
*Well-timed grenades around a corner will often kill or severely injure an enemy.&lt;br /&gt;
*The sewers are a great alternate way of moving around quickly, if the enemy has teammates pinned down you should try and get behind them.&lt;br /&gt;
*Beware of mines while in the sewers.  Low lighting conditions, frequent twists and turns and shallow water are perfect for hiding mines.&lt;br /&gt;
*Turrets are easier to take down inside the sewers due to their inability to target enemy soldiers that are peeking from around the corners.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_district402]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:con_district402&amp;diff=3669</id>
		<title>Map:con district402</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:con_district402&amp;diff=3669"/>
		<updated>2007-05-12T17:25:11Z</updated>

		<summary type="html">&lt;p&gt;Scardybob: Added info about the sewers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_district402}}&lt;br /&gt;
[[Image:District402 minimap.jpg|thumb|right|250px|Minimap of Emp_District402]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
District402 is a conquest map, and is strictly infantry-only. There are no [[Command Vehicle|Command Vehicles]] on this map. Both teams start at a set spawn point; Northern Faction spawns in a bunker, Brenodi Empire spawns at a static APC that cannot be moved or manned. Engineers cannot build any [[walls]] on this map.&lt;br /&gt;
&lt;br /&gt;
This map features a sewer system.  Accessible via manholes (that must be blown off to gain entry) scattered throughout the streets, the sewers add another dimension to game play.  Narrow passages with many twists and turns offer an alternate way of getting behind the enemy lines.&lt;br /&gt;
&lt;br /&gt;
== Objectives and Conditions ==&lt;br /&gt;
This map utilizes a &amp;quot;Push&amp;quot; style of gameplay for both factions, which means that both teams  must capture flags in sequence (i.e. flags cannot be &amp;quot;skipped&amp;quot;), while protecting their already captured flags. Once a flag is captured by one team the other team can re-capture it. Each flag opens up spawn point which is located at the previous flag&#039;s location, thus allowing slow progression.&lt;br /&gt;
&lt;br /&gt;
Both teams start off with 150 tickets. As always, one ticket is subtracted from the teams&#039; score for every soldier that respawns. If a team loses all their flags, they lose.&lt;br /&gt;
&lt;br /&gt;
==Squad Level Tactics==&lt;br /&gt;
==Unit and Infantry Tactics==&lt;br /&gt;
*Well-timed grenades around a corner will often kill or severely injure an enemy.&lt;br /&gt;
*The sewers are a great alternate way of moving around quickly, if the enemy has teammates pinned down you should try and get behind them.&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_district402]]&lt;/div&gt;</summary>
		<author><name>Scardybob</name></author>
	</entry>
</feed>