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	<updated>2026-04-04T11:35:12Z</updated>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=8559</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=8559"/>
		<updated>2017-01-29T07:25:46Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
{{Note|The current data is for version &#039;&#039;&#039;2.5&#039;&#039;&#039;. If this needs to be updated with future patches, refer to the &#039;&#039;&#039;vehicle_weapons.txt&#039;&#039;&#039; in the &#039;&#039;&#039;Steam\SteamApps\common\Empires\empires\scripts&#039;&#039;&#039; folder.}}&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
* &#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Which damage type this weapon falls under. Armor, structures and infantry dictate the resistance against the chosen damage type. &lt;br /&gt;
* &#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Research required to unlock&lt;br /&gt;
* &#039;&#039;&#039;Weight&#039;&#039;&#039;: weight of the weapon&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039;: Damage per hit, damage caused by bio effects are listed after&lt;br /&gt;
* &#039;&#039;&#039;Reload Time&#039;&#039;&#039;: time to load one clip, if Total Ammo Clips is &#039;0&#039;, time to reload one unit of ammo&lt;br /&gt;
* &#039;&#039;&#039;Rounds/Clips&#039;&#039;&#039;: The first number is the number of rounds in each clip, the second number is the number of clips&lt;br /&gt;
* &#039;&#039;&#039;RoF&#039;&#039;&#039;: Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.&lt;br /&gt;
* &#039;&#039;&#039;Heat/To Target&#039;&#039;&#039;: The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.&lt;br /&gt;
* &#039;&#039;&#039;Spread&#039;&#039;&#039;: Projectile spread/accuracy. Lower is better.&lt;br /&gt;
* &#039;&#039;&#039;Falloff/Falloffbase/Minimal Damage&#039;&#039;&#039;: Falloff is the maximum distance a projectile can travel before its damage is reduced to the &amp;quot;falloffbase&amp;quot; percentage. For example, the Standard Machine Gun falloff is 2000m. Its falloffbase is 0.8. This means that at 2000m the Standard Machine Gun is doing 80% damage. At 4000m it is doing 60% damage. However, it will always do at least the &amp;quot;minimal damage&amp;quot;, which for the Standard Machine Gun is 15. Only affects machine guns.&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: Amount of resources needed&lt;br /&gt;
&lt;br /&gt;
See [[Template:MG_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Effective VS !! Reload Time (sec) !! Rounds/ Clips !! RoF !! Heat/To Target !! Spread !! Falloff/ Falloffbase/ Minimal Damage !! Cost&lt;br /&gt;
&lt;br /&gt;
{{MG Table | image=Mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | weight=30 | damage=30 | effectiveVS=Infantry | reload=3.5 | ammo=60/4 | cycle=0.1 | heat=1/0 | spread=0.015 | falloff=2000/0.8/15 | cost=40}}&lt;br /&gt;
{{MG Table | image=Mg_chain_sml.png | name=Chain Gun | desc=This chain gun fires at a very fast rate. | research=None | weight=50 | damage=22 | effectiveVS=Infantry | reload=6 | ammo=125/3 | cycle=0.05 | heat=0/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55==50}}&lt;br /&gt;
{{MG Table | image=Mg_chain_med.png | name=Medium Chain Gun | desc=This machine gun fires at a very fast rate. Its damage is greater than the smaller version. | research=None | weight=65 | damage=28 | effectiveVS=Infantry | reload=6 | ammo=175/3 | cycle=0.04 | heat=0/0 | spread=0.02 | falloff=1800/0.7/15 | cost=70}}&lt;br /&gt;
{{MG Table | image=Mg_50cal_med.png | name=.50 Cal Medium MG | desc=A heavier .50 caliber firing medium machine gun. | research=Heavy Caliber Machine Gun | weight=50 | damage=35 | effectiveVS=Infantry | reload=7.5 | ammo=70/3 | cycle=0.07 | heat=0/0 | spread=0.01 | falloff=2500/0.9/30 | cost=70}}&lt;br /&gt;
{{MG Table | image=Mg_50cal_hvy.png | name=.50 Cal Heavy MG | desc=A heavier .50 caliber firing heavy machine gun. | research=Heavy Caliber Machine Gun | weight=60 | damage=43 | effectiveVS=Infantry | reload=9.60 | ammo=120/3 | cycle=0.07 | heat=0/0 | spread=0.01 | falloff=2500/0.9/40 | cost=95}}&lt;br /&gt;
{{MG Table | image=Mg_du_med.png | name=Depleted Uranium MG | desc=This machine gun fires ammunition which can damage vehicle armor. | research=Heavy Caliber Machine Gun | weight=40 | damage=5 | effectiveVS=Vehicles | reload=2.00 | ammo=80/6 | cycle=0.10 | heat=0/0 | spread=0.04 | falloff=2500/0.6/5 | cost=70}}&lt;br /&gt;
{{MG Table | image=Mg_du_hvy.png | name=Depleted Uranium HMG | desc=This machine gun fires ammunition which can damage vehicle armor.  It is more damaging than the standard version. | research=Heavy Caliber Machine Gun | weight=60 | damage=8 | effectiveVS=Vehicles | reload=3.00 | ammo=120/6 | cycle=0.10 | heat=0/0 | spread=0.035 | falloff=2500/0.6/6 | cost=95}}&lt;br /&gt;
{{MG Table | image=Mg_bio_med.png | name=Bio Machine Gun | desc=A small machine gun that fires bullets containing infectious material to do continual damage to a target. | research=Biological Projectile | weight=40 | damage=8 | effectiveVS=Vehicles | reload=3.50 | ammo=30/3 | cycle=0.42 | heat=1/0 | spread=0.03 | falloff=2500/0.8/4| cost=75}}&lt;br /&gt;
{{MG Table | image=Mg_plasma_med.png | name=Plasma Machine Gun | desc=This machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | weight=40 | damage=5 | effectiveVS=Vehicles | reload=4 | ammo=30/7 | cycle=0.36 | heat=1/5 | spread=0.03 | falloff=0| cost=70}}&lt;br /&gt;
{{MG Table | image=HE_Plasma_MG.png | name=HE Plasma Machine Gun | desc=This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | weight=55 | damage=6 | effectiveVS=Vehicles | reload=3.50 | ammo=30/7 | cycle=0.29 | heat=1/5 | spread=0.03 | falloff=0| cost=100}}&lt;br /&gt;
{{MG Table | image=Mg_he_med.png | name=HE MG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=40 | damage=10 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=1/0.1 | spread=0.01 | falloff=0| cost=80}}&lt;br /&gt;
{{MG Table | image=Hmg_he_med.png | name=HE HMG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=55 | damage=13 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=3/0.1 | spread=0.01 | falloff=0| cost=125}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Canons=&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: Speed of the projectile. Only affects cannons and missiles. Used with the &amp;quot;Speed To Damage Modifier&amp;quot; value on armor. The speed of a weapon not only influences the &amp;quot;speed to damage modifier&amp;quot; but also makes the weapon travel faster through space. There is a limit of roughly 2700-2800 &amp;quot;speed&amp;quot; that a cannon or missile can have, any speed value beyond that limit will still influence the damage modifier and in the cannons&#039; case the gravity effect on the projectile but will not make the object actually travel &amp;quot;faster&amp;quot; in-game. Against common belief, it is not used for the tracer effects from machine guns.&lt;br /&gt;
* &#039;&#039;&#039;Gravity&#039;&#039;&#039;: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.&lt;br /&gt;
&lt;br /&gt;
See [[Template:Canon_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost&lt;br /&gt;
{{Canon Table | image=Cn_std_sml.png | name=Standard Cannon | desc=A small caliber cannon that fires tank shells. | research=None | weight=50 | damage=50 | damtype=Kinetic | ammo=40 | cycle=1.4 | heat=10/0.1 | speed=3000 | gravity=0.5 | cost=50}}&lt;br /&gt;
{{Canon Table | image=Cn_ranged_med.png | name=Ranged Cannon | desc=A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | weight=70 | damage=60 | damtype=Kinetic | ammo=40 | cycle=1.5 | heat=8/0.1 | speed=3300 | gravity=0.1 | cost=60}}&lt;br /&gt;
{{Canon Table | image=Cn_he_med.png | name=High Explosive Cannon | desc=This cannon has its explosive compound upgraded for a stronger explosion upon impact. | research=Explosive Shells | weight=70 | damage=65 | damtype=Explosive | ammo=24 | cycle=2.0 | heat=12/0.1 | speed=3000 | gravity=0.4125 | cost=75}}&lt;br /&gt;
{{Canon Table | image=Cn_plasma_med.png | name=Plasma Cannon | desc=This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. | research=Plasma Cannon Projectile | weight=70 | damage=55 | damtype=GeneralPhysics | ammo=30 | cycle=1.5 | heat=20/10 | speed=2700 | gravity=0.4250 | cost=60}}&lt;br /&gt;
{{Canon Table | image=Cn_rail_hvy.png | name=Rail Gun | desc=This cannon uses magnetic coils to accelerate the shell.  It produces less heat and can fire faster. | research=Rail Gun | weight=100 | damage=50 | damtype=Kinetic | ammo=30 | cycle=0.8 | heat=7/0 | speed=3600 | gravity=0.3 | cost=80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Artillery Cannon=&lt;br /&gt;
See [[Template:Arty_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost&lt;br /&gt;
{{Arty Table | image=Ac_std_sml.png | name=Small Artillery Cannon | desc=An artillery cannon with high damage but low reload times.  It has the shortest range but fastest reload. | research=None | weight=60 | damage=115 | damtype=ExplosiveArt | ammo=10/4 | reload=5 | cycle=1 | heat=10/0.5 | speed=1700 | gravity=0.8 | cost=50}}&lt;br /&gt;
{{Arty Table | image=Ac_std_med.png | name=Medium Artillery Cannon | desc=An artillery cannon with high damage but low reload times. It has a greater range than the small cannon and two extra ammo magazines. | research=None | weight=100 | damage=140 | damtype=ExplosiveArt | ammo=10/3 | reload=8 | cycle=1.6 | heat=10/0.5 | speed=1500 | gravity=0.6 | cost=60}}&lt;br /&gt;
{{Arty Table | image=Ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. | research=Explosive Shells | weight=100 | damage=160 | damtype=ExplosiveArt | ammo=10/3 | reload=7 | cycle=2 | heat=15/1 | speed=1800 | gravity=0.4 | cost=75}}&lt;br /&gt;
{{Arty Table | image=Ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with the greatest damage. | research=Extended Range Cannon | weight=100 | damage=120 | damtype=KineticArt | ammo=10/3 | reload=8 | cycle=2 | heat=20/1 | speed=2800 | gravity=0.6 | cost=60}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Missiles=&lt;br /&gt;
* &#039;&#039;&#039;RoF&#039;&#039;&#039;: A negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to determine time between actual shot creation&lt;br /&gt;
* &#039;&#039;&#039;Targeting Type&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;Dumb&#039;&#039;&#039;: flies forward until it hits something. &lt;br /&gt;
** &#039;&#039;&#039;Guided&#039;&#039;&#039;: While holding down the Fire key/button, a player can use the mouse to guide the missile similar to laser-guided ordinance. &lt;br /&gt;
** &#039;&#039;&#039;Homing&#039;&#039;&#039;: Once lock-on has been initiated, simply pressing the Fire key/button once will send missiles to their target without any additional input from the player.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039;: max range in HL2 units that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player&#039;s crosshairs&lt;br /&gt;
* &#039;&#039;&#039;Lock Time&#039;&#039;&#039;: time it takes for a homing missile to lock onto the target under the player crosshairs&lt;br /&gt;
* &#039;&#039;&#039;Lock Radius&#039;&#039;&#039;: this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn&#039;t need to be directly over or as close to the target) it defines a box around the crosshair, and a target must be within this box to be homed on and its Size decreases with range&lt;br /&gt;
* &#039;&#039;&#039;Lock Time/Range Mod&#039;&#039;&#039;: modifies lock on time based on range (as range increases, lock on time increases based on the modifier: (modifier * range to target + lock on time = total lock on time)&lt;br /&gt;
* &#039;&#039;&#039;Turning Ability&#039;&#039;&#039;: determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile: 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn&#039;t turn at all&lt;br /&gt;
&lt;br /&gt;
See [[Template:Missile_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Targeting Type !! Range !! Lock Time !! Lock Radius !! Lock Time/Range Mod !! Turning Ability !! Cost&lt;br /&gt;
{{Missile Table | image=Ml_std_sml.png | name=Standard ML | desc=A dumb fire missile launcher with no homing capabilities. | research=None | weight=30 | damage=40 | damtype=Missile | ammo=4/5 | reload=3 | cycle=1.2 | heat=6/0.1 | speed=1600 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=50}}&lt;br /&gt;
{{Missile Table | image=Ml_upgraded_med.png | name=Upgraded ML | desc=A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version. | research=Upgraded Missile Warhead | weight=70 | damage=60 | damtype=Missile | ammo=7/7 | reload=3.8 | cycle=1.0 | heat=8/0.2 | speed=2500 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}&lt;br /&gt;
{{Missile Table | image=Ml_bio_med.png | name=Biological Warhead | desc=A dumb fire missile launcher which contains a biological agent in its warhead.  Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. | research=Biological Warhead | weight=70 | damage=50 | damtype=Missile | ammo=5/3 | reload=6 | cycle=3 | heat=6/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}&lt;br /&gt;
{{Missile Table | image=Ml_nuke_hvy.png | name=HIT Missile | desc=This weapon utilizes a High-Impulse Thermobaric warhead to deliver an intense pressure wave to its target, resulting in a more powerful explosion than is possible via conventional means. It is highly effective against both mobile and stationary targets. | research=HIT Warhead | weight=150 | damage=300 | damtype=Missile | ammo=3/3 | reload=12 | cycle=10 | heat=75/30 | speed=1000 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}&lt;br /&gt;
{{Missile Table | image=Ml_salvo_med.png | name=Salvo Missile Launcher | desc=A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading. | research=Upgraded Missile Warhead | weight=50 | damage=35 | damtype=Missile | ammo=5/10 | reload=3 | cycle=-0.14 | heat=4/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}&lt;br /&gt;
{{Missile Table | image=Ml_guided_med.png | name=Guided Missile Launcher | desc=A missile launcher which fires missiles that follow the crosshairs after launch.  It has a decent turning ability to track the crosshairs. | research=Guided Missiles | weight=70 | damage=70 | damtype=Missile | ammo=5/4 | reload=6 | cycle=1.0 | heat=7/0.2 | speed=1200 | targetingType=Guided | range=4000 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 | cost=75}}&lt;br /&gt;
{{Missile Table | image=Ml_homing_med.png | name=Homing Missile Launcher | desc=A missile launcher which fires a single missile that homes in on the locked on target. | research=Homing Missiles | weight=70 | damage=45 | damtype=Missile | ammo=6/6 | reload=6 | cycle=1.0 | heat=10/0.2 | speed=2500 | targetingType=Homing | range=5000 | lockTime=0.3 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3.0 | cost=65}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:HE_Plasma_MG.png&amp;diff=8558</id>
		<title>File:HE Plasma MG.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:HE_Plasma_MG.png&amp;diff=8558"/>
		<updated>2017-01-29T07:23:10Z</updated>

		<summary type="html">&lt;p&gt;Universum: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=8557</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=8557"/>
		<updated>2017-01-29T07:13:13Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
{{Note|The current data is for version &#039;&#039;&#039;2.5&#039;&#039;&#039;. If this needs to be updated with future patches, refer to the &#039;&#039;&#039;vehicle_weapons.txt&#039;&#039;&#039; in the &#039;&#039;&#039;Steam\SteamApps\common\Empires\empires\scripts&#039;&#039;&#039; folder.}}&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
* &#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Which damage type this weapon falls under. Armor, structures and infantry dictate the resistance against the chosen damage type. &lt;br /&gt;
* &#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Research required to unlock&lt;br /&gt;
* &#039;&#039;&#039;Weight&#039;&#039;&#039;: weight of the weapon&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039;: Damage per hit, damage caused by bio effects are listed after&lt;br /&gt;
* &#039;&#039;&#039;Reload Time&#039;&#039;&#039;: time to load one clip, if Total Ammo Clips is &#039;0&#039;, time to reload one unit of ammo&lt;br /&gt;
* &#039;&#039;&#039;Rounds/Clips&#039;&#039;&#039;: The first number is the number of rounds in each clip, the second number is the number of clips&lt;br /&gt;
* &#039;&#039;&#039;RoF&#039;&#039;&#039;: Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.&lt;br /&gt;
* &#039;&#039;&#039;Heat/To Target&#039;&#039;&#039;: The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.&lt;br /&gt;
* &#039;&#039;&#039;Spread&#039;&#039;&#039;: Projectile spread/accuracy. Lower is better.&lt;br /&gt;
* &#039;&#039;&#039;Falloff/Falloffbase/Minimal Damage&#039;&#039;&#039;: Falloff is the maximum distance a projectile can travel before its damage is reduced to the &amp;quot;falloffbase&amp;quot; percentage. For example, the Standard Machine Gun falloff is 2000m. Its falloffbase is 0.8. This means that at 2000m the Standard Machine Gun is doing 80% damage. At 4000m it is doing 60% damage. However, it will always do at least the &amp;quot;minimal damage&amp;quot;, which for the Standard Machine Gun is 15. Only affects machine guns.&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: Amount of resources needed&lt;br /&gt;
&lt;br /&gt;
See [[Template:MG_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Effective VS !! Reload Time (sec) !! Rounds/ Clips !! RoF !! Heat/To Target !! Spread !! Falloff/ Falloffbase/ Minimal Damage !! Cost&lt;br /&gt;
&lt;br /&gt;
{{MG Table | image=Mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | weight=30 | damage=30 | effectiveVS=Infantry | reload=3.5 | ammo=60/4 | cycle=0.1 | heat=1/0 | spread=0.015 | falloff=2000/0.8/15 | cost=40}}&lt;br /&gt;
{{MG Table | image=Mg_chain_sml.png | name=Chain Gun | desc=This chain gun fires at a very fast rate. | research=None | weight=50 | damage=22 | effectiveVS=Infantry | reload=6 | ammo=125/3 | cycle=0.05 | heat=0/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55==50}}&lt;br /&gt;
{{MG Table | image=Mg_chain_med.png | name=Medium Chain Gun | desc=This machine gun fires at a very fast rate. Its damage is greater than the smaller version. | research=None | weight=65 | damage=28 | effectiveVS=Infantry | reload=6 | ammo=175/3 | cycle=0.04 | heat=0/0 | spread=0.02 | falloff=1800/0.7/15 | cost=70}}&lt;br /&gt;
{{MG Table | image=Mg_50cal_med.png | name=.50 Cal Medium MG | desc=A heavier .50 caliber firing medium machine gun. | research=Heavy Caliber Machine Gun | weight=50 | damage=35 | effectiveVS=Infantry | reload=7.5 | ammo=70/3 | cycle=0.07 | heat=0/0 | spread=0.01 | falloff=2500/0.9/30 | cost=70}}&lt;br /&gt;
{{MG Table | image=Mg_50cal_hvy.png | name=.50 Cal Heavy MG | desc=A heavier .50 caliber firing heavy machine gun. | research=Heavy Caliber Machine Gun | weight=60 | damage=43 | effectiveVS=Infantry | reload=9.60 | ammo=120/3 | cycle=0.07 | heat=0/0 | spread=0.01 | falloff=2500/0.9/40 | cost=95}}&lt;br /&gt;
{{MG Table | image=Mg_du_med.png | name=Depleted Uranium MG | desc=This machine gun fires ammunition which can damage vehicle armor. | research=Heavy Caliber Machine Gun | weight=40 | damage=5 | effectiveVS=Vehicles | reload=2.00 | ammo=80/6 | cycle=0.10 | heat=0/0 | spread=0.04 | falloff=2500/0.6/5 | cost=70}}&lt;br /&gt;
{{MG Table | image=Mg_du_hvy.png | name=Depleted Uranium HMG | desc=This machine gun fires ammunition which can damage vehicle armor.  It is more damaging than the standard version. | research=Heavy Caliber Machine Gun | weight=60 | damage=8 | effectiveVS=Vehicles | reload=3.00 | ammo=120/6 | cycle=0.10 | heat=0/0 | spread=0.035 | falloff=2500/0.6/6 | cost=95}}&lt;br /&gt;
{{MG Table | image=Mg_bio_med.png | name=Bio Machine Gun | desc=A small machine gun that fires bullets containing infectious material to do continual damage to a target. | research=Biological Projectile | weight=40 | damage=8 | effectiveVS=Vehicles | reload=3.50 | ammo=30/3 | cycle=0.42 | heat=1/0 | spread=0.03 | falloff=2500/0.8/4| cost=75}}&lt;br /&gt;
{{MG Table | image=Mg_plasma_med.png | name=Plasma Machine Gun | desc=This machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | weight=40 | damage=5 | effectiveVS=Vehicles | reload=4 | ammo=30/7 | cycle=0.36 | heat=1/5 | spread=0.03 | falloff=0| cost=70}}&lt;br /&gt;
{{MG Table | image=Mg_he_med.png | name=HE MG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=40 | damage=10 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=1/0.1 | spread=0.01 | falloff=0| cost=80}}&lt;br /&gt;
{{MG Table | image=Hmg_he_med.png | name=HE HMG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=55 | damage=13 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=3/0.1 | spread=0.01 | falloff=0| cost=125}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Canons=&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: Speed of the projectile. Only affects cannons and missiles. Used with the &amp;quot;Speed To Damage Modifier&amp;quot; value on armor. The speed of a weapon not only influences the &amp;quot;speed to damage modifier&amp;quot; but also makes the weapon travel faster through space. There is a limit of roughly 2700-2800 &amp;quot;speed&amp;quot; that a cannon or missile can have, any speed value beyond that limit will still influence the damage modifier and in the cannons&#039; case the gravity effect on the projectile but will not make the object actually travel &amp;quot;faster&amp;quot; in-game. Against common belief, it is not used for the tracer effects from machine guns.&lt;br /&gt;
* &#039;&#039;&#039;Gravity&#039;&#039;&#039;: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.&lt;br /&gt;
&lt;br /&gt;
See [[Template:Canon_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost&lt;br /&gt;
{{Canon Table | image=Cn_std_sml.png | name=Standard Cannon | desc=A small caliber cannon that fires tank shells. | research=None | weight=50 | damage=50 | damtype=Kinetic | ammo=40 | cycle=1.4 | heat=10/0.1 | speed=3000 | gravity=0.5 | cost=50}}&lt;br /&gt;
{{Canon Table | image=Cn_ranged_med.png | name=Ranged Cannon | desc=A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | weight=70 | damage=60 | damtype=Kinetic | ammo=40 | cycle=1.5 | heat=8/0.1 | speed=3300 | gravity=0.1 | cost=60}}&lt;br /&gt;
{{Canon Table | image=Cn_he_med.png | name=High Explosive Cannon | desc=This cannon has its explosive compound upgraded for a stronger explosion upon impact. | research=Explosive Shells | weight=70 | damage=65 | damtype=Explosive | ammo=24 | cycle=2.0 | heat=12/0.1 | speed=3000 | gravity=0.4125 | cost=75}}&lt;br /&gt;
{{Canon Table | image=Cn_plasma_med.png | name=Plasma Cannon | desc=This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. | research=Plasma Cannon Projectile | weight=70 | damage=55 | damtype=GeneralPhysics | ammo=30 | cycle=1.5 | heat=20/10 | speed=2700 | gravity=0.4250 | cost=60}}&lt;br /&gt;
{{Canon Table | image=Cn_rail_hvy.png | name=Rail Gun | desc=This cannon uses magnetic coils to accelerate the shell.  It produces less heat and can fire faster. | research=Rail Gun | weight=100 | damage=50 | damtype=Kinetic | ammo=30 | cycle=0.8 | heat=7/0 | speed=3600 | gravity=0.3 | cost=80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Artillery Cannon=&lt;br /&gt;
See [[Template:Arty_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost&lt;br /&gt;
{{Arty Table | image=Ac_std_sml.png | name=Small Artillery Cannon | desc=An artillery cannon with high damage but low reload times.  It has the shortest range but fastest reload. | research=None | weight=60 | damage=115 | damtype=ExplosiveArt | ammo=10/4 | reload=5 | cycle=1 | heat=10/0.5 | speed=1700 | gravity=0.8 | cost=50}}&lt;br /&gt;
{{Arty Table | image=Ac_std_med.png | name=Medium Artillery Cannon | desc=An artillery cannon with high damage but low reload times. It has a greater range than the small cannon and two extra ammo magazines. | research=None | weight=100 | damage=140 | damtype=ExplosiveArt | ammo=10/3 | reload=8 | cycle=1.6 | heat=10/0.5 | speed=1500 | gravity=0.6 | cost=60}}&lt;br /&gt;
{{Arty Table | image=Ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. | research=Explosive Shells | weight=100 | damage=160 | damtype=ExplosiveArt | ammo=10/3 | reload=7 | cycle=2 | heat=15/1 | speed=1800 | gravity=0.4 | cost=75}}&lt;br /&gt;
{{Arty Table | image=Ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with the greatest damage. | research=Extended Range Cannon | weight=100 | damage=120 | damtype=KineticArt | ammo=10/3 | reload=8 | cycle=2 | heat=20/1 | speed=2800 | gravity=0.6 | cost=60}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Missiles=&lt;br /&gt;
* &#039;&#039;&#039;RoF&#039;&#039;&#039;: A negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to determine time between actual shot creation&lt;br /&gt;
* &#039;&#039;&#039;Targeting Type&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;Dumb&#039;&#039;&#039;: flies forward until it hits something. &lt;br /&gt;
** &#039;&#039;&#039;Guided&#039;&#039;&#039;: While holding down the Fire key/button, a player can use the mouse to guide the missile similar to laser-guided ordinance. &lt;br /&gt;
** &#039;&#039;&#039;Homing&#039;&#039;&#039;: Once lock-on has been initiated, simply pressing the Fire key/button once will send missiles to their target without any additional input from the player.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039;: max range in HL2 units that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player&#039;s crosshairs&lt;br /&gt;
* &#039;&#039;&#039;Lock Time&#039;&#039;&#039;: time it takes for a homing missile to lock onto the target under the player crosshairs&lt;br /&gt;
* &#039;&#039;&#039;Lock Radius&#039;&#039;&#039;: this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn&#039;t need to be directly over or as close to the target) it defines a box around the crosshair, and a target must be within this box to be homed on and its Size decreases with range&lt;br /&gt;
* &#039;&#039;&#039;Lock Time/Range Mod&#039;&#039;&#039;: modifies lock on time based on range (as range increases, lock on time increases based on the modifier: (modifier * range to target + lock on time = total lock on time)&lt;br /&gt;
* &#039;&#039;&#039;Turning Ability&#039;&#039;&#039;: determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile: 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn&#039;t turn at all&lt;br /&gt;
&lt;br /&gt;
See [[Template:Missile_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Targeting Type !! Range !! Lock Time !! Lock Radius !! Lock Time/Range Mod !! Turning Ability !! Cost&lt;br /&gt;
{{Missile Table | image=Ml_std_sml.png | name=Standard ML | desc=A dumb fire missile launcher with no homing capabilities. | research=None | weight=30 | damage=40 | damtype=Missile | ammo=4/5 | reload=3 | cycle=1.2 | heat=6/0.1 | speed=1600 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=50}}&lt;br /&gt;
{{Missile Table | image=Ml_upgraded_med.png | name=Upgraded ML | desc=A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version. | research=Upgraded Missile Warhead | weight=70 | damage=60 | damtype=Missile | ammo=7/7 | reload=3.8 | cycle=1.0 | heat=8/0.2 | speed=2500 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}&lt;br /&gt;
{{Missile Table | image=Ml_bio_med.png | name=Biological Warhead | desc=A dumb fire missile launcher which contains a biological agent in its warhead.  Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. | research=Biological Warhead | weight=70 | damage=50 | damtype=Missile | ammo=5/3 | reload=6 | cycle=3 | heat=6/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}&lt;br /&gt;
{{Missile Table | image=Ml_nuke_hvy.png | name=HIT Missile | desc=This weapon utilizes a High-Impulse Thermobaric warhead to deliver an intense pressure wave to its target, resulting in a more powerful explosion than is possible via conventional means. It is highly effective against both mobile and stationary targets. | research=HIT Warhead | weight=150 | damage=300 | damtype=Missile | ammo=3/3 | reload=12 | cycle=10 | heat=75/30 | speed=1000 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}&lt;br /&gt;
{{Missile Table | image=Ml_salvo_med.png | name=Salvo Missile Launcher | desc=A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading. | research=Upgraded Missile Warhead | weight=50 | damage=35 | damtype=Missile | ammo=5/10 | reload=3 | cycle=-0.14 | heat=4/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}&lt;br /&gt;
{{Missile Table | image=Ml_guided_med.png | name=Guided Missile Launcher | desc=A missile launcher which fires missiles that follow the crosshairs after launch.  It has a decent turning ability to track the crosshairs. | research=Guided Missiles | weight=70 | damage=70 | damtype=Missile | ammo=5/4 | reload=6 | cycle=1.0 | heat=7/0.2 | speed=1200 | targetingType=Guided | range=4000 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 | cost=75}}&lt;br /&gt;
{{Missile Table | image=Ml_homing_med.png | name=Homing Missile Launcher | desc=A missile launcher which fires a single missile that homes in on the locked on target. | research=Homing Missiles | weight=70 | damage=45 | damtype=Missile | ammo=6/6 | reload=6 | cycle=1.0 | heat=10/0.2 | speed=2500 | targetingType=Homing | range=5000 | lockTime=0.3 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3.0 | cost=65}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=8556</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=8556"/>
		<updated>2017-01-29T06:55:49Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
{{Note|The current data is for version &#039;&#039;&#039;2.5&#039;&#039;&#039;. If this needs to be updated with future patches, refer to the &#039;&#039;&#039;vehicle_weapons.txt&#039;&#039;&#039; in the &#039;&#039;&#039;Steam\SteamApps\common\Empires\empires\scripts&#039;&#039;&#039; folder.}}&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
* &#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Which damage type this weapon falls under. Armor, structures and infantry dictate the resistance against the chosen damage type. &lt;br /&gt;
* &#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Research required to unlock&lt;br /&gt;
* &#039;&#039;&#039;Weight&#039;&#039;&#039;: weight of the weapon&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039;: Damage per hit, damage caused by bio effects are listed after&lt;br /&gt;
* &#039;&#039;&#039;Reload Time&#039;&#039;&#039;: time to load one clip, if Total Ammo Clips is &#039;0&#039;, time to reload one unit of ammo&lt;br /&gt;
* &#039;&#039;&#039;Rounds/Clips&#039;&#039;&#039;: The first number is the number of rounds in each clip, the second number is the number of clips&lt;br /&gt;
* &#039;&#039;&#039;RoF&#039;&#039;&#039;: Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.&lt;br /&gt;
* &#039;&#039;&#039;Heat/To Target&#039;&#039;&#039;: The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.&lt;br /&gt;
* &#039;&#039;&#039;Spread&#039;&#039;&#039;: Projectile spread/accuracy. Lower is better.&lt;br /&gt;
* &#039;&#039;&#039;Falloff/Falloffbase/Minimal Damage&#039;&#039;&#039;: Falloff is the maximum distance a projectile can travel before its damage is reduced to the &amp;quot;falloffbase&amp;quot; percentage. For example, the Standard Machine Gun falloff is 2000m. Its falloffbase is 0.8. This means that at 2000m the Standard Machine Gun is doing 80% damage. At 4000m it is doing 60% damage. However, it will always do at least the &amp;quot;minimal damage&amp;quot;, which for the Standard Machine Gun is 15. Only affects machine guns.&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: Amount of resources needed&lt;br /&gt;
&lt;br /&gt;
See [[Template:MG_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Effective VS !! Reload Time (sec) !! Rounds/ Clips !! RoF !! Heat/To Target !! Spread !! Falloff/ Falloffbase/ Minimal Damage !! Cost&lt;br /&gt;
&lt;br /&gt;
{{MG Table | image=Mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | weight=30 | damage=30 | effectiveVS=Infantry | reload=3.5 | ammo=60/4 | cycle=0.1 | heat=1/0 | spread=0.015 | falloff=2000/0.8/15 | cost=50}}&lt;br /&gt;
{{MG Table | image=Mg_chain_sml.png | name=Chain Gun | desc=This chain gun fires at a very fast rate. | research=None | weight=70 | damage=33 | effectiveVS=Infantry | reload=8 | ammo=150/3 | cycle=0.04 | heat=0.6/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55}}&lt;br /&gt;
{{MG Table | image=Mg_chain_med.png | name=Medium Chain Gun | desc=This machine gun fires at a very fast rate. Its damage is greater than the smaller version. | research=None | weight=70 | damage=33 | effectiveVS=Infantry | reload=8 | ammo=150/3 | cycle=0.04 | heat=0.6/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55}}&lt;br /&gt;
{{MG Table | image=Mg_50cal_med.png | name=.50 Cal Medium MG | desc=A heavier .50 caliber firing medium machine gun. | research=Heavy Caliber Machine Gun | weight=70 | damage=35 | effectiveVS=Infantry | reload=8 | ammo=75/3 | cycle=0.06 | heat=0.8/0 | spread=0.01 | falloff=2500/0.9/30 | cost=60}}&lt;br /&gt;
{{MG Table | image=Mg_50cal_hvy.png | name=.50 Cal Heavy MG | desc=A heavier .50 caliber firing heavy machine gun. | research=Heavy Caliber Machine Gun | weight=90 | damage=43 | effectiveVS=Infantry | reload=10 | ammo=125/3 | cycle=0.06 | heat=0.8/0 | spread=0.01 | falloff=2500/0.9/40 | cost=75}}&lt;br /&gt;
{{MG Table | image=Mg_du_med.png | name=Depleted Uranium MG | desc=This machine gun fires ammunition which can damage vehicle armor. | research=Heavy Caliber Machine Gun | weight=50 | damage=6 | effectiveVS=Vehicles | reload=6 | ammo=140/3 | cycle=0.15 | heat=2/0 | spread=0.04 | falloff=2500/0.6/5 | cost=60}}&lt;br /&gt;
{{MG Table | image=Mg_du_hvy.png | name=Depleted Uranium HMG | desc=This machine gun fires ammunition which can damage vehicle armor.  It is more damaging than the standard version. | research=Heavy Caliber Machine Gun | weight=80 | damage=8 | effectiveVS=Vehicles | reload=10 | ammo=180/3 | cycle=0.12 | heat=2.3/0 | spread=0.035 | falloff=2500/0.6/6 | cost=60}}&lt;br /&gt;
{{MG Table | image=Mg_bio_med.png | name=Bio Machine Gun | desc=A small machine gun that fires bullets containing infectious material to do continual damage to a target. | research=Biological Projectile | weight=50 | damage=5 | effectiveVS=Vehicles | reload=10 | ammo=30/3 | cycle=0.2 | heat=2.25/0 | spread=0.03 | falloff=2500/0.8/4| cost=60}}&lt;br /&gt;
{{MG Table | image=Mg_plasma_med.png | name=Plasma Machine Gun | desc=This machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | weight=70 | damage=1 | effectiveVS=Vehicles | reload=8 | ammo=200/3 | cycle=0.24 | heat=4/5 | spread=0.03 | falloff=0| cost=50}}&lt;br /&gt;
{{MG Table | image=Mg_he_med.png | name=HE MG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=60 | damage=24 | effectiveVS=Vehicles | reload=10 | ammo=40/4 | cycle=0.5 | heat=5/0.1 | spread=0.01 | falloff=0| cost=75}}&lt;br /&gt;
{{MG Table | image=Hmg_he_med.png | name=HE HMG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=55 | damage=13 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=3/0.1 | spread=0.01 | falloff=0| cost=125}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Canons=&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: Speed of the projectile. Only affects cannons and missiles. Used with the &amp;quot;Speed To Damage Modifier&amp;quot; value on armor. The speed of a weapon not only influences the &amp;quot;speed to damage modifier&amp;quot; but also makes the weapon travel faster through space. There is a limit of roughly 2700-2800 &amp;quot;speed&amp;quot; that a cannon or missile can have, any speed value beyond that limit will still influence the damage modifier and in the cannons&#039; case the gravity effect on the projectile but will not make the object actually travel &amp;quot;faster&amp;quot; in-game. Against common belief, it is not used for the tracer effects from machine guns.&lt;br /&gt;
* &#039;&#039;&#039;Gravity&#039;&#039;&#039;: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.&lt;br /&gt;
&lt;br /&gt;
See [[Template:Canon_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost&lt;br /&gt;
{{Canon Table | image=Cn_std_sml.png | name=Standard Cannon | desc=A small caliber cannon that fires tank shells. | research=None | weight=50 | damage=50 | damtype=Kinetic | ammo=40 | cycle=1.4 | heat=10/0.1 | speed=3000 | gravity=0.5 | cost=50}}&lt;br /&gt;
{{Canon Table | image=Cn_ranged_med.png | name=Ranged Cannon | desc=A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | weight=70 | damage=60 | damtype=Kinetic | ammo=40 | cycle=1.5 | heat=8/0.1 | speed=3300 | gravity=0.1 | cost=60}}&lt;br /&gt;
{{Canon Table | image=Cn_he_med.png | name=High Explosive Cannon | desc=This cannon has its explosive compound upgraded for a stronger explosion upon impact. | research=Explosive Shells | weight=70 | damage=65 | damtype=Explosive | ammo=24 | cycle=2.0 | heat=12/0.1 | speed=3000 | gravity=0.4125 | cost=75}}&lt;br /&gt;
{{Canon Table | image=Cn_plasma_med.png | name=Plasma Cannon | desc=This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. | research=Plasma Cannon Projectile | weight=70 | damage=55 | damtype=GeneralPhysics | ammo=30 | cycle=1.5 | heat=20/10 | speed=2700 | gravity=0.4250 | cost=60}}&lt;br /&gt;
{{Canon Table | image=Cn_rail_hvy.png | name=Rail Gun | desc=This cannon uses magnetic coils to accelerate the shell.  It produces less heat and can fire faster. | research=Rail Gun | weight=100 | damage=50 | damtype=Kinetic | ammo=30 | cycle=0.8 | heat=7/0 | speed=3600 | gravity=0.3 | cost=80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Artillery Cannon=&lt;br /&gt;
See [[Template:Arty_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost&lt;br /&gt;
{{Arty Table | image=Ac_std_sml.png | name=Small Artillery Cannon | desc=An artillery cannon with high damage but low reload times.  It has the shortest range but fastest reload. | research=None | weight=60 | damage=115 | damtype=ExplosiveArt | ammo=10/4 | reload=5 | cycle=1 | heat=10/0.5 | speed=1700 | gravity=0.8 | cost=50}}&lt;br /&gt;
{{Arty Table | image=Ac_std_med.png | name=Medium Artillery Cannon | desc=An artillery cannon with high damage but low reload times. It has a greater range than the small cannon and two extra ammo magazines. | research=None | weight=100 | damage=140 | damtype=ExplosiveArt | ammo=10/3 | reload=8 | cycle=1.6 | heat=10/0.5 | speed=1500 | gravity=0.6 | cost=60}}&lt;br /&gt;
{{Arty Table | image=Ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. | research=Explosive Shells | weight=100 | damage=160 | damtype=ExplosiveArt | ammo=10/3 | reload=7 | cycle=2 | heat=15/1 | speed=1800 | gravity=0.4 | cost=75}}&lt;br /&gt;
{{Arty Table | image=Ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with the greatest damage. | research=Extended Range Cannon | weight=100 | damage=120 | damtype=KineticArt | ammo=10/3 | reload=8 | cycle=2 | heat=20/1 | speed=2800 | gravity=0.6 | cost=60}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Missiles=&lt;br /&gt;
* &#039;&#039;&#039;RoF&#039;&#039;&#039;: A negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to determine time between actual shot creation&lt;br /&gt;
* &#039;&#039;&#039;Targeting Type&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;Dumb&#039;&#039;&#039;: flies forward until it hits something. &lt;br /&gt;
** &#039;&#039;&#039;Guided&#039;&#039;&#039;: While holding down the Fire key/button, a player can use the mouse to guide the missile similar to laser-guided ordinance. &lt;br /&gt;
** &#039;&#039;&#039;Homing&#039;&#039;&#039;: Once lock-on has been initiated, simply pressing the Fire key/button once will send missiles to their target without any additional input from the player.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039;: max range in HL2 units that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player&#039;s crosshairs&lt;br /&gt;
* &#039;&#039;&#039;Lock Time&#039;&#039;&#039;: time it takes for a homing missile to lock onto the target under the player crosshairs&lt;br /&gt;
* &#039;&#039;&#039;Lock Radius&#039;&#039;&#039;: this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn&#039;t need to be directly over or as close to the target) it defines a box around the crosshair, and a target must be within this box to be homed on and its Size decreases with range&lt;br /&gt;
* &#039;&#039;&#039;Lock Time/Range Mod&#039;&#039;&#039;: modifies lock on time based on range (as range increases, lock on time increases based on the modifier: (modifier * range to target + lock on time = total lock on time)&lt;br /&gt;
* &#039;&#039;&#039;Turning Ability&#039;&#039;&#039;: determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile: 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn&#039;t turn at all&lt;br /&gt;
&lt;br /&gt;
See [[Template:Missile_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Targeting Type !! Range !! Lock Time !! Lock Radius !! Lock Time/Range Mod !! Turning Ability !! Cost&lt;br /&gt;
{{Missile Table | image=Ml_std_sml.png | name=Standard ML | desc=A dumb fire missile launcher with no homing capabilities. | research=None | weight=30 | damage=40 | damtype=Missile | ammo=4/5 | reload=3 | cycle=1.2 | heat=6/0.1 | speed=1600 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=50}}&lt;br /&gt;
{{Missile Table | image=Ml_upgraded_med.png | name=Upgraded ML | desc=A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version. | research=Upgraded Missile Warhead | weight=70 | damage=60 | damtype=Missile | ammo=7/7 | reload=3.8 | cycle=1.0 | heat=8/0.2 | speed=2500 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}&lt;br /&gt;
{{Missile Table | image=Ml_bio_med.png | name=Biological Warhead | desc=A dumb fire missile launcher which contains a biological agent in its warhead.  Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. | research=Biological Warhead | weight=70 | damage=50 | damtype=Missile | ammo=5/3 | reload=6 | cycle=3 | heat=6/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}&lt;br /&gt;
{{Missile Table | image=Ml_nuke_hvy.png | name=HIT Missile | desc=This weapon utilizes a High-Impulse Thermobaric warhead to deliver an intense pressure wave to its target, resulting in a more powerful explosion than is possible via conventional means. It is highly effective against both mobile and stationary targets. | research=HIT Warhead | weight=150 | damage=300 | damtype=Missile | ammo=3/3 | reload=12 | cycle=10 | heat=75/30 | speed=1000 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}&lt;br /&gt;
{{Missile Table | image=Ml_salvo_med.png | name=Salvo Missile Launcher | desc=A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading. | research=Upgraded Missile Warhead | weight=50 | damage=35 | damtype=Missile | ammo=5/10 | reload=3 | cycle=-0.14 | heat=4/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}&lt;br /&gt;
{{Missile Table | image=Ml_guided_med.png | name=Guided Missile Launcher | desc=A missile launcher which fires missiles that follow the crosshairs after launch.  It has a decent turning ability to track the crosshairs. | research=Guided Missiles | weight=70 | damage=70 | damtype=Missile | ammo=5/4 | reload=6 | cycle=1.0 | heat=7/0.2 | speed=1200 | targetingType=Guided | range=4000 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 | cost=75}}&lt;br /&gt;
{{Missile Table | image=Ml_homing_med.png | name=Homing Missile Launcher | desc=A missile launcher which fires a single missile that homes in on the locked on target. | research=Homing Missiles | weight=70 | damage=45 | damtype=Missile | ammo=6/6 | reload=6 | cycle=1.0 | heat=10/0.2 | speed=2500 | targetingType=Homing | range=5000 | lockTime=0.3 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3.0 | cost=65}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=8555</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=8555"/>
		<updated>2017-01-29T06:55:00Z</updated>

		<summary type="html">&lt;p&gt;Universum: Added HE HMG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
{{Note|The current data is for version &#039;&#039;&#039;2.5&#039;&#039;&#039;. If this needs to be updated with future patches, refer to the &#039;&#039;&#039;vehicle_weapons.txt&#039;&#039;&#039; in the &#039;&#039;&#039;Steam\SteamApps\common\Empires\empires\scripts&#039;&#039;&#039; folder.}}&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
* &#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Which damage type this weapon falls under. Armor, structures and infantry dictate the resistance against the chosen damage type. &lt;br /&gt;
* &#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Research required to unlock&lt;br /&gt;
* &#039;&#039;&#039;Weight&#039;&#039;&#039;: weight of the weapon&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039;: Damage per hit, damage caused by bio effects are listed after&lt;br /&gt;
* &#039;&#039;&#039;Reload Time&#039;&#039;&#039;: time to load one clip, if Total Ammo Clips is &#039;0&#039;, time to reload one unit of ammo&lt;br /&gt;
* &#039;&#039;&#039;Rounds/Clips&#039;&#039;&#039;: The first number is the number of rounds in each clip, the second number is the number of clips&lt;br /&gt;
* &#039;&#039;&#039;RoF&#039;&#039;&#039;: Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.&lt;br /&gt;
* &#039;&#039;&#039;Heat/To Target&#039;&#039;&#039;: The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.&lt;br /&gt;
* &#039;&#039;&#039;Spread&#039;&#039;&#039;: Projectile spread/accuracy. Lower is better.&lt;br /&gt;
* &#039;&#039;&#039;Falloff/Falloffbase/Minimal Damage&#039;&#039;&#039;: Falloff is the maximum distance a projectile can travel before its damage is reduced to the &amp;quot;falloffbase&amp;quot; percentage. For example, the Standard Machine Gun falloff is 2000m. Its falloffbase is 0.8. This means that at 2000m the Standard Machine Gun is doing 80% damage. At 4000m it is doing 60% damage. However, it will always do at least the &amp;quot;minimal damage&amp;quot;, which for the Standard Machine Gun is 15. Only affects machine guns.&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: Amount of resources needed&lt;br /&gt;
&lt;br /&gt;
See [[Template:MG_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Effective VS !! Reload Time (sec) !! Rounds/ Clips !! RoF !! Heat/To Target !! Spread !! Falloff/ Falloffbase/ Minimal Damage !! Cost&lt;br /&gt;
&lt;br /&gt;
{{MG Table | image=Mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | weight=30 | damage=30 | effectiveVS=Infantry | reload=3.5 | ammo=60/4 | cycle=0.1 | heat=1/0 | spread=0.015 | falloff=2000/0.8/15 | cost=50}}&lt;br /&gt;
{{MG Table | image=Mg_chain_sml.png | name=Chain Gun | desc=This chain gun fires at a very fast rate. | research=None | weight=70 | damage=33 | effectiveVS=Infantry | reload=8 | ammo=150/3 | cycle=0.04 | heat=0.6/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55}}&lt;br /&gt;
{{MG Table | image=Mg_chain_med.png | name=Medium Chain Gun | desc=This machine gun fires at a very fast rate. Its damage is greater than the smaller version. | research=None | weight=70 | damage=33 | effectiveVS=Infantry | reload=8 | ammo=150/3 | cycle=0.04 | heat=0.6/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55}}&lt;br /&gt;
{{MG Table | image=Mg_50cal_med.png | name=.50 Cal Medium MG | desc=A heavier .50 caliber firing medium machine gun. | research=Heavy Caliber Machine Gun | weight=70 | damage=35 | effectiveVS=Infantry | reload=8 | ammo=75/3 | cycle=0.06 | heat=0.8/0 | spread=0.01 | falloff=2500/0.9/30 | cost=60}}&lt;br /&gt;
{{MG Table | image=Mg_50cal_hvy.png | name=.50 Cal Heavy MG | desc=A heavier .50 caliber firing heavy machine gun. | research=Heavy Caliber Machine Gun | weight=90 | damage=43 | effectiveVS=Infantry | reload=10 | ammo=125/3 | cycle=0.06 | heat=0.8/0 | spread=0.01 | falloff=2500/0.9/40 | cost=75}}&lt;br /&gt;
{{MG Table | image=Mg_du_med.png | name=Depleted Uranium MG | desc=This machine gun fires ammunition which can damage vehicle armor. | research=Heavy Caliber Machine Gun | weight=50 | damage=6 | effectiveVS=Vehicles | reload=6 | ammo=140/3 | cycle=0.15 | heat=2/0 | spread=0.04 | falloff=2500/0.6/5 | cost=60}}&lt;br /&gt;
{{MG Table | image=Mg_du_hvy.png | name=Depleted Uranium HMG | desc=This machine gun fires ammunition which can damage vehicle armor.  It is more damaging than the standard version. | research=Heavy Caliber Machine Gun | weight=80 | damage=8 | effectiveVS=Vehicles | reload=10 | ammo=180/3 | cycle=0.12 | heat=2.3/0 | spread=0.035 | falloff=2500/0.6/6 | cost=60}}&lt;br /&gt;
{{MG Table | image=Mg_bio_med.png | name=Bio Machine Gun | desc=A small machine gun that fires bullets containing infectious material to do continual damage to a target. | research=Biological Projectile | weight=50 | damage=5 | effectiveVS=Vehicles | reload=10 | ammo=30/3 | cycle=0.2 | heat=2.25/0 | spread=0.03 | falloff=2500/0.8/4| cost=60}}&lt;br /&gt;
{{MG Table | image=Mg_plasma_med.png | name=Plasma Machine Gun | desc=This machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | weight=70 | damage=1 | effectiveVS=Vehicles | reload=8 | ammo=200/3 | cycle=0.24 | heat=4/5 | spread=0.03 | falloff=0| cost=50}}&lt;br /&gt;
{{MG Table | image=Mg_he_med.png | name=HE MG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=60 | damage=24 | effectiveVS=Vehicles | reload=10 | ammo=40/4 | cycle=0.5 | heat=5/0.1 | spread=0.01 | falloff=0| cost=75}}&lt;br /&gt;
|}&lt;br /&gt;
{{MG Table | image=Hmg_he_med.png | name=HE HMG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=55 | damage=13 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=3/0.1 | spread=0.01 | falloff=0| cost=125}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Canons=&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;: Speed of the projectile. Only affects cannons and missiles. Used with the &amp;quot;Speed To Damage Modifier&amp;quot; value on armor. The speed of a weapon not only influences the &amp;quot;speed to damage modifier&amp;quot; but also makes the weapon travel faster through space. There is a limit of roughly 2700-2800 &amp;quot;speed&amp;quot; that a cannon or missile can have, any speed value beyond that limit will still influence the damage modifier and in the cannons&#039; case the gravity effect on the projectile but will not make the object actually travel &amp;quot;faster&amp;quot; in-game. Against common belief, it is not used for the tracer effects from machine guns.&lt;br /&gt;
* &#039;&#039;&#039;Gravity&#039;&#039;&#039;: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.&lt;br /&gt;
&lt;br /&gt;
See [[Template:Canon_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost&lt;br /&gt;
{{Canon Table | image=Cn_std_sml.png | name=Standard Cannon | desc=A small caliber cannon that fires tank shells. | research=None | weight=50 | damage=50 | damtype=Kinetic | ammo=40 | cycle=1.4 | heat=10/0.1 | speed=3000 | gravity=0.5 | cost=50}}&lt;br /&gt;
{{Canon Table | image=Cn_ranged_med.png | name=Ranged Cannon | desc=A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | weight=70 | damage=60 | damtype=Kinetic | ammo=40 | cycle=1.5 | heat=8/0.1 | speed=3300 | gravity=0.1 | cost=60}}&lt;br /&gt;
{{Canon Table | image=Cn_he_med.png | name=High Explosive Cannon | desc=This cannon has its explosive compound upgraded for a stronger explosion upon impact. | research=Explosive Shells | weight=70 | damage=65 | damtype=Explosive | ammo=24 | cycle=2.0 | heat=12/0.1 | speed=3000 | gravity=0.4125 | cost=75}}&lt;br /&gt;
{{Canon Table | image=Cn_plasma_med.png | name=Plasma Cannon | desc=This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. | research=Plasma Cannon Projectile | weight=70 | damage=55 | damtype=GeneralPhysics | ammo=30 | cycle=1.5 | heat=20/10 | speed=2700 | gravity=0.4250 | cost=60}}&lt;br /&gt;
{{Canon Table | image=Cn_rail_hvy.png | name=Rail Gun | desc=This cannon uses magnetic coils to accelerate the shell.  It produces less heat and can fire faster. | research=Rail Gun | weight=100 | damage=50 | damtype=Kinetic | ammo=30 | cycle=0.8 | heat=7/0 | speed=3600 | gravity=0.3 | cost=80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Artillery Cannon=&lt;br /&gt;
See [[Template:Arty_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost&lt;br /&gt;
{{Arty Table | image=Ac_std_sml.png | name=Small Artillery Cannon | desc=An artillery cannon with high damage but low reload times.  It has the shortest range but fastest reload. | research=None | weight=60 | damage=115 | damtype=ExplosiveArt | ammo=10/4 | reload=5 | cycle=1 | heat=10/0.5 | speed=1700 | gravity=0.8 | cost=50}}&lt;br /&gt;
{{Arty Table | image=Ac_std_med.png | name=Medium Artillery Cannon | desc=An artillery cannon with high damage but low reload times. It has a greater range than the small cannon and two extra ammo magazines. | research=None | weight=100 | damage=140 | damtype=ExplosiveArt | ammo=10/3 | reload=8 | cycle=1.6 | heat=10/0.5 | speed=1500 | gravity=0.6 | cost=60}}&lt;br /&gt;
{{Arty Table | image=Ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. | research=Explosive Shells | weight=100 | damage=160 | damtype=ExplosiveArt | ammo=10/3 | reload=7 | cycle=2 | heat=15/1 | speed=1800 | gravity=0.4 | cost=75}}&lt;br /&gt;
{{Arty Table | image=Ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with the greatest damage. | research=Extended Range Cannon | weight=100 | damage=120 | damtype=KineticArt | ammo=10/3 | reload=8 | cycle=2 | heat=20/1 | speed=2800 | gravity=0.6 | cost=60}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Missiles=&lt;br /&gt;
* &#039;&#039;&#039;RoF&#039;&#039;&#039;: A negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to determine time between actual shot creation&lt;br /&gt;
* &#039;&#039;&#039;Targeting Type&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;Dumb&#039;&#039;&#039;: flies forward until it hits something. &lt;br /&gt;
** &#039;&#039;&#039;Guided&#039;&#039;&#039;: While holding down the Fire key/button, a player can use the mouse to guide the missile similar to laser-guided ordinance. &lt;br /&gt;
** &#039;&#039;&#039;Homing&#039;&#039;&#039;: Once lock-on has been initiated, simply pressing the Fire key/button once will send missiles to their target without any additional input from the player.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039;: max range in HL2 units that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player&#039;s crosshairs&lt;br /&gt;
* &#039;&#039;&#039;Lock Time&#039;&#039;&#039;: time it takes for a homing missile to lock onto the target under the player crosshairs&lt;br /&gt;
* &#039;&#039;&#039;Lock Radius&#039;&#039;&#039;: this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn&#039;t need to be directly over or as close to the target) it defines a box around the crosshair, and a target must be within this box to be homed on and its Size decreases with range&lt;br /&gt;
* &#039;&#039;&#039;Lock Time/Range Mod&#039;&#039;&#039;: modifies lock on time based on range (as range increases, lock on time increases based on the modifier: (modifier * range to target + lock on time = total lock on time)&lt;br /&gt;
* &#039;&#039;&#039;Turning Ability&#039;&#039;&#039;: determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile: 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn&#039;t turn at all&lt;br /&gt;
&lt;br /&gt;
See [[Template:Missile_Table]] for instructions on how to edit this table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Targeting Type !! Range !! Lock Time !! Lock Radius !! Lock Time/Range Mod !! Turning Ability !! Cost&lt;br /&gt;
{{Missile Table | image=Ml_std_sml.png | name=Standard ML | desc=A dumb fire missile launcher with no homing capabilities. | research=None | weight=30 | damage=40 | damtype=Missile | ammo=4/5 | reload=3 | cycle=1.2 | heat=6/0.1 | speed=1600 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=50}}&lt;br /&gt;
{{Missile Table | image=Ml_upgraded_med.png | name=Upgraded ML | desc=A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version. | research=Upgraded Missile Warhead | weight=70 | damage=60 | damtype=Missile | ammo=7/7 | reload=3.8 | cycle=1.0 | heat=8/0.2 | speed=2500 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}&lt;br /&gt;
{{Missile Table | image=Ml_bio_med.png | name=Biological Warhead | desc=A dumb fire missile launcher which contains a biological agent in its warhead.  Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. | research=Biological Warhead | weight=70 | damage=50 | damtype=Missile | ammo=5/3 | reload=6 | cycle=3 | heat=6/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}&lt;br /&gt;
{{Missile Table | image=Ml_nuke_hvy.png | name=HIT Missile | desc=This weapon utilizes a High-Impulse Thermobaric warhead to deliver an intense pressure wave to its target, resulting in a more powerful explosion than is possible via conventional means. It is highly effective against both mobile and stationary targets. | research=HIT Warhead | weight=150 | damage=300 | damtype=Missile | ammo=3/3 | reload=12 | cycle=10 | heat=75/30 | speed=1000 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}&lt;br /&gt;
{{Missile Table | image=Ml_salvo_med.png | name=Salvo Missile Launcher | desc=A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading. | research=Upgraded Missile Warhead | weight=50 | damage=35 | damtype=Missile | ammo=5/10 | reload=3 | cycle=-0.14 | heat=4/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}&lt;br /&gt;
{{Missile Table | image=Ml_guided_med.png | name=Guided Missile Launcher | desc=A missile launcher which fires missiles that follow the crosshairs after launch.  It has a decent turning ability to track the crosshairs. | research=Guided Missiles | weight=70 | damage=70 | damtype=Missile | ammo=5/4 | reload=6 | cycle=1.0 | heat=7/0.2 | speed=1200 | targetingType=Guided | range=4000 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 | cost=75}}&lt;br /&gt;
{{Missile Table | image=Ml_homing_med.png | name=Homing Missile Launcher | desc=A missile launcher which fires a single missile that homes in on the locked on target. | research=Homing Missiles | weight=70 | damage=45 | damtype=Missile | ammo=6/6 | reload=6 | cycle=1.0 | heat=10/0.2 | speed=2500 | targetingType=Homing | range=5000 | lockTime=0.3 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3.0 | cost=65}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Hmg_he_med.png&amp;diff=8554</id>
		<title>File:Hmg he med.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Hmg_he_med.png&amp;diff=8554"/>
		<updated>2017-01-29T06:51:36Z</updated>

		<summary type="html">&lt;p&gt;Universum: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=4724</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=4724"/>
		<updated>2007-08-11T12:06:56Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* P */  PARTYVAN LOL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Jargon}}&lt;br /&gt;
&lt;br /&gt;
When you are playing Empires, you may come across some jargon you don&#039;t understand.  Here is a list of the most commonly used bits of Empires jargon.&lt;br /&gt;
==#==&lt;br /&gt;
&#039;&#039;&#039;3 Phase&#039;&#039;&#039; - Refers to the (3 Phase Electric) engine upgrade.&lt;br /&gt;
==A==&lt;br /&gt;
&#039;&#039;&#039;Abs&#039;&#039;&#039; - Refers to (Absorbant) armor upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC rush&#039;&#039;&#039; - Building a Vehicle Factory at the beginning of the game, constructing an APC from it, getting all players inside it, and then driving off to the enemy base to quickly destroy their barracks and CV before they have defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty&#039;&#039;&#039; - Artillery Vehicle. Plural: &#039;Arties&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty Whore&#039;&#039;&#039; - Unsportsmanlike use of the artillery.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;&#039;Bar&#039;&#039;&#039; - Barracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BE&#039;&#039;&#039; - Refers to the &amp;quot;Brenodi Empire&amp;quot; Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEAR&#039;&#039;&#039; - The standard assault rifle of the Brenodi Empire&#039;s [[Rifleman]]. Not the carnivorous mammal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEHR&#039;&#039;&#039; - The heavier variety of the assault rifle available for the Brenodi Empire&#039;s [[Rifleman]]. Not the German version of BEAR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blimb&#039;&#039;&#039; - Slang term for aircraft, which are unavailable at this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitzkrieg&#039;&#039;&#039; - Usually started when both sides decide to APC rush. In a blitzkrieg the bases will move from place to place very quickly. There&#039;s no time to build defence because it wouldn&#039;t be done before the base would be rushed, so it&#039;s better to just set up a new base elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boomtank&#039;&#039;&#039; - The [[Command Vehicle]]. Originates from before the Commander voting system was implemented, when new players would rush to the Command Vehicle and proceed to drive it around the map as if it were some kind of uber-tank, oblivious to its true purpose. It is ironic that some skilled players do use the Command Vehicle to destroy weak tanks or stop/slow bigger tanks allowing others to get a shot in without worrying about the target running. (For further satire, see: [[Noob&#039;s Guide to Empires]]).&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;&#039;Calculator/Calc&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cam&#039;&#039;&#039; - Surveillance camera constructed by engineers to detect near-by enemy infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem&#039;&#039;&#039; - The &#039;Chemistry&#039; research tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chokepoint&#039;&#039;&#039; - A spot in a map that is often camped, and where battles most often take place. These also are the routes that are most easily defendable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloaker&#039;&#039;&#039; - Typically used in emp_escort and sometimes in emp_district402; a scout with hide that has or is in the act of sneaking past your defenses to capture the flag unnoticed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm&#039;&#039;&#039; – [[Commander]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm Suicide&#039;&#039;&#039; - A usually malicious act of intentionally destroying one&#039;s own Command Vehicle by driving it into an unrecoverable situation (e.g. off a high cliff or into deep water).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coolant&#039;&#039;&#039; - Refers to the (Advanced Coolant) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crash Dumps&#039;&#039;&#039; - Files generated by the game whenever it crashes. These files contain debugging information used by developers to track down bugs responsible for the crash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CV&#039;&#039;&#039; - [[Command Vehicle]].&lt;br /&gt;
==D==&lt;br /&gt;
&#039;&#039;&#039;Death APC&#039;&#039;&#039; - Seldom used term for and APC with extensive armor, weapons, and (usually) engine upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decon&#039;&#039;&#039; - Short for &amp;quot;Deconstruct&amp;quot;; an Engineer&#039;s ability to un-build and destroy enemy structures with the engineer tool.&lt;br /&gt;
==E==&lt;br /&gt;
&#039;&#039;&#039;Engy&#039;&#039;&#039; - The [[Engineer]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy Tool&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ER&#039;&#039;&#039; - The Extended Range cannon.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&#039;&#039;&#039;Fireworks&#039;&#039;&#039; - When an engineer constructs a cluster of turrets to 99%, and finishes them all at almost the same instant. The result is a surprising barrage of missiles, often used near enemy bases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flip&#039;&#039;&#039; - In reference to when a vehicle is somehow turned upside down by any number of means; poor driving, collision, explosion, etc. Usually in reference to the command vehicle, when a grenadier uses the ninth mine trick. Flipped vehicles self-destruct over a short period of time to simplify game mechanics. As in &amp;quot;to Flip,&amp;quot; or &amp;quot;has been Flipped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&#039;&#039;&#039;Gameboy&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gren&#039;&#039;&#039; - The [[Grenadier]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Griefer&#039;&#039;&#039; - Someone who intends to ruin the game. See &#039;Comm Suicide&#039;.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&#039;&#039;&#039;HE&#039;&#039;&#039; - The High Explosive cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavies&#039;&#039;&#039; - Heavy tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMG&#039;&#039;&#039; - The Heavy Machine Gun, a weapon of the [[Rifleman]].&lt;br /&gt;
==I==&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killspawn&#039;&#039;&#039; - Suiciding by typing &amp;quot;kill&amp;quot; in the console so that you can re-spawn at another spawn point elsewhere on the map. Useful emergency measure if immediate reinforcements are required.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&#039;&#039;&#039;Lights&#039;&#039;&#039; - Light tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT&#039;&#039;&#039; - The Northern Faction Light Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT Rush&#039;&#039;&#039; - Attacking early with many Light Tanks, taking advantage of the inferiority of the Brenodi AFV.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl/Level&#039;&#039;&#039; - In reference to turrets. Usually described in-game as a &amp;quot;lvl3&amp;quot;, this being the third and most powerful variety of turret.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&#039;&#039;&#039;Meds&#039;&#039;&#039; - Medium tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; - Machine Gun Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML&#039;&#039;&#039; - Missile Launcher Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mowtar&#039;&#039;&#039; - Alternate spelling of the [[Grenadier|Grenadier&#039;s]] Mortar weapon.&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;&#039;Nade&#039;&#039;&#039; - Grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nader&#039;&#039;&#039; - Another term for a person spamming grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nadespam&#039;&#039;&#039; - The act of constantly throwing grenades into some choke point, while simultaneously restocking from an ammo box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF&#039;&#039;&#039; - Refers to the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFAR&#039;&#039;&#039; - The standard assault rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039; - The attempt of a player to sneak into the enemy base and destroy key structures (especially the CV) without the enemy noticing before it is too late.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninjaneer&#039;&#039;&#039; - An Engineer who intends to Ninja the enemy, often utilising his grenades and Engineer&#039;s tool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuketank&#039;&#039;&#039; - An Heavy tank armed with a nuclear missile. Deadly, and should be avoided at all costs by the enemy.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
==P==&lt;br /&gt;
&#039;&#039;&#039;Paper Tank/Arty/Armor&#039;&#039;&#039; - A vehicle armored with the basic (weak) armor. Also applies to tanks that have one plate of armor on all sides, regardless of armor type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partyvan/Partywagon&#039;&#039;&#039; - An APC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pixerduduh&#039;&#039;&#039; - Vocalisation of PXR-DDH (&#039;&#039;&#039;P&#039;&#039;&#039;ortable &#039;&#039;&#039;X&#039;&#039;&#039;-&#039;&#039;&#039;R&#039;&#039;&#039;ay &#039;&#039;&#039;D&#039;&#039;&#039;etection &#039;&#039;&#039;D&#039;&#039;&#039;evice for &#039;&#039;&#039;H&#039;&#039;&#039;umanoids), a.k.a. an engineer-placed camera.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poop/Pewp&#039;&#039;&#039; - Placing a structure close to a resource node to temporarily prevent the enemy from building a refinery on that node.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUG&#039;&#039;&#039; - Acronym of &#039;&#039;&#039;&#039;P&#039;&#039;&#039;ick-&#039;&#039;&#039;U&#039;&#039;&#039;p &#039;&#039;&#039;G&#039;&#039;&#039;ame&#039;, a community organised match frequented by clans searching for talented new members. A good place to show off your skills to the best of the rest in the Empires community.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
&#039;&#039;&#039;Rax&#039;&#039;&#039; - Abbreviation for [[Barracks]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; - [[Refinery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen&#039;&#039;&#039; - Usually in reference to Regenerative Vehicle Armor. Sometimes refers to the Regenerate skill upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res&#039;&#039;&#039; - Resources, the &amp;quot;money&amp;quot; for Empires and therefore required to build anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rev&#039;&#039;&#039; - The act of reviving a dead player by use of the Engineer skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rez&#039;&#039;&#039; - Derived from &amp;quot;resurrect&amp;quot;. See &#039;Rev&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTFM&#039;&#039;&#039; - &#039;&#039;&#039;&#039;R&#039;&#039;&#039;ead &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;F&#039;&#039;&#039;*cking &#039;&#039;&#039;M&#039;&#039;&#039;anual&#039;. Popular acronym, uttered when a new player asks an obvious question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running&#039;&#039;&#039; - Used to indicate that the enemy command vehicle is attempting to flee from his base while being attacked, usually a last ditch effort to relocate and set up a new base elsewhere. As in, &amp;quot;Heads up, the comm&#039;s running!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&#039;&#039;&#039;Shotty&#039;&#039;&#039; - The Northern Faction Shotgun pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sploit&#039;&#039;&#039; - From &amp;quot;exploit&amp;quot;: abusing a bug to gain an unfair advantage over the enemy. Examples include clipping into geometry, falling under the world, getting to places inaccessible by design, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotting&#039;&#039;&#039; - Use of radio command or scout binoculars to mark enemy units/buildings for the sight of infantry, tanks, and artillery vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack/Stacked&#039;&#039;&#039; - Referring to when the teams are uneven and there are more players on one team than the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad&#039;&#039;&#039; - When one team has almost defeated the other team, but ends up losing because they run out of tickets before the other team, and soon get outnumbered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicide&#039;&#039;&#039; - Often the only resort to getting &amp;quot;unstuck,&amp;quot; or used to get somewhere else in a hurry; pulling down the console with the tilde (~) key, typing &amp;quot;kill&amp;quot; (without quotes) and pressing enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicidespawn&#039;&#039;&#039; - See &#039;&#039;&#039;killspawn&#039;&#039;&#039;.&lt;br /&gt;
==T==&lt;br /&gt;
&#039;&#039;&#039;Tags&#039;&#039;&#039; - Players in a clan. Usually with some sort of identifier tag affixed to their name. e.g [Clan]Emp_Recruit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pub&#039;&#039;&#039; - Light APCs that serve no purpose other than a spawn point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets&#039;&#039;&#039; - How many more &amp;quot;lives&amp;quot; the team has to spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Climbing&#039;&#039;&#039; - Rapidly building and trashing turrets as an engineer in means to build a &amp;quot;ladder&amp;quot; in order to get on top of high places. Often considered exploiting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Farming&#039;&#039;&#039; - Act of creating multiple turrets in a localized area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrent&#039;&#039;&#039; - Common misspelling of &amp;quot;turret&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; - Variant of &#039;Turret Farming&#039;, where a team relies on walls, turrets and other defensive measures to protect a small area, instead of advancing across the map.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
&#039;&#039;&#039;Vanilla Tank/Arty/Armor&#039;&#039;&#039; - Refers to a tank with no upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VF&#039;&#039;&#039; - A [[Vehicle Factory]].&lt;br /&gt;
==W==&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; (verb) - As in &amp;quot;wall the (vehicle)&amp;quot;. To rush an enemy vehicle, usually the [[Command Vehicle]], and build walls around it, thereby trapping it.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Squads&amp;diff=4463</id>
		<title>Talk:Squads</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Squads&amp;diff=4463"/>
		<updated>2007-07-07T16:08:20Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How far does that Aura go?  I&#039;d like a visual cue too --[[User:Knighttemplar|Knighttemplar]] 10:59, 6 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
changelog lists it at &amp;quot;50 feet&amp;quot; but i have no idea how far that is, because I&#039;m not a mapper. Can we get an example distance from a mapper? (Broccoli?)--[[User:The Buttery Lobster|The Buttery Lobster]] 15:39, 6 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well it&#039;s assumed that one in-game unit is an inch. So 50 feet is 600 units, or roughly the width of an NF radar. [[User:Broccoli|Broccoli]] 07:15, 7 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
50 feet is about 15 meters, which is a bit longer than your average coach. [[User:Bodrick|Bodrick]] 12:08, 7 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Grenadier&amp;diff=4457</id>
		<title>Grenadier</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Grenadier&amp;diff=4457"/>
		<updated>2007-07-06T07:11:34Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* Tips */  when driving not just in vehicles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Grenadier}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:NFGren.JPG|thumb|right|Northern Faction Grenadier]]&lt;br /&gt;
[[Image:BE grenadier.jpg|thumb|right|Brenodi Empire Grenadier]]&lt;br /&gt;
&lt;br /&gt;
When the going gets tough the tough call for anti-armor support, and thats exactly what the Grenadier delivers. In a direct fight, the class shows its teeth with a standard RPG.&lt;br /&gt;
&lt;br /&gt;
The RPG has a dual firing system: Guided and Dumbfire. The missile will track its target if you keep the reticle on the target for as long as the &amp;quot;fire&amp;quot; key is pressed. When you release the &amp;quot;fire&amp;quot; key or move the reticle off the target, the missle is switched to a dumbfire mode and will continue on its last direction. To fire a missile in a dumbfire mode, simply press and quickly release the &amp;quot;fire&amp;quot; key. The missile is then launched in a straight trajectory and the RPG will auto-reload right away.&lt;br /&gt;
&lt;br /&gt;
The RPG launcher converts into a Mortar for those times when a straight rocket just won&#039;t cut it. To use the mortar just crouch and let the shells fly. Secondary fire on the Mortar is useful when a [[Scout|Scout]] has called for artillery. Pressing it will bring up the map and paint diamonds over the scout&#039;s artillery target. You can select the target, and it will show up on your screen. Also, if you do not have the Artillery Feedback skill, you will still get feedback on your mortar strike if it hits near the selected target.&lt;br /&gt;
&lt;br /&gt;
Finally, the grenadier can lay mines, up to a maximum of 8, for defense. The Mines are both anti-infantry and anti-vehicle, which means that they will explode when either an enemy vehicle or an enemy player drives or walks over them.&lt;br /&gt;
&lt;br /&gt;
With the [[Skills#Grenadier|Mine Defusal Skill]], Grenadiers do not set off mines, neither when walking nor driving over them. They can also defuse mines with this skill by crouching on the mine, aiming, and pressing the USE key (&#039;&#039;&#039;E&#039;&#039;&#039; by default) for a few seconds. This makes the class extremely useful for detecting, crossing and clearing minefields.&lt;br /&gt;
&lt;br /&gt;
Arguably the most useful [[Skills#Grenadier|Skill]] of the grenadier is Artillery Feedback, granting the class superiority in that area of combat. The skill works by indicating, with a diamond on the minimap, the area in which the player&#039;s last shell or missile exploded. The skill applies not only to artillery cannons and the class&#039; mortar weapon, but also to the handheld RPG and any vehicle mounted cannon or missile launcher.&lt;br /&gt;
&lt;br /&gt;
A tactical [[Skills#Grenadier|Skill]] is Armor Detection, which lets the grenadier see the percentage of armor on the targeted side of a vehicle. This is especially useful when an enemy&#039;s armor has been destroyed on one side but has turned so that an undamaged side faces your team.&lt;br /&gt;
&lt;br /&gt;
On the defensive a grenadier is most at home in a [[Vehicles|vehicle]], increasing its resilience with the [[Skills#Grenadier|Skill]] Increased Armor. This skill increases the amount of armor on a driven [[Vehicles|vehicle]] by 10%, letting a skilled grenadier remain on the battlefield long after others have been reduced to scrap.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Traditionally, conflicts following the Kolntus-Emin War have relied heavily on Grenadiers for guerrilla warfare, more so than even the stealthy Scout squads. This has to do mainly with the fact that one well trained Grenadier could do immense damage--often more then a tank--without requiring the large quantities of resources and technology necessary for the offensive vehicles. Furthermore, a skilled demolitions expert would often be used to stall enemy assaults or assassinate high-ranking officers who were too heavily fortified for a Scout to damage. The weaponry of the Grenadier has changed little since the fall of the Great Empire. A variety of mortars and land-mines have been fielded, but the only major development has been the invention and widespread proliferation of a Manual Command to Line-Of-Sight ([http://en.wikipedia.org/wiki/Missile_guidance MCLOS]) rocket guidance system that is reliable, simple, and cheap enough to be equipped on every Grenadier. Prior to this technology, rockets were either dumbfired or they utilized a MCLOS system that was so complicated that guiding the rocket to a target often left a Grenadier preoccupied and vulnerable.&lt;br /&gt;
&lt;br /&gt;
Early battles following the formation of the New Brenodian Empire have consistently shown that highly experienced Grenadiers renown for their exploits have struck fear into the hearts of enemy commanders. PFC Bob D. Buildre, perhaps the most well known Grenadier in this era, was a famous example of this peculiar ability.&lt;br /&gt;
&lt;br /&gt;
Although the Brenodi Interior Intelligence Services would never admit it, there existed a festering dissatisfaction amongst all but the most dedicated of peoples in the &amp;quot;protectorate&amp;quot; of the former Jekotian Empire. This dissatisfaction grew strongest in those military divisions tasked with maintaining order in the alien land. Often drafted from oppressed Jekotian citizenry, these ill-equipped and poorly paid grunts faced constant guerrilla attacks and equal prejudice from both Brenodi and Jekotian alike.&lt;br /&gt;
&lt;br /&gt;
This societal prejudice came to a head in the weeks before open conflict with the Northern Faction broke out. The Brenodi 123rd Frontline Brothers, formed during the Kolntus-Emin War to protect the capital city but now relegated to northernmost Jekotian lands, abandoned their post in open rebellion. Protesting their status as second class citizens, they were quickly pinned down by other drafted divisions and threatened with a merciless death. Sporadic fire-fights dominated the landscape for a full week until the Frontline Brothers sent PFC Buildre into the fray. Alone but heavily armed, he crossed the front lines under cover of darkness and breached the Brenodi command center. Using his entire backpack full of explosive devices, he created a formidable IED and managed to destroy the Brenodi command. With their Brenodi leaders gone, communication with the chain of command eliminated, and already poor supplies running low, the opposing divisions either scattered or joined the Frontline Brothers in their resistance. When Brenodi reconnaissance finally arrived at the battleground, the Frontline Brothers had all but disappeared--some soldiers made their way home, a few had returned to the Imperial capital of Bren to serve the Imperial Army once more--but a large portion of the Frontline Brothers--including Buildre--had defected, and joined the remnants of the once mighty Jekotion Empire, becoming part of the Jekotian&#039;s most feared division, the Jekotian Prime Legion. The unit would prove itself a valuable resource for the Northern Faction, all thanks to one Grenadier.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* The mortar is an incredibly effective anti-infantry weapon at mid to close range. Hit an opponent with the mortar, then quickly follow up with a few rounds from your pistol. Don&#039;t try for another mortar round. Even if the mortar was only a near-miss, the enemy will be damaged enough so that the pistol will make short work of them.&lt;br /&gt;
* You cannot reload the RPG when a missile is fired in guided mode. You will only be able to start reloading when it detonates or when you switch to dumbfire mode by letting go of the &amp;quot;fire&amp;quot; key.&lt;br /&gt;
* Keep in mind that enemy Grenadiers with [[Skills#Grenadier|Mine Defusal skill]] do not set off mines; neither on-foot nor when driving vehicles.&lt;br /&gt;
* Smart players will watch out for enemy mines, so try not to place them where they can be detected easily. Try to conceal the mines in bushes, around the corners, in terrain, etc. In other words - try to surprise your enemy.&lt;br /&gt;
* The mines pack quite a punch and will hurt/kill you if you are caught within their blast radius.  Fortunately, the blast will not hurt any other friendlies (at least on the FriendlyFire-off servers).&lt;br /&gt;
* When detonated, the mines set off other friendly mines that are caught in their initial blast radius. This is helpful for taking down buildings, vehicles and obstacles quickly with a single explosion resulting from mines placed by more than one Grenadier.&lt;br /&gt;
* Since a Grenadier can only have 8 mines on the ground at any given time, upon placing the 9th mine, the very first one will detonate, destroying itself and any other mines in its blast radius. Be careful not to be too close when that happens.&lt;br /&gt;
* A clever Grenadier will often try to use the &amp;quot;9th mine&amp;quot; trick to cause a great deal of damage to any structure, (including the Command Vehicle) by dropping 8 mines next to his target and very close to one another. He will then drop the 9th mine, detonating all the previous ones in a chain reaction. The ensuing explosion can bring down even the toughest of structures, so do not let a rogue Grenadier hang around the buildings you&#039;d like to keep.&lt;br /&gt;
* Grenadiers must load their RPG and Mortar after spawning. Don&#039;t forget to do this before going into combat, it could save your life.&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Grenadier|Grenadier Skills]]}}&lt;br /&gt;
&#039;&#039;Useful Skills&#039;&#039;: The sheer versatility of the grenadier means that it is difficult to prescribe four universal skills to use. However, some skills can become incredibly useful when the correct situation arises.&lt;br /&gt;
&lt;br /&gt;
Ammo Upgrade: Whether you&#039;re a lone grenadier attempting to demolish some buildings or you don&#039;t have enough time to refill on rockets before the next tank approaches, more ammo is always useful. This is especially true when employing mines. This skill is particularly useful in assassinating the command vehicle, which makes the grenadier the teams most powerful ninja.&lt;br /&gt;
&lt;br /&gt;
Melee Upgrade: This skill is never that useful because the maps are often huge. However, the grenadier is the only class that doesn&#039;t have a decent firearm and as such benefits from this skill almost as much as the Scout. Melee attacks with this upgrade do huge damage, and if the opponent is damaged at all before hitting him, it will probably drop him. A shot or two with the pistol followed by sprinting in for the kill will be effective. It&#039;s not the most useful skill, and a talented grenadier can use the mortar to kill his opponent much easier. But if forced into tight quarters where close range combat is inevitable and a mortar round risks blowing yourself up, this skill becomes fairly useful. Not to mention the fact that melee kills are both humiliating and hilarious. Not the first or second upgrade one should get, but if you reach high enough rank and the map has many close-quarters areas, consider this skill.&lt;br /&gt;
&lt;br /&gt;
All the Grenadier skills are useful depending on mode of transportation: When using a vehicle, Defusal is essential. Nothing upsets enemy plans more then a vehicle blowing past that mine barrier to rain destruction upon them. Artillery Feedback is also essential for the artillery tank. Without it, indirect fire is extremely difficult and this is the main offense of the artillery tank.&lt;br /&gt;
&lt;br /&gt;
These skills are not quite as useful if you don&#039;t intend to use a vehicle, though Indirect Fire still applies to the Mortar. Obviously, the same applies to Increased Armor. One should also note, however, that on certain maps in certain cases, such as in flag cap maps, (such as BE on escort, or cdr_canyon, or Glycen city) you should NOT waste a skill slot on defusal. When you have limitless tickets, it&#039;s much faster and easier to just have someone blow themselves up on the enemy mines and have an engineer revive that person. A dedicated team like this can clear an area faster then a grenadier by an entire order of magnitude. Just make sure the reviver stays away from the blast radius!&lt;br /&gt;
[[Category:Classes|Grenadier]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Squads&amp;diff=4455</id>
		<title>Squads</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Squads&amp;diff=4455"/>
		<updated>2007-07-06T07:09:22Z</updated>

		<summary type="html">&lt;p&gt;Universum: Added stuff about RC15 updates.&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 squadmates name, health, ammunition, and action status in your HUD. When a squadmate is under attack it will flash red, when they are attacking it will flash yellow. If your squadmates die in combat, they will appear with red X&#039;s over their names. 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;
* 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 nametags: 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 box es 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;
* The squad leader emits an aura around himself, and any squad members within this aura get a bonus, depending on the class of the squad leader.&lt;br /&gt;
**Scout - additional 33% stamina regeneration rate&lt;br /&gt;
**Rifleman - additional 20% accuracy&lt;br /&gt;
**Grenadier - additional 10% weapon damage&lt;br /&gt;
**Engineer - 1HP/2s health regeneration rate&lt;br /&gt;
&lt;br /&gt;
&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;
&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>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User_talk:Knighttemplar&amp;diff=4429</id>
		<title>User talk:Knighttemplar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User_talk:Knighttemplar&amp;diff=4429"/>
		<updated>2007-07-04T17:57:15Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Iunno, this guy is sketch - nubby&lt;br /&gt;
&lt;br /&gt;
I see you can no longer claim &amp;quot;I dun no wiky&amp;quot; ;)--[[User:The Buttery Lobster|The Buttery Lobster]] 14:11, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nine players I would want on my League team (like a fantasy draft)&lt;br /&gt;
&lt;br /&gt;
1. Bodrick&lt;br /&gt;
&lt;br /&gt;
2. Bodrick&lt;br /&gt;
&lt;br /&gt;
3. Bodrick&lt;br /&gt;
&lt;br /&gt;
4. Bodrick&lt;br /&gt;
&lt;br /&gt;
5. Bodrick&lt;br /&gt;
&lt;br /&gt;
6. Bodrick&lt;br /&gt;
&lt;br /&gt;
7. Bodrick&lt;br /&gt;
&lt;br /&gt;
8. Bodrick&lt;br /&gt;
&lt;br /&gt;
9. The Buttery Lobster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is something like this even fair? I don&#039;t want to create elitism or anything --[[User:Knighttemplar|Knighttemplar]] 22:41, 3 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m confused; is this a list of your 10 favourite teammates? Sweet jebus, good luck with this. I wouldn&#039;t broach that subject at gunpoint.--[[User:The Buttery Lobster|The Buttery Lobster]] 22:51, 3 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It&#039;s like a list of best of, but without the &amp;quot;best of&amp;quot; mentality.  If I could make a wicked good League team, I would choose these players.&lt;br /&gt;
&lt;br /&gt;
LOL VANDALISM [[User:Bodrick|Bodrick]] 13:57, 4 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File_talk:NFRifleman.jpg&amp;diff=4428</id>
		<title>File talk:NFRifleman.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File_talk:NFRifleman.jpg&amp;diff=4428"/>
		<updated>2007-07-04T17:55:56Z</updated>

		<summary type="html">&lt;p&gt;Universum: New page: Wait, what? Was the HMG always this big? :O&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wait, what? Was the HMG always this big? :O&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_info_params&amp;diff=4351</id>
		<title>Emp info params</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_info_params&amp;diff=4351"/>
		<updated>2007-07-01T11:00:12Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
This places an emp_info_params entity in your map, which allows you to set parameters for empires such as if its a push map, the theme, autoresearch of research tree, etc. &lt;br /&gt;
Note: This entity is needed in a map in order for the map to function, the map will crash if you don&#039;t!&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Push Map&amp;quot; If this is a push map, only one spawn will be enabled at a time per team and spawn point selection by players will be automated.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;No&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Yes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Map Theme&amp;quot; This is the setting/theme of the map and is only used to determine the camouflage that players wear.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;Default&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Woodland&amp;quot;&lt;br /&gt;
                2 : &amp;quot;Snow&amp;quot;&lt;br /&gt;
                3 : &amp;quot;Desert&amp;quot;&lt;br /&gt;
                4 : &amp;quot;Urban&amp;quot;&lt;br /&gt;
                5 : &amp;quot;Dusty&amp;quot; (e.g. emp_mvalley)&lt;br /&gt;
                6 : &amp;quot;Custom&amp;quot; (unused)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Automate Research?&amp;quot; For maps without a commander to handle research, setting this to &#039;Yes&#039; will automatically make the research tree fully researched for both teams.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;No&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Yes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Northern Faction Resources&amp;quot; The amount of resources the Northern Faction team starts with.&lt;br /&gt;
                &amp;lt;value&amp;gt;(standard: 100)&lt;br /&gt;
&amp;quot;Brenodi Empire Resources&amp;quot; The amount of resources the Brenodi Empire team starts with.&lt;br /&gt;
                &amp;lt;value&amp;gt;(standard: 100)     &lt;br /&gt;
&amp;quot;Northern Faction Reinforcements&amp;quot; The amount of reinforcements the Northern Faction team starts with.&lt;br /&gt;
                &amp;lt;value&amp;gt;(standard: 100)&lt;br /&gt;
&amp;quot;Brenodi Empire Reinforcements&amp;quot; The amount of reinforcements the Brenodi Empire team starts with.&lt;br /&gt;
                &amp;lt;value&amp;gt;(standard: 100)    &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Prevent NF Engineer Building&amp;quot; Select restrictions for the Northern Faction engineers from being able to build on this map.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;No Restriction&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Walls&amp;quot;&lt;br /&gt;
                2 : &amp;quot;Everything&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Prevent Brenodi Engineer Building&amp;quot; Select restrictions for the Brenodi Empire engineers from being able to build on this map.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;No Restriction&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Walls&amp;quot;&lt;br /&gt;
                2 : &amp;quot;Everything&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
    InputNFWin : &amp;quot;Input for Northern Faction winning.&amp;quot;&lt;br /&gt;
    InputImpWin : &amp;quot;Input for Brenodi Empire winning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entity|Empires Parameters]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User_talk:The_Buttery_Lobster&amp;diff=4350</id>
		<title>User talk:The Buttery Lobster</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User_talk:The_Buttery_Lobster&amp;diff=4350"/>
		<updated>2007-06-30T13:59:22Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* DUN DO IT! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So what clans are you considering joining? - Evan&lt;br /&gt;
&lt;br /&gt;
I can honestly say I&#039;m not looking to join ANY clans until I get a microphone and figure out how to install ventrillo/x-fire/irc/all that computer crap that I&#039;ve never used before. (I&#039;m such a technophobe)--[[User:The Buttery Lobster|The Buttery Lobster]] 23:12, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUN DO IT! ==&lt;br /&gt;
Don&#039;t bother, they&#039;re infinitely difficult.  Do you know how to program in notepad? cause that&#039;s the only way to work them.  For all the voice stuff, you actually have to enter in the binary for every word you have in your vocabulary.  That way when you speak, the program can understand your words and then relay them over tubes to other users, who have to read binary on the fly while they play.  I have mine stream along the side of my screen, but I have a widescreen so it&#039;s ok.&lt;br /&gt;
&lt;br /&gt;
The pro is that you get to learn binary, the con is that it takes a long time.  I say stay clanless, even if it means not being able to take down level 3 turrets&lt;br /&gt;
&lt;br /&gt;
Till later&lt;br /&gt;
01011011001110001100101010101000101001110101001101001101100110110110110001001011101000101000100110101010110 - --[[User:Knighttemplar|Knighttemplar]] 13:21, 26 June 2007 (EDT)KT&lt;br /&gt;
&lt;br /&gt;
omg I&#039;m so bored. why isn&#039;t the PUG NOW darn it, I want a pug!! and jeep races!!!--[[User:The Buttery Lobster|The Buttery Lobster]] 23:46, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We should form a jeepracing clan :P [[User:Bodrick|Bodrick]] 09:59, 30 June 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_info_params&amp;diff=4293</id>
		<title>Emp info params</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_info_params&amp;diff=4293"/>
		<updated>2007-06-26T11:33:38Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
This places an emp_info_params entity in your map, which allows you to set parameters for empires such as if its a push map, the theme, autoresearch of research tree, etc. &lt;br /&gt;
Note: This entity is needed in a map in order for the map to function, the map will crash if you don&#039;t!&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Push Map&amp;quot; If this is a push map, only one spawn will be enabled at a time per team and spawn point selection by players will be automated.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;No&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Yes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Map Theme&amp;quot; This is the setting/theme of the map and is only used to determine the camouflage that players wear.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;Default&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Woodland&amp;quot;&lt;br /&gt;
                2 : &amp;quot;Snow&amp;quot;&lt;br /&gt;
                3 : &amp;quot;Desert&amp;quot;&lt;br /&gt;
                4 : &amp;quot;Urban&amp;quot;&lt;br /&gt;
                5 : &amp;quot;Dusty&amp;quot; (e.g. emp_mvalley)&lt;br /&gt;
                6 : &amp;quot;Custom&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Automate Research?&amp;quot; For maps without a commander to handle research, setting this to &#039;Yes&#039; will automatically make the research tree fully researched for both teams.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;No&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Yes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Northern Faction Resources&amp;quot; The amount of resources the Northern Faction team starts with.&lt;br /&gt;
                &amp;lt;value&amp;gt;(standard: 100)&lt;br /&gt;
&amp;quot;Brenodi Empire Resources&amp;quot; The amount of resources the Brenodi Empire team starts with.&lt;br /&gt;
                &amp;lt;value&amp;gt;(standard: 100)     &lt;br /&gt;
&amp;quot;Northern Faction Reinforcements&amp;quot; The amount of reinforcements the Northern Faction team starts with.&lt;br /&gt;
                &amp;lt;value&amp;gt;(standard: 100)&lt;br /&gt;
&amp;quot;Brenodi Empire Reinforcements&amp;quot; The amount of reinforcements the Brenodi Empire team starts with.&lt;br /&gt;
                &amp;lt;value&amp;gt;(standard: 100)    &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Prevent NF Engineer Building&amp;quot; Select restrictions for the Northern Faction engineers from being able to build on this map.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;No Restriction&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Walls&amp;quot;&lt;br /&gt;
                2 : &amp;quot;Everything&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Prevent Brenodi Engineer Building&amp;quot; Select restrictions for the Brenodi Empire engineers from being able to build on this map.&lt;br /&gt;
&lt;br /&gt;
                0 : &amp;quot;No Restriction&amp;quot;&lt;br /&gt;
                1 : &amp;quot;Walls&amp;quot;&lt;br /&gt;
                2 : &amp;quot;Everything&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
    InputNFWin : &amp;quot;Input for Northern Faction winning.&amp;quot;&lt;br /&gt;
    InputImpWin : &amp;quot;Input for Brenodi Empire winning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entity|Empires Parameters]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Bodrick&amp;diff=3998</id>
		<title>User:Bodrick</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Bodrick&amp;diff=3998"/>
		<updated>2007-06-22T06:39:33Z</updated>

		<summary type="html">&lt;p&gt;Universum: New page: JEEP RACES FTW LOLOLOLOL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;JEEP RACES FTW LOLOLOLOL&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Scout&amp;diff=3997</id>
		<title>Talk:Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Scout&amp;diff=3997"/>
		<updated>2007-06-22T06:39:19Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added a history section and threw together some flavor text for the scout that reflects the changes it has undergone since 1.00. I hope no one minds. If you do, edit/delete as needed, ESPECIALLY if something doesn&#039;t fit the storyline in the empires forum. (I haven&#039;t read alot of that forum... so sue me.)&lt;br /&gt;
&lt;br /&gt;
Feel free to change the name Blue-Shirt Zealots to any other Empires member that was memorable as a scout. That&#039;s a reference to one BlueShirtsFan, whom I remember fighting in scout-to-scout sniper battles in 1.01. The thing about Bodrick is a reference to the Jeep races and the possibility of jeep race maps.&lt;br /&gt;
&lt;br /&gt;
Has the scout rifle&#039;s stats changed at all from 1.03 (ish) to 1.08 RC 13? I know RC 1 nerfed it something fierce, but I wrote that history section about the current weaker scout rifle under the impression that the current rifle isn&#039;t as powerful. At any rate, if it were up to me, I&#039;d leave that section as-is to reflect the fact that current rifles are more balanced and thus the scout rifle _seems_ less powerful in comparison, even though it&#039;s not.&lt;br /&gt;
--[[User:The Buttery Lobster|The Buttery Lobster]] 17:28, 21 June 2007, (EST)&lt;br /&gt;
&lt;br /&gt;
It was nerfed but later reverted to the same damage (110) --[[User:Arklansman|Arklansman]] 17:43, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ll say it again-- if anyone thinks adding a history section isn&#039;t appropriate or they think they can write a better fake history, change whatever you want, I don&#039;t mind at all. Also, and more importantly, can someone find a first name for Bodrick and put it in the history instead of &amp;quot;X(?)&amp;quot; because that annoys me.--[[User:The Buttery Lobster|The Buttery Lobster]] 18:29, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just make up some crazy name like I did. :D --[[User:Arklansman|Arklansman]] 22:38, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Fixed :P  [[User:Bodrick|Bodrick]] 02:39, 22 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Version numbers ==&lt;br /&gt;
&lt;br /&gt;
Do we really need to add the version number for all these pages? You&#039;ll just have to change it everytime a new version comes out, and if something is changed, someone will usually update the wiki with the info anyway. --[[User:Arklansman|Arklansman]] 23:18, 21 June 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=3996</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=3996"/>
		<updated>2007-06-22T06:38:52Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* History */&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]] 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-assassin squads are renown in military history, such as the Brenodi Blue-Shirt Zealots, whose signature blue vests were feared by frontline Jekotian forces everywhere.&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;
== 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.&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.&lt;br /&gt;
&lt;br /&gt;
==== Be Effective ==== &lt;br /&gt;
&lt;br /&gt;
Aside from scouting out the enemy position and calling for artillery support, the Scout must be very aggressive to be of any use to his team. However, it&#039;s pointless to sneak into the enemy base only to alert your team to units who will soon alter their course or call for artillery support when artillery tanks are nowhere near your position. Likewise, it&#039;s inefficient to snipe the lone rifleman who is nowhere near an important area. The best Scout 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;
==== How to Snipe ====&lt;br /&gt;
&lt;br /&gt;
The Scout has a very long range, but the slightly reduced accuracy of the rifle at long distances makes it diffucult to get headshots at range. The scout rifle will kill with one shot at close ranges, but from a distance, expect to need to put at least two, if not three, rounds into the target. Aim for the center of mass at long distances; the limited zoom means that you won&#039;t be able to put the crosshair on a specific body part, and you&#039;ll have to go for whatever you can hit. &lt;br /&gt;
&lt;br /&gt;
==== Sabotage ====&lt;br /&gt;
&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 the added bonus of negative effects to the enemies operations. A list of buildings and it&#039;s 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;
[[Category:Classes|Scout]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Scout|Scout Skills]]}}&lt;br /&gt;
(Beta 1.08 RC 13)&lt;br /&gt;
&lt;br /&gt;
Know Your Skills: Hide 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;
Weapons Silencer 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;hide&#039;&#039; is a good skill. Other skills that work well are &#039;&#039;Health Regeneration,&#039;&#039; which you will use often if you are working without the support of your squad, and &#039;&#039;stamina increase,&#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;
If, on the other hand, you&#039;re working with the support of a squad, you might choose &#039;&#039;increased accuracy,&#039;&#039; for pinpoint accuracy, or &#039;&#039;health increase.&#039;&#039; &#039;&#039;Radar Stealth,&#039;&#039; is one of the less useful skills. It won&#039;t help you hide a tank, which is huge, and if you&#039;re using a jeep, chances are you&#039;ll want Increased Speed to cross the frontlines as fast as possible, not this skill to cross as quietly as possible.&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=2871</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=2871"/>
		<updated>2006-09-01T12:04:33Z</updated>

		<summary type="html">&lt;p&gt;Universum: Changed forum links&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 A Half-Life 2 [[Total Conversion]] that is best described as a [[RTS]]/[[FPS]] [[hybrid]], a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command the faction in an [[RTS]]-style manner, building things and assigning orders.&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 [http://empiresmod.info/index.php/Clan_Listing here]. 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 unpredictably laggy and unstable at times? ==&lt;br /&gt;
Empires is currently in early public beta, and many issues are being worked on at once. 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 [http://empires.cw-hosting.net/showthread.php?t=157 here].&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/info.php the Manual], or visit the [http://forums.empiresmod.com]. You can also ask in the main Empires Mod Irc channel #Empiresmod on Gamesurge.net.&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=2788</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=2788"/>
		<updated>2006-08-16T19:41:45Z</updated>

		<summary type="html">&lt;p&gt;Universum: First version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you are playing Empires, you may come across some jargon you don&#039;t understand.  Here is a list of the most commonly used bits of Empires jargon.  Also see [http://empires.cw-hosting.net/showthread.php?t=1128 this thread].&lt;br /&gt;
==*==&lt;br /&gt;
&#039;&#039;&#039;3 Phase&#039;&#039;&#039; - Refers to the (3 Phase Electric) Engine upgrade.&lt;br /&gt;
==A==&lt;br /&gt;
&#039;&#039;&#039;APC rush&#039;&#039;&#039; - Building a Vehicle Factory at the beginning of the game, constructing an APC from it, getting all players inside it, and then driving off to the enemy base to quickly destroy their barracks and CV before they have defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty&#039;&#039;&#039; - Artillery Vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty Whore&#039;&#039;&#039; - Unsportsmanship use of the artillery.&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;&#039;Bar&#039;&#039;&#039; - Barracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BE&#039;&#039;&#039; - Refers to the &amp;quot;Brenodi Empire&amp;quot; Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitzkrieg&#039;&#039;&#039; - Usually started when both sides decide to APC rush. In a blitzkrieg the bases will move from place to place very quickly. There&#039;s no time to build defense because it wouldn&#039;t be done before the base would be rushed, so it&#039;s better to just set up a new base elsewhere.&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;&#039;Calculator/Calc&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cam&#039;&#039;&#039; - Surveillance camera constructed by engineers to detect near-by enemy infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem&#039;&#039;&#039; - Chemistry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chokepoint&#039;&#039;&#039; - A spot in a map that is often camped, and where battles most often take place. These also are the routes that are most easily defendable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloaker&#039;&#039;&#039; - Typically used in emp_escort and sometimes in emp_district402; a scout with hide that has or is in the act of sneaking past your defenses to capture the flag unnoticed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm&#039;&#039;&#039; – Commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm Suicide&#039;&#039;&#039; - A usually malicious act of a commander that consists of intentionally destroying team&#039;s own Command Vehicle by driving it off a high cliff, into deep water, etc (e.g. anything that would cause the CV to be destroyed quickly).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coolant&#039;&#039;&#039; - Refers to the Adv. Coolant Engines that can be researched.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crash Dumps&#039;&#039;&#039; - Files generated by the game whenever it crashes. These files contain debugging information used by developers to track down bugs responsible for the crash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CV&#039;&#039;&#039; - Command Vehicle.&lt;br /&gt;
==D==&lt;br /&gt;
&#039;&#039;&#039;Death APC&#039;&#039;&#039; - APC with extensive armor, weapons, and (usually) engine upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decon&#039;&#039;&#039; - Short for &amp;quot;Deconstruct&amp;quot;; an Engineer&#039;s ability to un-build and destroy enemy structures with the engineer tool.&lt;br /&gt;
==E==&lt;br /&gt;
&#039;&#039;&#039;Engy&#039;&#039;&#039; - Engineer Class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy Tool&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
==F==&lt;br /&gt;
&#039;&#039;&#039;Fireworks&#039;&#039;&#039; - When commander sets several turrets in one place and an engineer builds them to 99% and finishes them all almost instantly. Usually next to enemy base or strongpoint.&lt;br /&gt;
==G==&lt;br /&gt;
&#039;&#039;&#039;Gameboy&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gren&#039;&#039;&#039; - Grenadier Class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Griefer&#039;&#039;&#039; - Someone who intends to ruin the game, usually by destroying the commander vehicle.  Can also sometimes mean Grenadier.&lt;br /&gt;
==H==&lt;br /&gt;
&#039;&#039;&#039;HE Cannons&#039;&#039;&#039; - A popular research upgrade (High Explosive Cannon).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavies&#039;&#039;&#039; - Heavy tank.&lt;br /&gt;
==I==&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
&#039;&#039;&#039;Lights&#039;&#039;&#039; - Light tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT&#039;&#039;&#039; - Northern Faction Light Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT Rush&#039;&#039;&#039; - Attacking early with many light tanks that have no upgrades or fast upgrades before BE has proper tank research.&lt;br /&gt;
==M==&lt;br /&gt;
&#039;&#039;&#039;Meds&#039;&#039;&#039; - Medium tanks(not med packs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; - Machine Gun Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML&#039;&#039;&#039; - Missile Launcher Turret.&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;&#039;Nade&#039;&#039;&#039; - Grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nader&#039;&#039;&#039; - Another term for a grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nadespam&#039;&#039;&#039; - The act of constantly throwing grenades into some chokepoint while picking up new ones from an ammo box in means to prevent the other team from advancing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039; - The attempt of a player to sneak into the enemy base and destroy key structures (especially the CV) without the enemy noticing before it is too late.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninjaneer&#039;&#039;&#039;- A Ninja Engineer; Usually used when the game is almost one sided; Ninjaneers can turn an entire game around if done correctly, but are sometimes frowned upon because people can&#039;t understand that ninjaneers are within game boundries, especially when Ninjaneers are used on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF&#039;&#039;&#039; - Refers to the &amp;quot;Northern Faction&amp;quot; Team.&lt;br /&gt;
==O==&lt;br /&gt;
==P==&lt;br /&gt;
&#039;&#039;&#039;Paper Tank/Arty/Armor&#039;&#039;&#039; - A vehicle armored with the basic (weak) armor. Also applies to tanks that have one plate of armor on all sides regardless of armor type.&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
&#039;&#039;&#039;Rax&#039;&#039;&#039; - Less used abbreviation for Barracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; - Refinery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res&#039;&#039;&#039; - Resources, the &amp;quot;money&amp;quot; for Empires and therefore required to build anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rev&#039;&#039;&#039; - Revive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rez&#039;&#039;&#039; - Revive, whereas the word is derived from &amp;quot;resurrect&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTFM&#039;&#039;&#039; - Read the fuckin&#039; manual (Popular acronym uttered when a new player asks a question).&lt;br /&gt;
==S==&lt;br /&gt;
&#039;&#039;&#039;Sploit&#039;&#039;&#039; - from &amp;quot;exploit&amp;quot;; using a bug to gain unfair advantage over the enemy. Examples include clipping into geometry, falling under the world, getting to places inaccessible by design, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotting&#039;&#039;&#039; - Use of radio command or scout binoculars to mark enemy units/buildings for the sight of infantry, tanks, and artillery vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack/Stacked&#039;&#039;&#039; - Referring to when the teams are uneven and there are more players on one team than the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad&#039;&#039;&#039; - When one team has almost defeated the other team, but ends up losing because they run out of tickets before the other team, and soon get outnumbered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicide&#039;&#039;&#039; - Often the only resort to getting &amp;quot;unstuck,&amp;quot; or used to get somewhere else in a hurry; pulling down the console with the tilde (~) key, typing &amp;quot;kill&amp;quot; (without quotes) and pressing enter.&lt;br /&gt;
==T==&lt;br /&gt;
&#039;&#039;&#039;The Pub&#039;&#039;&#039; - Light APCs that serve no purpose other than a spawn point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets&#039;&#039;&#039; - How many more &amp;quot;lives&amp;quot; the team has to spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Climbin&#039;&#039;&#039;g - Rapidly building and trashing turrets as an engineer in means to build a &amp;quot;ladder&amp;quot; in order to get on top of high places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Farming&#039;&#039;&#039; - Act of creating multiple turrets in a localized area.&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
&#039;&#039;&#039;Vanilla Tank/Arty/Armor&#039;&#039;&#039; - Refers to a tank with no upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VF&#039;&#039;&#039; - Vehicle Factory.&lt;br /&gt;
==W==&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; - To rush the enemy CV, and build walls around it, therefore trapping it.&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=2332</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=2332"/>
		<updated>2006-04-28T14:08:17Z</updated>

		<summary type="html">&lt;p&gt;Universum: &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. See 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;
* Hold down &#039;&#039;&#039;Z&#039;&#039;&#039; and move the mouse to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;X&#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;
(Mod: please consider moving this to a separate page)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Stratedgy&#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 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;
* &#039;&#039;Analysis of 1.031 Beta 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;
|Low&lt;br /&gt;
|Average&lt;br /&gt;
|Very low&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;
|Very High&lt;br /&gt;
|Low&lt;br /&gt;
|Very High&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;
|Low&lt;br /&gt;
|Average&lt;br /&gt;
|Low&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;
|High&lt;br /&gt;
|High&lt;br /&gt;
|Average&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;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|High&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;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Average&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;
&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;
&#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;
Revised from Forum Thread, credits to Zachtos, Twosheds&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=2331</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=2331"/>
		<updated>2006-04-28T14:08:00Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* Advanced Vehicle Tips and Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
{{Inuse}}&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. See 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;
* Hold down &#039;&#039;&#039;Z&#039;&#039;&#039; and move the mouse to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;X&#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;
(Mod: please consider moving this to a separate page)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Stratedgy&#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 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;
* &#039;&#039;Analysis of 1.031 Beta 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;
|Low&lt;br /&gt;
|Average&lt;br /&gt;
|Very low&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;
|Very High&lt;br /&gt;
|Low&lt;br /&gt;
|Very High&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;
|Low&lt;br /&gt;
|Average&lt;br /&gt;
|Low&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;
|High&lt;br /&gt;
|High&lt;br /&gt;
|Average&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;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|High&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;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Average&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;
&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;
&#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;
Revised from Forum Thread, credits to Zachtos, Twosheds&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=2330</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=2330"/>
		<updated>2006-04-28T14:06:41Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* Advanced Vehicle Tips and Tactics */  Fixed table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
{{Inuse}}&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. See 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;
* Hold down &#039;&#039;&#039;Z&#039;&#039;&#039; and move the mouse to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;X&#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;
(Mod: please consider moving this to a separate page)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Stratedgy&#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 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;
* &#039;&#039;Analysis of 1.031 Beta 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;
|Low&lt;br /&gt;
|Average&lt;br /&gt;
|Very low&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;
|Very High&lt;br /&gt;
|Low&lt;br /&gt;
|Very High&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;
|Low&lt;br /&gt;
|Average&lt;br /&gt;
|Low&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;
|High&lt;br /&gt;
|High&lt;br /&gt;
|Average&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;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|High&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;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Average&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;
&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;
&#039;&#039;Chart Highlights:&#039;&#039;&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;
Revised from Forum Thread, credits to Zachtos, Twosheds&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=2329</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=2329"/>
		<updated>2006-04-28T13:45:19Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
{{Inuse}}&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. See 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;
* Hold down &#039;&#039;&#039;Z&#039;&#039;&#039; and move the mouse to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;X&#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;
(Mod: please consider moving this to a separate page)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Stratedgy&#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 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;
(please revise format of chart)&lt;br /&gt;
* &#039;&#039;Analysis of 1.031 Beta Armors: Strengths and Weaknesses&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plain&#039;&#039;&#039;&lt;br /&gt;
Cost: low&lt;br /&gt;
Weight: average&lt;br /&gt;
HP: very low&lt;br /&gt;
speed modifier: low&lt;br /&gt;
special: takes %50 extra damage from bio&lt;br /&gt;
Strongest Against: none&lt;br /&gt;
Weakest Against: bio&lt;br /&gt;
Good Combos: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Composite&#039;&#039;&#039;&lt;br /&gt;
Cost: Very High&lt;br /&gt;
Weight: low&lt;br /&gt;
HP: very high&lt;br /&gt;
speed modifier: very low&lt;br /&gt;
special: none&lt;br /&gt;
Strongest Against: Artillery, High damage missiles&lt;br /&gt;
Weakest Against: fast cannons - anything fast -&lt;br /&gt;
Good Combos: biodiesel, if you intend to absorb a lot of damage, you will need this engine to avoid stalling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorbant&#039;&#039;&#039;&lt;br /&gt;
Cost: low&lt;br /&gt;
Weight: average&lt;br /&gt;
HP: low&lt;br /&gt;
speed modifier: very high&lt;br /&gt;
special: absorbs extra heat damage&lt;br /&gt;
Strongest Against: fast cannons, especially railgun&lt;br /&gt;
Weakest Against: -bio-, high damage missles, mines,&lt;br /&gt;
Good Combos: gas engine, you need the horsepower/cooling, stay back, encourage cannon battles, dodge missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive&#039;&#039;&#039;&lt;br /&gt;
Cost: high&lt;br /&gt;
Weight: high&lt;br /&gt;
HP: average&lt;br /&gt;
speed modifier: high&lt;br /&gt;
special: 40% reduced damage from bio&lt;br /&gt;
Strongest Against: fast cannons, bio&lt;br /&gt;
Weakest Against: -high damage- missles, HE cannon, HeavyUMG&lt;br /&gt;
Good Combos: coolant, dual cannons, stay back to avoid missles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regenerative&#039;&#039;&#039;&lt;br /&gt;
Cost: average&lt;br /&gt;
Weight: average&lt;br /&gt;
HP: high&lt;br /&gt;
speed modifier: average&lt;br /&gt;
special: moderate armor regeneration speed, double dmg from bio&lt;br /&gt;
Strongest Against: average protection (ateast 2-3 times above plain)&lt;br /&gt;
Weakest Against: -bio- faster weapons, MGs&lt;br /&gt;
Good Combos: plasma cannon or MG, bio missle, 3 phase, poison the enemy, overheat them, escape&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflective&#039;&#039;&#039;&lt;br /&gt;
Cost: average&lt;br /&gt;
Weight: average&lt;br /&gt;
HP: average&lt;br /&gt;
speed modifier: average&lt;br /&gt;
special: reduces damage if tank is angled on impact&lt;br /&gt;
Strongest Against: average protection (at least 2-3 times above plain)&lt;br /&gt;
Weakest Against: average, depends on user skill&lt;br /&gt;
Good Combos: fission, use this high acceleration engine to quickly rotate your tank to an angle to reduce damage&lt;br /&gt;
&lt;br /&gt;
*Low speed modifiers cause increased damage with high speed weapons&lt;br /&gt;
*High speed modifiers cause reduced damage with high speed weapons&lt;br /&gt;
&#039;&#039;Chart Highlights:&#039;&#039;&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;
Revised from Forum Thread, credits to Zachtos, Twosheds&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_crossroads&amp;diff=2309</id>
		<title>Map:emp crossroads</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_crossroads&amp;diff=2309"/>
		<updated>2006-04-28T06:44:36Z</updated>

		<summary type="html">&lt;p&gt;Universum: Moved minimap up to correspond to other mapping articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_crossroads}}&lt;br /&gt;
[[Image:Emp_crossroads_map.png|right]]&lt;br /&gt;
==Commander Tactics==&lt;br /&gt;
&lt;br /&gt;
==Squad Level Tactics==&lt;br /&gt;
&lt;br /&gt;
==Unit and Infantry Tactics==&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_crossroads]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=2308</id>
		<title>Map:emp isle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=2308"/>
		<updated>2006-04-28T06:41:25Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_isle}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Emp_isle_map.png|right]]&lt;br /&gt;
[[Category:Maps|emp_isle]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=2307</id>
		<title>Map:emp isle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=2307"/>
		<updated>2006-04-28T06:40:51Z</updated>

		<summary type="html">&lt;p&gt;Universum: Fixed sitenav link :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_isle}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Emp_isle_map.png|right]]&lt;br /&gt;
[[Category:Maps|emp_badland]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2306</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2306"/>
		<updated>2006-04-28T06:37:41Z</updated>

		<summary type="html">&lt;p&gt;Universum: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
[[image:Mapping.JPG|thumb|right|An example of an Empires map in Hammer.]]&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room. Your map will need to be &#039;&#039;&#039;at least&#039;&#039;&#039; 10000 units square.&lt;br /&gt;
If you want to have a sky instead of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundary to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_Imp]]&lt;br /&gt;
* [[Emp_building_nf_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_NF]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vehicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vehicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and copy a pair of any two .vtf and .vmt files (must be the from the same map). Rename them to emp_&amp;lt;yourmapname&amp;gt;.&amp;lt;vtf/vmt&amp;gt;. These will serve as placeholders for your map&#039;s overhead view until later. Untill you have created your own minimap picture and .VTF file, your map will use the minimap from the map files you just copied.&lt;br /&gt;
&lt;br /&gt;
This is no problem for testing things out so do not worry about your minimap untill the map is nearly ready to go.&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite interesting gameplay types, with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases. It is used on maps such as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferably marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of the above entities are absolutely required, the game will work as long as there is a way for people from both teams to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recapturable by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag, you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options if you don&#039;t mind waiting several hours for the map to compile. &lt;br /&gt;
&lt;br /&gt;
If you just want to quickly check something, you can compile without making lighting calculations, this saves an awful lot of time over the development of a map.  Make sure your compile options are Normal, (not advanced mode),  then under Run Vis and Run Rad, check the no box. &lt;br /&gt;
&lt;br /&gt;
This is not to be used when you are checking water as that needs the lighting calculations in order to appear in game. This is also obviously not to be used for final compiles or your lighting will look pretty pants! &lt;br /&gt;
&lt;br /&gt;
Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]], [[Setting Up Map Resources]], [http://developer.valvesoftware.com/wiki/Category:Level_Design Advanced Tutorials from the Valve Wiki]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Mapping.JPG&amp;diff=2305</id>
		<title>File:Mapping.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Mapping.JPG&amp;diff=2305"/>
		<updated>2006-04-28T06:35:19Z</updated>

		<summary type="html">&lt;p&gt;Universum: Hammer image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hammer image&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=2304</id>
		<title>Configuring Hammer for Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=2304"/>
		<updated>2006-04-28T06:29:28Z</updated>

		<summary type="html">&lt;p&gt;Universum: Added images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Configuring Hammer for Empires}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Before you do anything, make sure you have installed Hammer Editor, available through Steam under the &#039;&#039;Tools&#039;&#039; section.}}&lt;br /&gt;
Start by opening Hammer Editor through the Empires SDK link in your &#039;&#039;Tools&#039;&#039; section in the Steam client. Follow the directions below.&lt;br /&gt;
== Game Configuration Tab ==&lt;br /&gt;
[[Image:Hammer1.JPG|thumb|right| Game configuration tab]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add following .fgd files into your fgd list:&#039;&#039;&#039;&lt;br /&gt;
* Base.fgd &lt;br /&gt;
* Halflife2.fgd&lt;br /&gt;
* Empires.fgd (located at $SteamDir\SteamApps\SourceMods\Empires\mapsrc\fgd\empires.fgd)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game executable Directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2\hl2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The hammer vmf directory should be set to:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\$SteamUserDir\sourcesdk_content\Empires\mapsrc&lt;br /&gt;
&lt;br /&gt;
All relative to where you installed empires, meaning that if you configured your folders to be called somthing else then you need to specify the paths according to that&lt;br /&gt;
&lt;br /&gt;
== Build Programs ==&lt;br /&gt;
[[Image:Hammer2.JPG|thumb|right| Build programs tab]]&lt;br /&gt;
&#039;&#039;&#039;Game executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\half-life 2\hl2.exe&lt;br /&gt;
&#039;&#039;&#039;BSP executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\vbsp.exe&lt;br /&gt;
&#039;&#039;&#039;VIS executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\vvis.exe&lt;br /&gt;
&#039;&#039;&#039;RAD executable:&#039;&#039;&#039;&lt;br /&gt;
 $SteamUserDir\sourcesdk\bin\vrad.exe&lt;br /&gt;
&#039;&#039;&#039;Place compiled maps in this directory before running the game:&#039;&#039;&#039;&lt;br /&gt;
 $SteamDir\SteamApps\SourceMods\Empires\maps&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Configuring Hammer]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Hammer2.JPG&amp;diff=2303</id>
		<title>File:Hammer2.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Hammer2.JPG&amp;diff=2303"/>
		<updated>2006-04-28T06:29:01Z</updated>

		<summary type="html">&lt;p&gt;Universum: Hammer config image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hammer config image&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Hammer1.JPG&amp;diff=2302</id>
		<title>File:Hammer1.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Hammer1.JPG&amp;diff=2302"/>
		<updated>2006-04-28T06:27:27Z</updated>

		<summary type="html">&lt;p&gt;Universum: Hammer config image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hammer config image&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2301</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2301"/>
		<updated>2006-04-28T06:24:15Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* Step 4: Set up your map&amp;#039;s materials directory */ fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room. Your map will need to be &#039;&#039;&#039;at least&#039;&#039;&#039; 10000 units square.&lt;br /&gt;
If you want to have a sky instead of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundary to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_Imp]]&lt;br /&gt;
* [[Emp_building_nf_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_NF]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vehicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vehicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and copy a pair of any two .vtf and .vmt files (must be the from the same map). Rename them to emp_&amp;lt;yourmapname&amp;gt;.&amp;lt;vtf/vmt&amp;gt;. These will serve as placeholders for your map&#039;s overhead view until later. Untill you have created your own minimap picture and .VTF file, your map will use the minimap from the map files you just copied.&lt;br /&gt;
&lt;br /&gt;
This is no problem for testing things out so do not worry about your minimap untill the map is nearly ready to go.&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite interesting gameplay types, with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases. It is used on maps such as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferably marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of the above entities are absolutely required, the game will work as long as there is a way for people from both teams to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recapturable by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag, you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options if you don&#039;t mind waiting several hours for the map to compile. &lt;br /&gt;
&lt;br /&gt;
If you just want to quickly check something, you can compile without making lighting calculations, this saves an awful lot of time over the development of a map.  Make sure your compile options are Normal, (not advanced mode),  then under Run Vis and Run Rad, check the no box. &lt;br /&gt;
&lt;br /&gt;
This is not to be used when you are checking water as that needs the lighting calculations in order to appear in game. This is also obviously not to be used for final compiles or your lighting will look pretty pants! &lt;br /&gt;
&lt;br /&gt;
Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]], [[Setting Up Map Resources]], [http://developer.valvesoftware.com/wiki/Category:Level_Design Advanced Tutorials from the Valve Wiki]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2300</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2300"/>
		<updated>2006-04-28T06:23:55Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* Step 3: Create your map&amp;#039;s resource file */ fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room. Your map will need to be &#039;&#039;&#039;at least&#039;&#039;&#039; 10000 units square.&lt;br /&gt;
If you want to have a sky instead of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundary to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_Imp]]&lt;br /&gt;
* [[Emp_building_nf_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_NF]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vehicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vehicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and copy a pair of any two .vtf and .vmt files (must be the from the same map). Rename them to emp_&amp;lt;yourmapname&amp;gt;.&amp;lt;vtf/vmt&amp;gt;. These will serve as placeholders for your map&#039;s overhead view until later. Untill you have created your own minimap picture and .VTF file, your map will use the minimap from the map files you just copied.&lt;br /&gt;
&lt;br /&gt;
This is no problem for testing things out so do not worry about your minimap untill the map is nearly ready to go.&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting_Up_Map_Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite interesting gameplay types, with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases. It is used on maps such as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferably marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of the above entities are absolutely required, the game will work as long as there is a way for people from both teams to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recapturable by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag, you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options if you don&#039;t mind waiting several hours for the map to compile. &lt;br /&gt;
&lt;br /&gt;
If you just want to quickly check something, you can compile without making lighting calculations, this saves an awful lot of time over the development of a map.  Make sure your compile options are Normal, (not advanced mode),  then under Run Vis and Run Rad, check the no box. &lt;br /&gt;
&lt;br /&gt;
This is not to be used when you are checking water as that needs the lighting calculations in order to appear in game. This is also obviously not to be used for final compiles or your lighting will look pretty pants! &lt;br /&gt;
&lt;br /&gt;
Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]], [[Setting Up Map Resources]], [http://developer.valvesoftware.com/wiki/Category:Level_Design Advanced Tutorials from the Valve Wiki]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2299</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2299"/>
		<updated>2006-04-28T06:21:52Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* Step 6: Compile/Run */ Added link to Verc page of mapping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room. Your map will need to be &#039;&#039;&#039;at least&#039;&#039;&#039; 10000 units square.&lt;br /&gt;
If you want to have a sky instead of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundary to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_Imp]]&lt;br /&gt;
* [[Emp_building_nf_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_NF]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vehicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vehicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting_Up_Map_Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and copy a pair of any two .vtf and .vmt files (must be the from the same map). Rename them to emp_&amp;lt;yourmapname&amp;gt;.&amp;lt;vtf/vmt&amp;gt;. These will serve as placeholders for your map&#039;s overhead view until later. Untill you have created your own minimap picture and .VTF file, your map will use the minimap from the map files you just copied.&lt;br /&gt;
&lt;br /&gt;
This is no problem for testing things out so do not worry about your minimap untill the map is nearly ready to go.&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting_Up_Map_Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite interesting gameplay types, with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases. It is used on maps such as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferably marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of the above entities are absolutely required, the game will work as long as there is a way for people from both teams to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recapturable by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag, you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options if you don&#039;t mind waiting several hours for the map to compile. &lt;br /&gt;
&lt;br /&gt;
If you just want to quickly check something, you can compile without making lighting calculations, this saves an awful lot of time over the development of a map.  Make sure your compile options are Normal, (not advanced mode),  then under Run Vis and Run Rad, check the no box. &lt;br /&gt;
&lt;br /&gt;
This is not to be used when you are checking water as that needs the lighting calculations in order to appear in game. This is also obviously not to be used for final compiles or your lighting will look pretty pants! &lt;br /&gt;
&lt;br /&gt;
Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]], [[Setting Up Map Resources]], [http://developer.valvesoftware.com/wiki/Category:Level_Design Advanced Tutorials from the Valve Wiki]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Engineer&amp;diff=2294</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Engineer&amp;diff=2294"/>
		<updated>2006-04-26T14:27:53Z</updated>

		<summary type="html">&lt;p&gt;Universum: Added Link and stubbed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Engineer}}&lt;br /&gt;
[[Image:Recycle-upgrade.jpg|right|thumb|200px|Upgrading a Turret]]&lt;br /&gt;
The most important class early on in the game, Engineers build the bases that are placed by the [[commander]]. Though technically any class can put a building together by approaching it and pressing the &#039;&#039;USE&#039;&#039; key (&#039;&#039;&#039;E&#039;&#039;&#039; by default), engineers are given a tool that greatly accelerates the process. &lt;br /&gt;
&lt;br /&gt;
Engineers are limited to using light submachine guns but they carry powerful seismic grenades which deal huge amounts of damage to structures.&lt;br /&gt;
&lt;br /&gt;
The engineer&#039;s main asset is a small tool that he keeps clipped to his belt. With this tool an engineer can build and repair [[vehicles]] and placed buildings, heal teammates, and even place his own [[structures]] (The [[Turret]] and [[Surveillance|Surveillance Gear]]). To build, repair, or heal, simply walk up to your target and activate (Fire) the tool while aiming at the target. You may also damage enemy structures and vehicles by using your engineering tool on them.&lt;br /&gt;
&lt;br /&gt;
Additionally, the repair/heal tool can be given the ability to Revive an fallen comrades, making an engineer an invaluable member of a squad both during and after firefights. To revive a teammate who has not yet respawned, activate the tool while pointing at his body. You must be near the teammate&#039;s body for this to work.&lt;br /&gt;
&lt;br /&gt;
With his [[skills]] the engineer can expand his role as a mechanic or a medic, with his versatility limited only by the number of skill slots the player has unlocked. Healing Upgrade and Repair Upgrade are the most basic [[skills]] of the class. Healing Upgrade increases the amount of health given for a certain amount of the engineer tool&#039;s energy, and Repair Upgrade increases the amount repaired.&lt;br /&gt;
&lt;br /&gt;
Engineers can also use their skills to modify the engine in a driven vehicle, increasing the Vehicle Cooling, or the rate at which the engine dissipates heat. This lets a vehicle driven by an engineer maintain continuous fire for a longer period of time than would be otherwise possible.&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
An Engineer can either repair or build [[structures]] placed by the [[commander]], or build a limited range of equipment of his own.&lt;br /&gt;
&lt;br /&gt;
To create your own [[structures]] first right click with your engineering tool out to bring up the build menu. From here you can build [[turrets]] (machine gun or missile), [[Surveillance|surveillance equipment]] (cameras to detect infantry, radars to detect vehicles), [[walls]], and [[Ammo Crates|ammo crates]]. &lt;br /&gt;
{{Note|An Engineer can only have a finite number of turrets/sensors up at any given time. See the build menu for details.}}&lt;br /&gt;
{{Note|As of version 1.03, the [[Surveillance|surveillance equipment]] do not require the line of sight in order to detect the enemy; they will work through walls and other obstacles.}}&lt;br /&gt;
{{Note|When repairing damaged vehicles, the body is repaired first and armor last.}}&lt;br /&gt;
{{Tip|After the fourth promotion (and perhaps every fourth promotion?), the amount of Turrets and Surveillance equipment that can be placed by an engineer at any given time is increased by one.}}&lt;br /&gt;
{{Tip|Be aware that there is a 200 second delay between placing multiple ammo crates, so use them wisely.}}&lt;br /&gt;
&lt;br /&gt;
To place [[walls]] as an engineer, click on the walls icon in the engineer menu. Then click on the ground where you want your wall to start. You should see a ghost of the wall appear. Drag your mouse to build more wall segments and then click again to complete the wall. The newly created wall will only be 25% high and needs to be built using the Repair tool.&lt;br /&gt;
&lt;br /&gt;
You can recycle equipment that you have placed by right clicking on them with the tool, and selecting &#039;&#039;Recycle&#039;&#039; from the menu that pops up. You can recycle your own turrets, sensors and walls but not ammo boxes. You cannot recycle structures or equipment placed by the Commander or other friendly Engineers.&lt;br /&gt;
&lt;br /&gt;
Finally, the engineer can upgrade his own [[turrets]], granting them increased lethality by increasing their damage and range. The Turret Upgrade skill lets engineers who have placed and built a turret upgrade that turret, first to level 2, and then to level 3. These turret levels do not correspond to those that the [[commander]] can [[research]]. This means that an Engineer can upgrade his own turrets even if the Commander has not yet researched the corresponding upgrades. Note, however, that an engineer cannot upgrade a turret that was placed by the Commander or another team mate. To upgrade a turret approach it and right click on it with the engineer tool. Select &amp;quot;upgrade turret&amp;quot; from the menu, and then build your now upgraded turret. Remember that while you&#039;re upgrading it, the turret is deactivated and vulnerable. The upgraded turrets are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
Engineers can also disassemble enemy buildings, equipment and vehicles. Point your repair tool at the enemy structure or vehicle, you should see a red health bar. Now press the &amp;quot;fire&amp;quot; key just like you would to repair a friendly building and you will start disassembling the enemy&#039;s structure.&lt;br /&gt;
&lt;br /&gt;
{{Note|Disassembling enemy vehicles bypasses the armor and causes damage to the vehicle&#039;s body directly.}}&lt;br /&gt;
{{Tip|Sometimes it&#039;s better to leave enemy engineers&#039; turrets operational so that they will be unable to build them elsewhere, especially if the turrets do not pose danger to you or your team (e.g. unfinished, behind obstacles, etc.)}}&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
The Engineer class doubles as a field medic with his ability to heal team mates. Point your repair tool at a hurt friendly so that you can see their health bar and &amp;quot;fire&amp;quot; to slowly replenish their health. The &#039;&#039;Healing Upgrade&#039;&#039; skill greatly speeds up healing by restoring more health per each &amp;quot;ammo&amp;quot; point spent.&lt;br /&gt;
&lt;br /&gt;
A very powerful &#039;&#039;Revive&#039;&#039; skill allows the Engineer to bring back a fallen team mate back to life, providing that they have not yet chosen to respawn. Not only does reviving a team mate keep them on the front lines, it also saves your team a respawn ticket. In order to revive a &amp;quot;dead&amp;quot; friendly player, point your repair/healing tool at their corpse and press the primary fire button.&lt;br /&gt;
&lt;br /&gt;
{{Note|In addition to the regular rank points for killing enemy and destroying their buildings, the Engineer gains one rank point for every 100 armor points repaired, for every 200 health points healed, and for every friendly he revives.}}&lt;br /&gt;
{{Note|Due to the way the server and client communicate, a friendly&#039;s body might not be at the same place they died (grenades and missiles often move the ragdolls from where they originally fell.) In these cases you might be unable to easily revive your comrade by pointing at their corpse. As of version 1.03 the &#039;&#039;Revive&#039;&#039; skill received a larger area of effect which should alleviate some of that trouble.}}&lt;br /&gt;
{{Note|As of version 1.03, the dead player&#039;s corpse is removed as soon as they respawn. This means any corpses you can see are of players that are waiting to be revived.}}&lt;br /&gt;
{{Note|A revived friendly will be brought back to life with the default amount of ammo. Make sure to put down an ammo box for them to restock.}}&lt;br /&gt;
{{Note|In later versions, it has been reported that a ticket will be deducted upon a player&#039;s death, but will be credited back to the team if they are revived by an Engineer.  This is currently not in effect though.}}&lt;br /&gt;
{{Tip|If a fallen friendly changes their class or skills while waiting to be revived, they will come back to life with those changes applied.}}&lt;br /&gt;
&lt;br /&gt;
==Upgrade Guide==&lt;br /&gt;
{{See|[[Skills#Engineer|Engineer Skills]]}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Placing ammo crates near [[vehicles]] will reload them when they are nearby.&lt;br /&gt;
* After the 4th promotion the total number of [[turrets]] and sensors an Engineer can place is increased by one.&lt;br /&gt;
* If your base has no armory yet, try switching to the Engineer class and dropping an ammo crate for yourself and switching classes again instead of asking teammates or the commander for munitions.&lt;br /&gt;
* Most of the Engineer&#039;s equipment can be used as a makeshift step-ladder in case you need to reach the tops of those high crates.&lt;br /&gt;
* Reviving a friendly will save the team a ticket. This is critical in most games, since when the ticket counter drops to 1, respawning at a barracks is impossible.&lt;br /&gt;
[[Category:Classes|Engineer]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Grenadier&amp;diff=2293</id>
		<title>Grenadier</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Grenadier&amp;diff=2293"/>
		<updated>2006-04-26T14:26:29Z</updated>

		<summary type="html">&lt;p&gt;Universum: Added upgrade guide and links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Grenadier}}&lt;br /&gt;
[[Image:NFGren.JPG|thumb|right|Northern Faction Grenadier]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the going gets tough the tough call for anti-armor support, and thats exactly what the Grenadier delivers. In a direct fight, the class shows its teeth with a standard RPG. The missiles are guided, so watch where you point it. The RPG launcher converts into a mortar for those times when a straight rocket just won&#039;t cut it. To use the mortar just crouch and let the shells fly. Finally, the grenadier can lay mines, up to a maximum of 8, for defense.&lt;br /&gt;
&lt;br /&gt;
With the Mine Defusal [[Skills#Grenadier|Skill]], Grenadiers do not trip mines, neither when walking nor driving over them. They can also defuse mines with this skill by crouching on the mine, aiming, and pressing the USE key (&#039;&#039;&#039;E&#039;&#039;&#039; by default) for a few seconds. This makes the class extremely useful for detecting, crossing and clearing minefields.&lt;br /&gt;
&lt;br /&gt;
Arguably the most useful [[Skills#Grenadier|Skill]] of the grenadier is Artillery Feedback, granting the class superiority in that area of combat. The skill works by indicating, with a diamond on the minimap, the area in which the player&#039;s last shell or missile exploded. The skill applies not only to artillery cannons and the class&#039; mortar weapon, but also to the handheld RPG and any vehicle mounted cannon or missile launcher.&lt;br /&gt;
&lt;br /&gt;
A tactical [[Skills#Grenadier|Skill]] is Armor Detection, which lets the grenadier see the percentage of armor on the targeted side of a vehicle. This is especially useful when an enemy&#039;s armor has been destroyed on one side but has turned so that an undamaged side faces your team.&lt;br /&gt;
&lt;br /&gt;
On the defensive a grenadier is most at home in a [[Vehicles|vehicle]], increasing its resilience with the [[Skills#Grenadier|Skill]] Increased Armor. This skill increases the amount of armor on a driven [[Vehicles|vehicle]] by 10%, letting a skilled grenadier remain on the battlefield long after others have been reduced to scrap.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When shooting your RPG, make sure your cross-hairs are always pointing at your intended target even if it&#039;s moving. The warhead will automatically track. This has a side-effect of the warhead losing its tracking if you stop pointing your weapon at the target, e.g. hide behind an obstacle.&lt;br /&gt;
* Your mines are both anti-infantry and anti-vehicle, which means that they will explode when either a vehicle or a player drives or walks over them.&lt;br /&gt;
* Keep in mind that enemy Grenadiers do not set off mines; neither on-foot nor inside vehicles.&lt;br /&gt;
* The mines pack quite a punch and will hurt/kill you if you are caught within its blast radius.  Fortunately, the blast will not hurt any other friendlies (at least on the FriendlyFire-off servers).&lt;br /&gt;
* Smart players will watch out for enemy mines, so try not to lay them where they can easily be detected. Try to conceal the mines in bushes, around the corners, in terrain, etc. In other words - try to surprise your enemy.&lt;br /&gt;
* Since an Grenadier can only have 8 mines on the ground at any given time, upon placing the 9th mine, the very first one will detonate, destroying itself and any other mines in its blast radius. Be careful not to be too close when that happens.&lt;br /&gt;
* A clever Grenadier will often try to use the &amp;quot;9th mine&amp;quot; trick to cause a great deal of damage to any structure, (including the Command Vehicle) by dropping 8 mines next to his target and very close to one another. He will then drop the 9th mine, detonating all the previous ones in a chain reaction. The ensuing explosion can bring down even the toughest of structures, so do not let a rogue Grenadier hang around the buildings you&#039;d like to keep.&lt;br /&gt;
* After placing a mine your weapon will switch back to the Rocket Launcher, so practice fast switching back to mines in order to quickly lay down minefields.&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Grenadier|Grenadier Skills]]}}&lt;br /&gt;
&#039;&#039;First Upgrade&#039;&#039;: AMMO INCREASE.  This skill will allow you to have a huge arsenal of explosives at your disposal, turning you into a base-destroying machine.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes|Grenadier]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=2292</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Scout&amp;diff=2292"/>
		<updated>2006-04-26T14:09:15Z</updated>

		<summary type="html">&lt;p&gt;Universum: Added link to skill page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Scout}}&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;
== Tips and Tactics ==&lt;br /&gt;
* Concussion Grenades: These will jam a turrets sensors for a few seconds, giving you precious time to sneak past.&lt;br /&gt;
&lt;br /&gt;
* Be Effective: Aside from scouting out the enemy position and calling for artillery support, the Scout must be very aggressive to be of any use to his team. However, it&#039;s pointless to sneak into the enemy base only to alert your team to units who will soon alter their course or call for artillery support when artillery tanks are nowhere near your position. Likewise, it&#039;s inefficient to snipe the lone rifleman who is nowhere near an important area. The best Scout 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;
* (Beta 1.01) 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.&lt;br /&gt;
&lt;br /&gt;
* (Beta 1.03)How To Snipe: The Scout has a very long range, but the slightly reduced accuracy of the rifle at long distances and the slow speed of the bullet mean that it&#039;s difficult to hit targets as soon as the game engine has rendered them. Resist the urge to fire at a target until it&#039;s at least 3/4ths the size of your crosshairs while crouched; any further than this distance, and you&#039;re just wasting ammo. You&#039;ll have pinpoint accuracy when they&#039;re about 1.5 times as large as your crosshairs while crouched. The scout rifle will kill with one shot at close ranges, but from a distance, expect to need to put at least two, if not three, rounds into the target. Aim for the center of mass at long distances; the limited zoom means that you won&#039;t be able to put the crosshair on a specific body part, and you&#039;ll have to go for whatever you can hit. Faulty hitboxes mean that headshots rarely register, and should be avoided, unless the target is as big as your crosshair when crouched or closer.&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;
* Know Your Skills: Hide 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;Set 1&#039;&#039;&#039;: Infiltrating Sniper&lt;br /&gt;
* &#039;First Upgrade: HIDE&#039;. As was stated previously, hide is always a very useful skill. If you plan on doing any sneaking, and if the map has sufficient cover, choose this.&lt;br /&gt;
* &#039;Second Upgrade: HEALTH REGENERATION&#039;: If you plan to pass through the front lines, chances are you&#039;re going to be out on a limb, with no one to help you any time soon. Regeneration will allow you to fall back and heal yourself when no one else can reach you.&lt;br /&gt;
* &#039;Third Upgrade: ACCURACY&#039;: NEEDS TESTING! Increased accuracy always helps a scout, especially when you consider the fact that the scout&#039;s accuracy while standing is simply terrible.&lt;br /&gt;
* &#039;Fourth Upgrade: STAMINA INCREASE&#039;: Chances are, if you&#039;re behind enemy lines, you&#039;re going to be running away from quite a few situations your Ranged Rifle can&#039;t deal with. The increased stamina will always help you here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set 2&#039;&#039;&#039;: Frontline Marksman&lt;br /&gt;
* &#039;First Upgrade: HEALTH REGENERATION&#039;: If you intend to stay fairly close to the frontlines and your squad, concentrating on kills rather than tactically disrupting the enemy, you&#039;ll want to heal yourself, then find a medic when you can.&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=2291</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=2291"/>
		<updated>2006-04-26T14:08:35Z</updated>

		<summary type="html">&lt;p&gt;Universum: Added link to skill page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Rifleman}}&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 explosive grenades 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;
== Tips and Tactics ==&lt;br /&gt;
* Your accuracy will be much better while crouched with certain weapons like the Heavy Machine Gun.&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 zoom in. The zoom level is nothing like the [[Scout]]&#039;s ranged rifle, but it helps nontheless.&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;
The biggest drawback for any Rifleman is his lack of ammunition. (Beta 1.03) Three clips mean that he will be able to kill, at most, 6 people. On average, though, he might fire an entire clip into one opponent. This upgrade guide assumes that you will never be far from engineers or the front lines of the battle to restock ammo. If this is a problem for you, take the increased ammo skill before one of the other skills, depending on how far from your squad mates you intend to be. Furthermore, this set assumes you will be playing an infantry dominated stage of the game. Dig-in can be useful, but when it&#039;s needed, chances are there are very few infantry units threatening the Rifleman and more tanks that he will have difficulty dispatching.&lt;br /&gt;
&lt;br /&gt;
* &#039;First Upgrade: Accuracy:&#039; Rarely will you ever choose anything but accuracy as a Rifleman. This skill makes a heavy machine gun fire like an assault rifle, and an assault rifle will now be able to out-snipe a Scout with ease. Take this skill to dominate the map.&lt;br /&gt;
* &#039;Second Upgrade: Increased Damage:&#039; Although a 10% bump is a fairly small amount of damage, if you take both of the above skills, you will be able to outshoot any infantry unit on the map. Any infantry unit at all.&lt;br /&gt;
* &#039;Third Upgrade: Health:&#039; This will just give you that extra edge to outlast anyone you get into a gun fight with. Note that you should NOT take health regeneration, as you&#039;ll probably be running back to healing units just to get more ammo anyway.&lt;br /&gt;
* &#039;Fourth Upgrade: Ammo Upgrade:&#039; Chances are, if you&#039;re skilled enough to get the fourth upgrade, the preferred upgrade will heavily depend on your playstyle. Extra ammo is always a good choice.&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=2290</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=2290"/>
		<updated>2006-04-26T14:02:21Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* General Skills */ Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Class_selection.jpg|thumb|200px|right|Notice the skill boxes on the bottom]]&lt;br /&gt;
Skills are generally gained by earning rank points, which are rewarded when players:&lt;br /&gt;
* Kill other players&lt;br /&gt;
* Destroy enemy structures&lt;br /&gt;
* Destroy enemy vehicles&lt;br /&gt;
* Repair 100 units worth of structures or equipment (excluding your own structures, but including dis-assembly of enemy equipment)&lt;br /&gt;
* Heal 200 health points of friendly players&lt;br /&gt;
* Revive a dead teammate (using the [[Engineer]]&#039;s class-specific &amp;quot;Revive&amp;quot; skill)&lt;br /&gt;
* Command&lt;br /&gt;
* Participate in [[Squads]]&lt;br /&gt;
&lt;br /&gt;
For each rank, the number of skill points needed to progress to the next rank increases. Once you gain enough skill points to advance to the next rank, a new skill slot is opened in the class selection dialogue.&lt;br /&gt;
&lt;br /&gt;
== General Skills ==&lt;br /&gt;
[[Image:Generalskills.JPG|thumb|right|General Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Health Upgrade:&#039;&#039;&#039; Increases your maximum amount of health to 130% (Use the medkit in the armory to achieve this health after spawning).&lt;br /&gt;
* &#039;&#039;&#039;Health Regeneration:&#039;&#039;&#039; Slowly regenerates health.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Increase:&#039;&#039;&#039; Increases your total amount of carryable ammo by a factor of two (carry twice as much ammo).&lt;br /&gt;
* &#039;&#039;&#039;Stamina Increase:&#039;&#039;&#039; Increases your total available stamina.&lt;br /&gt;
* &#039;&#039;&#039;Speed Upgrade:&#039;&#039;&#039; Your normal speed is faster, but you slowly lose stamina.&lt;br /&gt;
* &#039;&#039;&#039;Accuracy Upgrade:&#039;&#039;&#039; Increases accuracy while stopped and moving.&lt;br /&gt;
* &#039;&#039;&#039;Melee Upgrade:&#039;&#039;&#039; Increases the damage, range, and area covered by your melee attacks.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Skills ==&lt;br /&gt;
In addition to general skills, each class has a set of its own unique abilities.  These skills can be accessed on the Skill Selection screen by expanding the dropdown in the upper-left side and choosing the &#039;&#039;&#039;Class-Specific&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
[[Image:Engyskills.JPG|thumb|right|Engineer Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Healing Upgrade:&#039;&#039;&#039; Increases the rate at which you heal team mates.&lt;br /&gt;
* &#039;&#039;&#039;Repair Upgrade:&#039;&#039;&#039; Increases the rate at which you repair structures and vehicles. Considered the most powerful of the [[Engineer]]&#039;s skills.&lt;br /&gt;
* &#039;&#039;&#039;Turret Upgrade:&#039;&#039;&#039; Allows the [[Engineer]] to upgrade their own turrets past level 1.&lt;br /&gt;
* &#039;&#039;&#039;Revive:&#039;&#039;&#039; Allows the [[Engineer]] to bring a fallen team mate back to life (refunding a ticket in the process.) Select your engineer tool and use it on the fallen teammate. Has a limited range.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Cooling&#039;&#039;&#039; Increases the rate of driven vehicles heat dissipation by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Grenadier ===&lt;br /&gt;
[[Image:Grenadierskills.JPG|thumb|right|Grenadier Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Defuse:&#039;&#039;&#039; Allows the [[Grenadier]] to remove enemy mines from the field, clearing the way for others to safely pass. Grenadiers can also step on mines and drive on them without harm.&lt;br /&gt;
* &#039;&#039;&#039;Artillery Feedback:&#039;&#039;&#039; Shows an indicator on the minimap in form of a white diamond the location of the last shell exploded (from mortar, RPG, or vehicle-mounted missile launchers).&lt;br /&gt;
* &#039;&#039;&#039;Armor Detection:&#039;&#039;&#039; Allows the [[Grenadier]] to know the health of enemy vehicles. When the crosshair is pointed at an enemy vehicle, the percent health of that side of the vehicle&#039;s armor will be displayed in white letters above the crosshair.&lt;br /&gt;
* &#039;&#039;&#039;Increased Armor:&#039;&#039;&#039; Reduces damage dealt to the armor of a vehicle piloted by the grenadier.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
[[Image:Scoutskills.JPG|thumb|right|Scout Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Hide:&#039;&#039;&#039; Become transparent while crouching for five seconds, one second less with each promotion. The [[Scout]] becomes less visible with more of his body touching a wall or walls. Automatically deactivates when firing, standing again, or taking damage. Will conceal Scout from turrets.&lt;br /&gt;
* &#039;&#039;&#039;Enchanced Senses:&#039;&#039;&#039; Enemies appear on minimap. Needs Editing.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Silencer:&#039;&#039;&#039; Reduces weapon noise by 50%, hides kill and death messages.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Speed:&#039;&#039;&#039; Increase speed of Scout&#039;s vehicle by 20%.&lt;br /&gt;
* &#039;&#039;&#039;Radar Stealth:&#039;&#039;&#039; Reduce vehicle detectability-- minimap? Main Screen? Needs Editing.&lt;br /&gt;
&lt;br /&gt;
=== Rifleman ===&lt;br /&gt;
[[Image:Riflemanskills.JPG|thumb|right|Rifleman Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Dig In:&#039;&#039;&#039; Reduces explosion damage by 70% while crouching.&lt;br /&gt;
* &#039;&#039;&#039;Improved Rifle Damage:&#039;&#039;&#039; Increases Rifle and Pistol damage by 10%.&lt;br /&gt;
* &#039;&#039;&#039;Improved Vehicle Damage:&#039;&#039;&#039; Increase vehicle weapon damage by 10%&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=2289</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=2289"/>
		<updated>2006-04-26T14:01:49Z</updated>

		<summary type="html">&lt;p&gt;Universum: /* Class-Specific Skills */ Added images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Class_selection.jpg|thumb|200px|right|Notice the skill boxes on the bottom]]&lt;br /&gt;
Skills are generally gained by earning rank points, which are rewarded when players:&lt;br /&gt;
* Kill other players&lt;br /&gt;
* Destroy enemy structures&lt;br /&gt;
* Destroy enemy vehicles&lt;br /&gt;
* Repair 100 units worth of structures or equipment (excluding your own structures, but including dis-assembly of enemy equipment)&lt;br /&gt;
* Heal 200 health points of friendly players&lt;br /&gt;
* Revive a dead teammate (using the [[Engineer]]&#039;s class-specific &amp;quot;Revive&amp;quot; skill)&lt;br /&gt;
* Command&lt;br /&gt;
* Participate in [[Squads]]&lt;br /&gt;
&lt;br /&gt;
For each rank, the number of skill points needed to progress to the next rank increases. Once you gain enough skill points to advance to the next rank, a new skill slot is opened in the class selection dialogue.&lt;br /&gt;
&lt;br /&gt;
== General Skills ==&lt;br /&gt;
* &#039;&#039;&#039;Health Upgrade:&#039;&#039;&#039; Increases your maximum amount of health to 130% (Use the medkit in the armory to achieve this health after spawning).&lt;br /&gt;
* &#039;&#039;&#039;Health Regeneration:&#039;&#039;&#039; Slowly regenerates health.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Increase:&#039;&#039;&#039; Increases your total amount of carryable ammo by a factor of two (carry twice as much ammo).&lt;br /&gt;
* &#039;&#039;&#039;Stamina Increase:&#039;&#039;&#039; Increases your total available stamina.&lt;br /&gt;
* &#039;&#039;&#039;Speed Upgrade:&#039;&#039;&#039; Your normal speed is faster, but you slowly lose stamina.&lt;br /&gt;
* &#039;&#039;&#039;Accuracy Upgrade:&#039;&#039;&#039; Increases accuracy while stopped and moving.&lt;br /&gt;
* &#039;&#039;&#039;Melee Upgrade:&#039;&#039;&#039; Increases the damage, range, and area covered by your melee attacks.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Skills ==&lt;br /&gt;
In addition to general skills, each class has a set of its own unique abilities.  These skills can be accessed on the Skill Selection screen by expanding the dropdown in the upper-left side and choosing the &#039;&#039;&#039;Class-Specific&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
[[Image:Engyskills.JPG|thumb|right|Engineer Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Healing Upgrade:&#039;&#039;&#039; Increases the rate at which you heal team mates.&lt;br /&gt;
* &#039;&#039;&#039;Repair Upgrade:&#039;&#039;&#039; Increases the rate at which you repair structures and vehicles. Considered the most powerful of the [[Engineer]]&#039;s skills.&lt;br /&gt;
* &#039;&#039;&#039;Turret Upgrade:&#039;&#039;&#039; Allows the [[Engineer]] to upgrade their own turrets past level 1.&lt;br /&gt;
* &#039;&#039;&#039;Revive:&#039;&#039;&#039; Allows the [[Engineer]] to bring a fallen team mate back to life (refunding a ticket in the process.) Select your engineer tool and use it on the fallen teammate. Has a limited range.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Cooling&#039;&#039;&#039; Increases the rate of driven vehicles heat dissipation by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Grenadier ===&lt;br /&gt;
[[Image:Grenadierskills.JPG|thumb|right|Grenadier Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Defuse:&#039;&#039;&#039; Allows the [[Grenadier]] to remove enemy mines from the field, clearing the way for others to safely pass. Grenadiers can also step on mines and drive on them without harm.&lt;br /&gt;
* &#039;&#039;&#039;Artillery Feedback:&#039;&#039;&#039; Shows an indicator on the minimap in form of a white diamond the location of the last shell exploded (from mortar, RPG, or vehicle-mounted missile launchers).&lt;br /&gt;
* &#039;&#039;&#039;Armor Detection:&#039;&#039;&#039; Allows the [[Grenadier]] to know the health of enemy vehicles. When the crosshair is pointed at an enemy vehicle, the percent health of that side of the vehicle&#039;s armor will be displayed in white letters above the crosshair.&lt;br /&gt;
* &#039;&#039;&#039;Increased Armor:&#039;&#039;&#039; Reduces damage dealt to the armor of a vehicle piloted by the grenadier.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
[[Image:Scoutskills.JPG|thumb|right|Scout Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Hide:&#039;&#039;&#039; Become transparent while crouching for five seconds, one second less with each promotion. The [[Scout]] becomes less visible with more of his body touching a wall or walls. Automatically deactivates when firing, standing again, or taking damage. Will conceal Scout from turrets.&lt;br /&gt;
* &#039;&#039;&#039;Enchanced Senses:&#039;&#039;&#039; Enemies appear on minimap. Needs Editing.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Silencer:&#039;&#039;&#039; Reduces weapon noise by 50%, hides kill and death messages.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Speed:&#039;&#039;&#039; Increase speed of Scout&#039;s vehicle by 20%.&lt;br /&gt;
* &#039;&#039;&#039;Radar Stealth:&#039;&#039;&#039; Reduce vehicle detectability-- minimap? Main Screen? Needs Editing.&lt;br /&gt;
&lt;br /&gt;
=== Rifleman ===&lt;br /&gt;
[[Image:Riflemanskills.JPG|thumb|right|Rifleman Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Dig In:&#039;&#039;&#039; Reduces explosion damage by 70% while crouching.&lt;br /&gt;
* &#039;&#039;&#039;Improved Rifle Damage:&#039;&#039;&#039; Increases Rifle and Pistol damage by 10%.&lt;br /&gt;
* &#039;&#039;&#039;Improved Vehicle Damage:&#039;&#039;&#039; Increase vehicle weapon damage by 10%&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Scoutskills.JPG&amp;diff=2288</id>
		<title>File:Scoutskills.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Scoutskills.JPG&amp;diff=2288"/>
		<updated>2006-04-26T14:01:01Z</updated>

		<summary type="html">&lt;p&gt;Universum: Scout Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scout Skills&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Riflemanskills.JPG&amp;diff=2287</id>
		<title>File:Riflemanskills.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Riflemanskills.JPG&amp;diff=2287"/>
		<updated>2006-04-26T13:59:25Z</updated>

		<summary type="html">&lt;p&gt;Universum: Rifleman Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rifleman Skills&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Grenadierskills.JPG&amp;diff=2286</id>
		<title>File:Grenadierskills.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Grenadierskills.JPG&amp;diff=2286"/>
		<updated>2006-04-26T13:59:06Z</updated>

		<summary type="html">&lt;p&gt;Universum: Grenadier Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grenadier Skills&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Generalskills.JPG&amp;diff=2285</id>
		<title>File:Generalskills.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Generalskills.JPG&amp;diff=2285"/>
		<updated>2006-04-26T13:58:49Z</updated>

		<summary type="html">&lt;p&gt;Universum: General Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General Skills&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Engyskills.JPG&amp;diff=2284</id>
		<title>File:Engyskills.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Engyskills.JPG&amp;diff=2284"/>
		<updated>2006-04-26T13:57:42Z</updated>

		<summary type="html">&lt;p&gt;Universum: Engineer Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engineer Skills&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Factory&amp;diff=2247</id>
		<title>Vehicle Factory</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Factory&amp;diff=2247"/>
		<updated>2006-04-24T21:04:14Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Vehicle Factory}}&lt;br /&gt;
[[Image:IMPVehiclefactory.jpg|thumb|right|Brenodi Empire Vehicle Factory]]&lt;br /&gt;
[[Image:NFVehiclefactory.jpg|thumb|right|Northern Faction Vehicle Factory]]&lt;br /&gt;
The vehicle factory produces all the land [[vehicles]] for a team. Inside is a console which can be used by players to customize and order the production of [[vehicles]], usable via the &#039;&#039;Use&#039;&#039; key (defaults to &#039;&#039;&#039;e&#039;&#039;&#039;). After building a vehicle you are immediately transported into its driver seat.&lt;br /&gt;
&lt;br /&gt;
{{Note|If your team is short on resources, the Commander can disable vehicle construction by players to save on resources. You can still request a vehicle by asking your Commander.}}&lt;br /&gt;
=Stats=&lt;br /&gt;
*Cost : 400&lt;br /&gt;
*Health : 200 (takes 1/4 damage) -&amp;gt; Actual Health is 800.&lt;br /&gt;
*Time to construct : 40 seconds (1 engineer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures|Vehicle Factory]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Repair_Station&amp;diff=2246</id>
		<title>Repair Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Repair_Station&amp;diff=2246"/>
		<updated>2006-04-24T21:04:01Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Repair Station}}&lt;br /&gt;
[[Image:Repair.jpg|thumb|right|Brenodi Empire Repair Station]]&lt;br /&gt;
[[Image:NFRepairstation.jpg|thumb|right|Northern Faction Repair Station]]&lt;br /&gt;
The repair station is a structure which repairs damage to any [[vehicles|vehicle&#039;s]] hull and armor that drive onto it at a rate of 33%(hull/armor)/second.&lt;br /&gt;
{{Note|If the hull of a vehicle is damaged, it will first repair the hull and then move on to the armor.}}&lt;br /&gt;
=Stats=&lt;br /&gt;
*Cost : 250&lt;br /&gt;
*Health : 200 (takes 1/4 damage) -&amp;gt; Actual Health is 800.&lt;br /&gt;
*Time to construct : 40 seconds (1 engineer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures|Repair Station]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Radar&amp;diff=2245</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Radar&amp;diff=2245"/>
		<updated>2006-04-24T21:03:51Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Radar}}&lt;br /&gt;
[[Image:Imp_radar.jpg|thumb|right|Imperial Radar]]&lt;br /&gt;
[[Image:NFRadar.jpg|thumb|right|Northern Faction Radar]]&lt;br /&gt;
The radar structure gives the [[commander]] the advantage of seeing nearby enemy [[vehicles]], which will appear on the minimap every few seconds. The radar station must be constructed in order to [[research]] new technologies, such as [[vehicles|vehicle]] chassis and [[vehicles|vehicle]] elements.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*Cost : 600&lt;br /&gt;
*Health : 200 (takes 1/4 damage) -&amp;gt; Actual Health is 800.&lt;br /&gt;
*Time to construct : 40 seconds (1 engineer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures|Radar]]&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=2244</id>
		<title>Refinery</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=2244"/>
		<updated>2006-04-24T21:03:32Z</updated>

		<summary type="html">&lt;p&gt;Universum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Refinery}}&lt;br /&gt;
[[Image:IMPRefinery.jpg|thumb|right|Imperial Refinery]]&lt;br /&gt;
[[Image:NFRefinery.jpg|thumb|right|Northern Faction Refinery]]&lt;br /&gt;
All armies require [[resources]] to function, and the refinery provides them. By building refineries on [[Resource Node|Resource Nodes]], your faction gains resources periodically for each operational refinery.&lt;br /&gt;
{{Tip|Having multiple refineries on multiple [[Resource Node|resource nodes]] can be very important to win a match.}}&lt;br /&gt;
{{Tip|It is generally a good idea to build turrets near refineries to prevent their destruction by enemies.}}&lt;br /&gt;
{{Note|Depending on the [[Maps|map]] or the [[Gameplay_Types|play mode]], refineries may be the only way of generating resources for your faction.}}&lt;br /&gt;
[[Category:Structures|Refinery]]&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*Cost : 100&lt;br /&gt;
*Health : 200 (takes 1/4 damage) -&amp;gt; Actual Health is 800.&lt;br /&gt;
*Time to construct : 40 seconds (1 engineer)&lt;/div&gt;</summary>
		<author><name>Universum</name></author>
	</entry>
</feed>