Talk:The Outforce

message: When I try to enter all the system requirments into the InfoBox, It goes blank. Does anyone know how to do this correctly? The requirments are in comments in the WikiText.
WikiY 04:31, 7 October 2005 (UTC)
thread_title:  System Requirments 

message: AFAIK o3 Games sold the rights to the publisher, who then pressured them to release it before it was finished. That's why there's only the one campaign for the Terrans, all three species ships and other items have identical capabilities- only varying in visuals and sound effects. Most of the stationary weapons' names are the same. AI players never use towships nor do they use the laser fences or the powerful but slow firing super-turrets, except for the campaign maps with them pre-set. If dragged on long enough, an AI player in a skirmish game will eventually build the antimatter powerplants. AI players constantly waste resources building warp nukes and fruitlessly wasting them against warp shields. (Thus a human player MUST build warp shields, even on easy!) The game is fully 3D, ships can move above and below each other and the stationary weapons. Items that are barriers are treated as being infinitely tall, though their models can be knocked out of the game's main plane by explosions. On the original forum (contents long lost because archive.org won't archive any site with a robots.txt, dammit) a list of console commands was posted. It included how to activate the game's built in level editor. The only commands I remember are selectgroup 0 and killselected. Selectgroup 0 selects every unit, weapon and building that is not in groups 1 through 9. The player may then hit the On/Off switch to shut it all down. This even works in skirmish games VS computer players or even with all players being run by the computer. Killselected needs no explaining. One of the people who worked on the game offered to release the 3D models, (WTH didn't I say "Gimmie!"?) and noted that they had no bottom faces. A map making tutorial was said to be "almost finished" but was never released. (There went any chance of fan-made Gobin and Crion campaigns!) One very unique introduction in this game was the towship, which could connect to any movable, constructed item that's not a self-mobile ship. More than one towship could be connected to the same item, which was required to move larger buildings or fence sections. Using four towships (less than that can't move it) to pull apart a fence made a good 'stealth' way to break into a base because the computer wouldn't announce "Our base is under attack". Towships could also be used to 'slingshot' turrets and warp nukes into enemy defenses. Enemy turrets would destroy the bomb, causing it to detonate with the same force as if it had been warped in. Another innovation was that EVERYTHING on the map could be destroyed if enough force was applied. Got some asteroids or space debris in your way? Blow it up! Different items would explode with varying amounts of force. Even the planets could be blown up. To blow up a planet, start an 8 player all AI hard level skirmish with 7 players on one team. The lone player will quickly be killed. Once that happens, use the selectgroup 0 command then order all units to attack the planet. With game speed set to the fastest, you'll have to keep this up for approximately two realtime hours, repeating the selectegroup 0 and attack order many times, before the planet explodes, which will destroy everything on the small maps. The sound and visuals of an exploding planet are quite nifty. :) The multiplayer maps are not restricted to the maximum number of players listed. I don't know how many players is the maximum, but I've put up to eight on a two player map. The game finds places to put them.  —Preceding unsigned comment added by Bizzybody (talk • contribs) 09:33, 4 December 2008 (UTC)
thread_title: Wheres The Content?