recursal/Fanatic-Fandom huggingface dataset:
Временная комиссия

С момента подписания указанного Договора проектами-основателя и до момента избрания органов управления TRW (Управляющий, Правление, Кураторы, Техадмины и Администраторы) на основании принятых расширенных актов об органах управления, всеми вопросами управления ведает Временная Комиссия, составленная из 4 человек.

### Регламент

Решение Временной Комиссии считается принятым, если за него проголосовало простое большинство представителей (3 из 4), кроме правок текста Договора и данного Регламента, для изменения которых требуются все 4 голоса за.

### Приостановка деятельности

При завершении формирования постоянных органов управления TRW и в связи с выполнением всех возложенных на ВремКом задач работа Временной Комиссии объявляется завершённой, её полномочия переходят к Правлению, а её деятельность приостанавливается. От лица Управляющего всем участникам, состоявшим в составе ВремКома, объявляется благодарность за работу, избранным в Конгресс участникам, состоявшим в составе ВремКома, руководство желает удачи и надеется на продуктивную деятельность в новом качестве.
Califa

**Califa** (en árabe: خليفة Halifah/ Khalifah) es el jefe de estado
en un califato, y el título de príncipe de la comunidad islámica, una
comunidad islámica regida por la Sharia. La palabra deriva del árabe. A raíz de la muerte de Mahoma en el año 632,
 los primeros líderes de la nación musulmana fueron llamados Khalifat
Rasul Alá, los sucesores políticos para el mensajero de Dios (en
referencia a Mahoma). Algunos académicos prefieren transliterar el
término como Jalifa.
Conker's Bad Fur Day

Conker's Bad Fur Day PAL Cover

EU: 6 April 2001

***Conker's Bad Fur Day*** is a platformer video game developed by Rare and released for the Nintendo 64 console in 2001. As part of the *Conker* series, the game follows the story of Conker the Squirrel; a greedy, heavy-drinking red squirrel who attempts to return home to his girlfriend. It features a single-player mode where the player must complete challenges that involve jumping over obstacles, solving puzzles, and fighting enemies, and a competitive multiplayer mode that supports up to four players.

Although *Conker's Bad Fur Day* is visually similar to Rare's previous Nintendo 64 games *Banjo-Kazooie* and *Donkey Kong 64*, it was designed for mature audiences and features graphic violence, alcohol and tobacco use, profanity, vulgar humor, and pop culture
 references. The game was developed over four years and was originally
intended for a family audience; it was retooled into its current form
because previews were criticised for being both too cute and similar to
Rare's earlier platform games.

Upon release, *Conker's Bad Fur Day* received critical
acclaim from video game journalists, who praised its visual appeal and
smart, funny humour. The game sold well below expectations due to
limited advertising and a release towards the end of the Nintendo 64's
life cycle, but has since earned a cult following due to its unique styling. A remake, *Conker: Live & Reloaded*, was released in 2005. In 2015, the game was included as part of the *Rare Replay* compilation for Xbox One.
RetroCollection Wiki

## **Welcome to the RetroCollection Wiki**

***GameCube*** ***Portal***

***Nintendo 64*** ***Portal***

***SNES*** ***Portal***

***NES*** ***Portal***

***Gameboy*** ***Portal***

***Playstation 2*** ***Portal***

***Xbox 360*** ***Portal***

--

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--

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## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Техадмин

*На указанной странице ведется разработка детального закона о Техадминах TRW вики.*

**Техадмин** (технический администратор) — статус участника в определённом википроекте, позволяющий править некоторые страницы из пространства имён MediaWiki. Правки техадмина автоматически отмечаются как досмотренные, а также обходятся ограничения скорости на IP-адрес.
Goldeneye 007

Goldeneye 007 PAL Cover

B. Jones

Robin Beanland

***GoldenEye 007*** is a first-person shooter video game developed by Rare and based on the 1995 *James Bond* film *GoldenEye*. It was released for the Nintendo 64 video game console in August 1997. The game features a single-player campaign in which players assume the role of British Secret Intelligence Service agent James Bond as he fights to prevent a criminal syndicate from using a satellite weapon against London to cause a global financial meltdown. The game includes a split-screen multiplayer mode in which two, three, or four players can compete in different types of deathmatch games.

*GoldenEye 007* was developed over a period of two and a half years by an inexperienced team led by Martin Hollis, who had previously worked on the coin-op version of *Killer Instinct*. It was partially conceived as an on-rails shooter inspired by Sega's *Virtua Cop*,
 before being redesigned as a free-roaming shooter. The game was highly
acclaimed by the gaming media and sold over eight million copies
worldwide, making it the third-best-selling Nintendo 64 game. It received the BAFTA Interactive Entertainment Games Award and four awards from the Academy of Interactive Arts & Sciences.

Retrospectively, *GoldenEye 007* is considered an important game in the history of first-person shooters for demonstrating the viability of game consoles as platforms for the genre, and for signalling a transition from the then-standard *Doom*-like approach to a more realistic style. It pioneered features such as atmospheric single-player missions, stealth elements, and a console multiplayer deathmatch mode. The game is frequently cited as one of the greatest video games of all time. A spiritual successor, *Perfect Dark*, was released in 2000, while a reimagining of the game, also titled *GoldenEye 007*, was released in 2010.
The Player

The Player is the ultimate control for the AI. It compiles the budgets and goals using a Template and handles enacting plans. The Player defines the difficulty adjustment settings for each difficulty from DifficultyAdjustments.XML. They also control the FreeStore script used by the AI (see later chapters).

The Player assigned to a faction is controlled via the Galactic Conquest XML tag `AI_Player_Control`

### Player Files

Located in: `Data/XML/AI/Players`

Each Player has a Galactic FreeStore script, and Space/Land tactical FreeStore scripts defined in their XML files with appropriate tags.

The `GoalProposalFunctionSet` tag decides what sets of goal-function pairs the AI player will use to control its activity. These are a list of names of the XML files located in `Data/XML/AI/GoalFunctions` that you want the AI to use. More on Goal-Function pairs later.

The Templates tag decides what templates each major mode will be using. See below for information about Templates.

The `Difficulty_Adjustment` tag chooses the difficulty levels from the DifficultyAdjustments XML file. This allows you to set up different difficulty scaling for different players.

### Template Files

Located in: `Data/XML/AI/Templates`

Templates lay out the Budgets, Goals and Plans for the Player that uses them.

The Priority tag controls when the template should fire- Priority 1 before 2, etc.

The Trigger tag turns entire templates on or off based on a perceptual equation. An example of this is the Empire's default template. It has a switch for tech advancement/normal behaviour.

The Budget tag contains a list of tags for possible budget categories used by the template. The possible categories are below, taken from the AIGoalCategoryType.XML file found in `Data/XML/Enum/`. The amount of value in each budget is controlled by a perceptual equation inside the goal category type tag.

````
<Offensive>0</Offensive>
<Defensive>1</Defensive>
<Information>2</Information>
<Infrastructure>3</Infrastructure>
<Tactical_Targeted>5</Tactical_Targeted>
<Tactical_Untargeted>6</Tactical_Untargeted>
<NoBudget>7</NoBudget>
<Hero>8</Hero>
<Always>9</Always>
<Macro_Goal>10</Macro_Goal>
<MajorItem>11</MajorItem>
<StoryArc>12</StoryArc>
<StoryArcHuman>13</StoryArcHuman>
<Interventions>14</Interventions>
<High_Priority>15</High_Priority>
<Sandbox_Events>16</Sandbox_Events>
<Med_Priority>17</Med_Priority>
<Map_Control>18</Map_Control>

````

Following the Budget are the controls for which goal and plan categories can be used. This is done via the `Turn_On` and `Turn_Off` tags. This can be used to selectively toggle goal categories after a template switch, to make the AI become dormant or active as necessary.

As always, it is recommended to look at the vanilla files for context.
NVIDIA graphics cards usage

Go to the NVIDIA Control Panel by right clicking on your desk top and clicking on "NVIDIA Control Panel".

In the default screen that pops up (it should be "manage 3D settings", and the "Program Settings" tab should be automatically selected), under "1. Select a program to customize:" hit the "Add" button.

From here, navigate to the folder where your steam games are located.
For example: C:\Program Files (x86)\Steam\steamapps\common.

Select the folder for the game you want to use your NVIDIA card for, and find the .exe for that game (it's usually right in the main game folder). Select it and hit open.

Then, under "2. Select the preferred graphics processor for this program:" open the drop-down menu and select "High-performance NVIDIA processor".

Finally, hit apply in the far bottom right corner, and you should be good to go!
Projectile Combat Mods

Controlled with these tags:

```
<Projectile_Combat_Mod>

<Projectile_Combat_Mod_Duration>

<Projectile_Combat_Mod_Value>

<Projectile_Combat_Mod_Effect>

<Projectile_Combat_Mod_Category_Mask>

```

Mod type; Duration in seconds; Strength of effect (where -0.25 = 25% lower, 0.25 = 25% higher); Particle effect; Applicable categories.

Mod types:

```
 COMBAT_MOD_DEFENSE
 COMBAT_MOD_DAMAGE
 COMBAT_MOD_HEALTH
 COMBAT_MOD_SHIELD
 COMBAT_MOD_ENERGY
 COMBAT_MOD_SPEED
 COMBAT_MOD_FIRE_RATE
 COMBAT_MOD_FOW_REVEAL_RANGE
 COMBAT_MOD_FIRE_RANGE
 COMBAT_MOD_ABILITY_RECHARGE_TIME
 COMBAT_MOD_TACTICAL_BUILD_TIME

```
GameConstants AI Settings

GameConstants.XML has a few interesting AI settings. Aside from the pathfinding controls, the pathfinding itself (for space units) can be exposed with ShouldDisplayPredictionPaths set to True. This shows a green line in front of units for their tracking path, most notably used in the mod AOTR.

There are other settings:

**AIUsesFogOfWarGalactic**
AIUsesFogOfWarSpace

AIUsesFogOfWarLand

All false by default, these tags turn the Fog of War on for the AI if set to true. In galactic mode, this prompts the AI to construct scouts. In tactical mode, it can activate a number of usually dormant plans. However, proceed with caution: these settings can seriously nerf the AI.

### ShowUnitAIPlanAttachment

Probably the most useful setting to put as True is this. It will show you exactly what TaskForce, target and destination each unit has, in its encyclopedia popup. This can let you diagnose plans and AI behaviour, specifically in tactical mode. In Galactic mode, units tend to remain in FreeStore unit immediately required by a TaskForce; furthermore, the plan attachment only displays for landed ground units in GC.
Sublime Text 3

Sublime Text is a shareware cross-platform source code editor with a Python application programming interface (API). It natively supports many programming languages and markup languages, and functions can be added by users with plugins, typically community-built and maintained under free-software licenses.

## Download

Download Sublime Text 3 from https://www.sublimetext.com/3

## Recommended Extensions

Sublime Text is relatively bare-bones out of the box, but can quickly be molded into a very useful tool by installing various plugins.

For installation instructions and requirements, please refer to the readmes of the packages.

* FileManager - A Sublime Text 3 package to help with file operations (duplicate, move, create...)
* **EITHER** LSP and its subsidiary packages **OR** SublimeLinter and its subsidiary packages: The main difference between SublimeLinter and LSP is that SL provides static analyses of whatever code you write, LSP does that and more, like formatting, code completion, etc. so usually you want either or , but not both to prevent the two tools from fighting amongst themselves slowing your editor down. Another consideration is that SL is established in the Sublime Text community, whereas LSP is the "new kid on the block".
	+ Recommended LSP packages:
		- Lua: https://lsp.readthedocs.io/en/latest/#lua
		- XML: https://lsp.readthedocs.io/en/latest/#xml
	+ Recommended SublimeLinter packages:
		- Sublime​Linter-lua: https://packagecontrol.io/packages/SublimeLinter-lua
		- Sublime​Linter-xmllint: https://packagecontrol.io/packages/SublimeLinter-xmllint

## Additional Remarks

Sublime Text is very bare bones at the beginning, but you can truly make it your own tool, that's ligtning fast. You may have to get your hands dirty and read a lot of configuration though.

To complement the Lua plugin it is recommended to include the latest version of eaw-emmyluadoc in your mod to further improve syntax highlighting, type checking and code completions.
Galactic Conquest (GC) political control

Related xml tags

GameConstants.xml

<Political\_Control\_Change\_Time\_Seconds>

<Political\_Income\_Curve>

<MaximumPoliticalControl>

Planets.xml

<Political\_Control>

<System\_Spy\_Ability Name="Bothawui\_Spy\_Network">

<See\_Political\_Control>Yes</See\_Political\_Control>

<See\_Political\_Control\_Breakdown>Yes</See\_Political\_Control\_Breakdown>

Unit\_XYZ.xml

<Abilities SubObjectList="Yes">

<Political\_Transition\_Bonus\_Ability Name="XYZ\_Bonus">

<Time\_Reduction\_Percentage>0.6</Time\_Reduction\_Percentage>

<Stacking\_Category>1</Stacking\_Category>

</Political\_Transition\_Bonus\_Ability>
Catolicismo ortodoxo

La Iglesia Católica Apostólica Ortodoxa (en griego: Ορθόδοξη Καθολική και Αποστολική Εκκλησία, romanizado: *Orthódoxi Katholikí kai Apostolikí Ekklisía*), también conocida simplemente como la Iglesia Ortodoxa, representa una de las ramas más antiguas y ricas del cristianismo. Su origen se remonta a los primeros días del cristianismo, donde se desarrolló en estrecha conexión con las enseñanzas y prácticas de los apóstoles. Esta tradición cristiana ha desempeñado un papel fundamental en la formación espiritual y cultural de diversas comunidades a lo largo de los siglos.

La Iglesia Ortodoxa se organiza en varios patriarcados, cada uno con su propia historia y contribuciones distintivas. Entre estos patriarcados destacan el Patriarcado de Constantinopla, Antioquía, Jerusalén y Alejandría, que han desempeñado un papel crucial en la expansión y desarrollo de la Iglesia Ortodoxa.

Estos patriarcados no solo representan centros espirituales fundamentales para los fieles, sino que también son guardianes de una tradición rica y diversa que ha resistido las pruebas del tiempo. La Iglesia Ortodoxa, a través de estos patriarcados y sus comunidades, ha contribuido de manera inestimable a la historia y la comprensión del cristianismo a nivel mundial.
Autodesk 3DS Max

Autodesk 3DS Max is a 3D modeling program originally used to create Empire at Wars and Forces of Corruptions 3D assets. Since they're old games, the only compatible 3DS Max versions are version 8 and 9. Getting 3DS Max version 8 or 9 commercially from its publisher Autodesk is not possible these days, the only ways to acquire these versions are to either buy a used CD/DVD or to download them and get a working (legal) registry key.

Registry key problem:

Windows updates tend to cause 3DS Max registry problems, where the program needs a new activation code, which it won't accept. To fix this, search for a .dat file in (C:\ProgramData\Autodesk\Software Licenses) that holds the licenses for 3DS Max 9, then delete the file. Doing this allows you to reenter your activation code.

If you are new to modding Empire at War Forces of Corruption we recommend you to use Blender instead.

Alamo importer and exporter

Installation

Setting up Alamo tools

Tutorials
MaxiMs Company Spawner

Download

Description

After it was figured out by the Thrawns Revenge Team, that a huge contributor to galactic lag are infantry companies, since every object is present in gc mode, we have been working on a solution to reduce the lag to the minimum. This solution is now free released here, with examples on how to set it up and how it works. In short:

Every company the player builds only has a Spawner unit, which has the combat power and also spawns in the actual company during tactical battles. This way, there will only be 1 object per company on the GC level, and companies will always have the correct units, since when units in a company are lost, the lost units will be replaced top to buttom, so companies, that were damaged before will have different compositions if used again. This system has not been released in a new version of AotR yet, so it might have some quirks still, but from internal testing it seems quite solid.

The only downsides are, that when dragging a company into the LZ, it will only display one unit, that being the dummy, and combat power during tactical will not be quite as sharp, since the dummy has all the combat power. Tho these issues exist, it should still be alot better, since GC lag and incorrect company compositions are annoying issues every mod has.
Unit ability types

Possible unit abilities

* DEFEND
* DEPLOY
* INTERDICT
* FORCE\_TELEKINESIS
* FORCE\_WHIRLWIND
* FORCE\_LIGHTNING
* FLAME\_THROWER
* JET\_PACK
* CAPTURE\_VEHICLE
* TARGETED\_INVULNERABILITY
* TARGETED\_HACK
* TARGETED\_REPAIR
* STICKY\_BOMB
* AREA\_EFFECT\_STUN
* AREA\_EFFECT\_HEAL
* AREA\_EFFECT\_CONVERT
* DISTRACT
* SPREAD\_OUT
* AFTERBURNER
* TURBO
* ROCKET\_ATTACK
* CABLE\_ATTACK
* FOW\_REVEAL\_PING
* POWER\_TO\_WEAPONS
* TRACTOR\_BEAM
* ENERGY\_WEAPON
* MISSILE\_SHIELD
* INVULNERABILITY
* LUCKY\_SHOT
* HARMONIC\_BOMB
* UNTARGETED\_STICKY\_BOMB
* CONCENTRATE\_FIRE
* REPLENISH\_WINGMEN
* SPRINT
* WEAKEN\_ENEMY
* ION\_CANNON\_SHOT
* SPOILER\_LOCK
* MAXIMUM\_FIREPOWER
* EJECT\_VEHICLE\_THIEF
* FIRE\_LOBBING\_SUPERWEAPON
* STEALTH
* STUN
* RADIOACTIVE\_CONTAMINATE
* BERSERKER
* FORCE\_SIGHT
* SABER\_THROW
* FORCE\_CLOAK
* SUPER\_LASER
* LASER\_DEFENSE
* FORCE\_CONFUSE
* LEECH\_SHIELDS
* TACTICAL\_BRIBE
* SWAP\_WEAPONS
* FULL\_SALVO
* SENSOR\_JAMMING
* PLACE\_REMOTE\_BOMB
* DETONATE\_REMOTE\_BOMB
* PROXIMITY\_MINES
* STIM\_PACK
* DRAIN\_LIFE
* BLAST
* SHIELD\_FLARE
* SUMMON
* DEPLOY\_SQUAD
Ability Modifiers

Ability modifiers can be used within a active special ability to affect the unit that uses the special ability. They usually are tuples consisting of the multiplier type and the actual multiplier value represented as a float-point number. There are nine known multiplier types.

* CAUSE\_DAMAGE\_MULTIPLIER: Weapons are more/less effective.
* WEAPON\_DELAY\_MULTIPLIER: Weapon delay is slower/faster.
* SHIELD\_REGEN\_MULTIPLIER: Shields replenish slower/faster.
* ENERGY\_REGEN\_MULTIPLIER: Energy replenishes slower/faster.
* SPEED\_MULTIPLIER: A unit's Max\_Speed is in-/decreased.
* TAKE\_DAMAGE\_MULTIPLIER: A unit takes more/less damage.
* FIRE\_RATE\_MULTIPLIER: The fire rate in-/decreases.
* SHIELD\_REGEN\_INTERVAL\_MULTIPLIER: The shield regeneration interval in-/decreases.
* ENERGY\_REGEN\_INTERVAL\_MULTIPLIER: The energy regeneration interval in-/decreases.
Using Heroes with Plans: HeroPlanAttach

Location: Data/Scripts/GameObject

Heroes in EAW that are specified with only the LandHero or SpaceHero category masks will not be added to vanilla TaskForces unless the LandHero/SpaceHero categories are specified. Instead, heroes can be "attached" to plans based on their cost (in credits). Heroes can be prevented from this behaviour by using DenyHeroAttach in the plan TaskForce definition.

The basis for this is the script HeroPlanAttach. It uses PGCommands as a require to call Base\_Definitions() and set the service rate to once every 10s. It also runs the functions HeroService (in hero scripts) and calculates target contrast weights.

Hero Script ===

For a hero to attach, its Lua script needs to require("HeroPlanAttach"). In Definitions(), MinPlanAttachCost and MaxPlanAttachCost define the minimum and maximum plan cost (in credits) that the hero will attach to. This makes a big difference if your mod has changed unit costs significantly from vanilla.

Following that, Attack and Escort tables are created to determine what units the hero should be used against and what it should avoid; as well as what units it should prefer TaskForces with. See below for an example. Note the use of the BAD\_WEIGHT global variable. You can weight different unit types differently.

````
-- only join plans that meet our expense requirements.
	MinPlanAttachCost = 5000
	MaxPlanAttachCost = 0
	-- Commander hit list.
	Attack_Ability_Type_Names = {
		"Infantry",	-- Attack these types.
		"Darth_Team" ,"Boba_Fett_Team" 				-- Stay away from these types.
	}
	Attack_Ability_Weights = {
		10,   				-- attack type weights.
		BAD_WEIGHT, BAD_WEIGHT   				-- feared type weights.
	}
	Attack_Ability_Types = WeightedTypeList.Create()
	Attack_Ability_Types.Parse(Attack_Ability_Type_Names, Attack_Ability_Weights)
	-- Prefer task forces with these units.
	Escort_Ability_Type_Names = { "Infantry", "Vehicle", "Air", "Fleet_Com_Rebel_Team", "Fleet_Com_Empire_Team" }
	Escort_Ability_Weights = { 3, 10, 3, BAD_WEIGHT, BAD_WEIGHT }
	Escort_Ability_Types = WeightedTypeList.Create()
	Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)

````
The hero script must also include two other functions:

````
function Evaluate_Attack_Ability(target, goal)
	return Get_Target_Weight(target, Attack_Ability_Types, Attack_Ability_Weights)
end

function Get_Escort_Ability_Weights(goal)
	return Escort_Ability_Types
end

````
These shouldn't change from hero to hero.

### Modding Notes

If your hero is defined as a Unique Unit without a hero company container, and it has any additional category mask (e.g. Fighter | SpaceHero), it will join TaskForces as though it were a normal unit.
Tutorial: Background nebulae in Empire at War without textures

Credit to Enpremi for figuring this out.

**Why use this?** Saves memory by not loading textures, and creates better pixel density ingame by not pixelating textures because all our detail is straight onto the model and not in a texture.

## Method summary:

1. Use the random vertex selection on the Ribbon in 3ds to select random vertexes and set their colour to create general pattern.

2. Use VertexPaint modifier to paint specific details on the mesh.

3. Export to FBX, make sure it is set to 2006 format compatibility! Otherwise max 8/9 will not be able to import the model. Also be sure to only export the mesh to prevent issues.

4. In max 8/9, use the MeshAdditiveVColour. Use either a black or white base texture, can't recall which one is needed.

## Important note I forgot to put in the video:

1. Of course you want to start by making every vertex black before you start any of the work! Otherwise upon export you'll be stuck with a white base instead of black!

2. Once your base pattern is set to the editable poly, you can add as many VertexPaint modifiers onto the modifier stack as you want. You can hide/unhide them to create different variants of your nebula to easily create multiple.
How to add more land artworks for a planet to the galactic conquest (GC) user interface?

In order to add more planet land artworks to you galactic UI, you'll need modify the model

i\_galactic\_organize.ALO

which uses the following texture files for the artwork

i\_galactic\_organize\_land.DDS and i\_galactic\_organize\_land2.DDS

In your modeling tool, just copy one of the "land\_art\_alt(X)" meshes (0-7 use "i\_galactic\_organize.ALO" texture, 8 is blank probably for systems without a ground and 9-12 use "i\_galactic\_organize2.ALO") into your new ones.

The texture stores images for 8 different land arts so "land\_art\_alt0" is the upper left image in the "i\_galactic\_organize\_land.DDS" while "land\_art\_alt9" uses the same space in "i\_galactic\_organize\_land2.DDS". The same equivalency applies to all meshes, 0-9, 1-10, 2-11, 3-12...etc

The easiest way to add new ones is to clone the mesh that uses the same texture coordinates as your newly added one (be it in one of the four empty spaces in "i\_galactic\_organize\_land2.DDS" or a brand new texture file eg. "i\_galactic\_organize\_land3.DDS") and then just replace the clone's default texture with your new one.

Say you've added your new art to the first empty space in "i\_galactic\_organize\_land2.DDS", you'll need to clone the mesh "land\_art\_alt4" into a new one called "land\_art\_alt13" and then change the texture of your new mesh from "i\_galactic\_organize\_land.DDS" to "i\_galactic\_organize\_land2.DDS", just be careful not to change both \*alt4 and \*alt13.

After you've finished your modifications and have copied the new texture and model into your mod's "Art" folder, you will need to change the planet's <Zoomed\_Terrain\_Index> value In your "Planets.XML" to be 13 so that it uses the new mesh. <Zoomed\_Terrain\_Index>13</Zoomed\_Terrain\_Index>

Downloadable 16 slots setup

How it works:

The engine loads .\Data\Art\Models\I\_Galactic\_Organize.alo Which contains 12 Objects that contain \_ALT? at the end of their name (for Vanilla game) Or 16 image faces inside of the I\_Galactic\_Organize.alo patched by Regret.

Theoretically you could import I\_Galactic\_Organize.alo into your 3D program and add even more.

The Texture uses a MeshAlpha.fx shader with Emmisive Value of 505, 505, 505 Diffuse = 0, 0, 0 Specular = 0 Gloss = 32

The engine hides/unhides these \_ALT models and they access the terrain images on the Texture using their UV map coordinates.

That shader would load a I\_Galactic\_Organize\_Land.dds modified by you if you create own ones.

Ingame each Planet calls then his own Terrain texture using the value inside of <Zoomed\_Terrain\_Index> (0-16).
El manual

Bienvenido, hermano (inserte nombre aquí). Aquí encontrará todo lo que necesita saber para que su convivencia en esta wiki no sea un desastre. Las siguientes reglas se inspiran en los término de uso de Fandomy siempre estaran dirigidas al buen trato entre los creyentes y no creyentes y el correcto mantenimiento del sitio.

## **Las reglas de todos**

**Tenga en cuenta que, cuando usted se crea una cuenta, acepta seguir los siguientes dictamenes al pie de la letra. El no cumplirlos lo hace objetivo de bloqueos por parte del Staff  y otros empleados de Fandom.**

* No abusaras ni intimidaras a otros usuarios.
* No publicaras contenido inapropiado, sea este pornografico, violento o que incite a hacer actos criminales.
* No te harás pasar por otra persona.
* No harás publicidad descarada (spam).
* No pedirás información privada a usuarios menores de edad.
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* No compartiras ni publicaras contenido que contenga virus informáticos que le haga la vida imposible a los otros usuarios.
* No compartiras contenido que rompa los derechos de autor
* No usarás programas automatizados (bots) para acceder al sitio sin el previo permiso del servidor.
Possible animation types

These are added to the animation file name and referenced by the game engine

* SPACE\_IDLE
* MOVE
* TURNL
* TURNR
* ATTACK
* ATTACKIDLE
* DIE
* ROTATE
* SPECIAL\_A
* SPECIAL\_B
* SPECIAL\_C
* TURNL\_BEGIN
* TURNL\_END
* TURNR\_BEGIN
* TURNR\_END
* MOVESTART
* MOVE\_ENDONE
* MOVE\_ENDTWO
* MOVE\_ENDTHREE
* MOVE\_ENDFOUR
* TURNL\_HALF
* TURNL\_QUARTER
* TURNR\_HALF
* TURNR\_QUARTER
* UNDEPLOY
* CINEMATIC
* BLOCK\_BLASTER
* REDIRECT\_BLASTER
* IDLE\_BLOCKBLASTER
* FW\_ATTACK
* FW\_DIE
* FTK\_ATTACK
* FTK\_HOLD
* FTK\_RELEASE
* FTK\_DIE
* FB\_ATTACK
* FB\_HOLD
* FB\_RELEASE
* FL\_ATTACK
* FL\_DIE
* FORCE\_RUN
* TAKEOFF
* FLAME\_ATTACK
* BOMBTOSS
* JUMP
* FLYIDLE
* FLYLAND
* FLYLANDIDLE
* FLYLANDDROP
* HC\_WIN
* HC\_LOSE
* HC\_DRAW
* SHIELD\_ON
* SHIELD\_OFF
* CA\_DIE
* DEPLOYED\_CA\_DIE
* DEPLOYED\_DIE
* FIRE\_MOVE
* FIRE\_DIE
* POUND\_ATTACK
* EAT\_ATTACK
* EATEN\_DIE
* WALKMOVE
* CROUCHMOVE
* OPEN
* HOLD
* CLOSE
* CROUCHIDLE
* CROUCHTURNL
* CROUCHTURNR
* BUILD
* TRANS
* ATTENTION
* CELEBRATE
* FLINCHL
* FLINCHR
* FLINCHF
* FLINCHB
* ATTACKFLINCHL
* ATTACKFLINCHR
* ATTACKFLINCHF
* ATTACKFLINCHB
* TALK
* TALKGESTURE
* TALKQUESTION
* HACKING
* REPAIRING
* CHOKE
* CHOKEDEATH
* TROOPDROP
* ROPESLIDE
* ROPELAND
* ROPE\_DROP
* ROPE\_LIFT
* ALARM
* WARNING
* CRUSHED
* POWERDOWN
* POWERUP
* SPINMOVE
* FORCE\_REVEAL\_BEGIN
* FORCE\_REVEAL\_LOOP
* FORCE\_REVEAL\_END
* SWORD\_THROW
* SWORD\_CONTROL
* SWORD\_CATCH
* SWORDSPIN
* CONTAMINATE\_ATTACK
* CONTAIMINATE\_LOOP
* CONTAMINATE\_RELEASE
* WALK
* PAD\_BUILD
* PAD\_SELL
* HEAL
Lua and XML: Evaluator Scripts

Location: Data/Scripts/Evaluators

Evaluator scripts are used to get information from Lua into Perceptual Equations. The Evaluator scripts are called in XML using Script\_ScriptName.Evaluate. Arguments can be passed to the script function using Parameter\_Script\_String and Parameter\_Script\_Number. The script must contain a function called Evaluate, and usually a function called Clean\_Up.

Example: GetDistanceToNearestWithProperty.lua

````
require("PGBaseDefinitions")
function Clean_Up()
	-- any temporary object pointers need to be set to nil in this function.
	-- ie: Target = nil
	nearest_obj = nil
end
-- Receives:
-- property_flag_name as defined in GameObjectPropertiesType.xml
-- affiliation_type is optional qualifier of "enemy" or "friendly"
function Evaluate(property_flag_name, affiliation_type)
	if affiliation_type == "ENEMY" then
		nearest_obj = Find_Nearest(Target, property_flag_name, PlayerObject, false)
	elseif affiliation_type == "FRIENDLY" then
		nearest_obj = Find_Nearest(Target, property_flag_name, PlayerObject, true)
	else
		nearest_obj = Find_Nearest(Target, property_flag_name)
	end
	if TestValid(nearest_obj) then
		return Target.Get_Distance(nearest_obj)
	else
		return BIG_FLOAT
	end
end

````
This evaluator finds the nearest GameObject with the property flag passed to the function using Parameter\_Script\_String. As noted in the comments, the affiliation\_type limits the GameObject search to enemies or friendlies relative to the PlayerObject calling the script (which is the same as the PlayerObject calling the perception).

Then the script returns either the distance to the target in alamo units or a BIG\_FLOAT value, which would usually be larger than the map size.

Modding Notes ===

Notice that the string comparison is capitalized. Strings sent from XML to Lua always end up capitalized.

The script EvaulateInGalacticContext allows you to evaluate equations in tactical mode as though you are in GC mode. The vanilla game uses this to decide if a planet is worth too much to retreat from, as an example. There are many other powerful uses of this script.

**It is imperative that object pointers (i.e. Lua variables that point to game objects) are set to nil in the Clean\_Up() function, or memory errors can result.**

**Unlike other scripts, Evaluators must be inside a MEG file to be read!**
Visual Studio Code

Visual Studio Code is a free source-code editor made by Microsoft for Windows, Linux and macOS. Features include support for debugging, syntax highlighting, intelligent code completion, snippets, code refactoring, and embedded Git. Users can change the theme, keyboard shortcuts, preferences, and install extensions that add additional functionality.

## Download

Official Download from Microsoft: https://code.visualstudio.com

The official VS Code does include some telemetry and tracking that - if you're bothered by that - requires you to actively opt out via adding the following setting in the settings.json file:

```
"telemetry.enableTelemetry": false

```

Alternatively there is VS Codium which does not include the telemetry, but may not support all packages.

## Recommended Extensions

For installation instructions and requirements, please refer to the readmes of the packages.

* XML Language Support by Red Hat (XML) - Enhances your XML-editing experience by providing:
	+ Syntax error reporting
	+ General code completion
	+ Auto-close tags
	+ Automatic node indentation
	+ Symbol highlighting
	+ Document folding
	+ Document links
	+ Document symbols and outline
	+ Renaming support
	+ Document Formatting
	+ DTD validation
	+ DTD completion
	+ DTD formatting
	+ XSD validation
	+ XSD based hover
	+ XSD based code completion
	+ XSL support
	+ XML catalogs
	+ File associations
	+ Code actions
	+ Schema Caching
* Lua (Lua) - Enhances the support for Lua by providing:
	+ Goto Definition
	+ Find All References
	+ Hover
	+ Diagnostics
	+ Rename
	+ Auto Completion
	+ IntelliSense
	+ Signature Help
	+ Document Symbols
	+ Workspace Symbols
	+ Syntax Check
	+ Highlight
	+ Code Action
	+ EmmyLua Annotation
	+ Multi Workspace
	+ Semantic Tokens
* vscode-lua-format (vscode-lua-format) - Provides auto-format capabilites.

## Additional Remarks

To complement the Lua plugin it is recommended to include the latest version of eaw-emmyluadoc in your mod to further improve syntax highlighting, type checking and code completions.
Michael Bolton

**Michael Bolton** is the Week 102 co-guest in Season 1 of *Sims Big Brother*, along with main guest Green Dean Horner. He is an American singer and songwriter, selling more than 75 million records, recording eight top 10 albums and two number-one singles on the Billboard charts, as well as winning six American Music Awards and two Grammy Awards.

Michael appeared in Club FM, the karaoke club which the house was taken to. He and Green Dean returned to host the second Power of Veto competition.
TaskForce

A TaskForce is a grouping of units used to enact a plan. It is controlled by the TaskForce table in the Definitions function of a Plan script. A TaskForce is produced by:

* Enumerating every unit the AI can build or has in the FreeStore that matches the TaskForce categories/unit names
* Choosing units that match the contrast with the target or otherwise fulfill the goal
* Determining the best place to build the units and how long they will take

If the time cost is less than the goal's build time delay tolerance, then the TaskForce is considered valid and is queued up for production or assembly.

As TaskForce can be defined with:

* A name, such as MainForce, SpaceForce, or whatever
* DenyHeroAttach, DenySpecialWeaponAttach prevents heroes or special weapons from being used as part of the task force unless explicitly listed (see hero attachment section for more information)
* MinimumTotalSize (to control the minimum count of units)
* MinimumTotalForce (to control the minimum combat power of the TaskForce
* A set of unit categories (as per unit category masks) that are followed by:
* A range of numbers e.g. "Fighter = 0, 2" so build between 0 and 2 fighter-class units OR
* A percentage e.g. "Fighter|Corvette = 100%" so there can be any number of the different unit types but they must constitute the whole TaskForce
* Specific unit types, e.g. "Corellian\_Corvette = 0,1". You can also prevent specific units or unit categories from being used in plans using the - symbol e.g. "-F9TZ\_Cloaking\_Transport\_Company" (the negative doesn't seem to work with percentage based TaskForces)
* RequiredCategories, a separate table to TaskForce that defines the unit types that MUST be included for the plan to activate
* TaskForceRequired is used to setup a non-specific TaskForce when you want to have the TaskForce thread build the TaskForce manually using e.g. Collect\_All\_Free\_Units() function.

However, the default definitions of all TaskForce variables are in PGTaskForce.lua located in Data/Scripts/Library

**Contrast**

I mentioned Contrast earlier. Contrast is the relative AI Combat Power of the TaskForce compared to the Target. This can be unit vs unit as well. It can be adjusted with MinContrastScale and MaxContrastScale, which set the minimum and maximum relative combat power, respectively. There is also GlobalContrastScale, which multiplies all contrast modifiers by that amount.

Contrast scaling can also be adjusted in the DifficultyAdjustments XML file.
Modelling: Hangar pre-textured kitbash pieces

Here are pretextured kitbash pieces for easy modelling: https://www.moddb.com/mods/empire-at-war-re/addons/modeller-resource-hangars#downloadsform

Hangar mesh/texture kitbash pieces that can be used on a variety of ships/starbases.

Base hangar mesh and texture: Maxloef aka Gowron aka Gorkon. Kitbashing by Jeroenimo.
Galactic Markup

Location: Data/XML/AI/GalacticMarkup

Galactic Markup is an easy way to make particular planets more valuable to the AI in various ways. For example, maybe a planet is the mission goal of a GC. You want the AI to really try to attack it. So you use a Galactic Markup file. It is accessed in the GC using the Markup\_Filename tag, and applied to each faction in the GC (since mission objectives may be different per faction).

### Tags

PriorityTarget: defines a planet that you want to be an important offensive and defensive target for the AI

Chokepoint: defines a planet that you want to be an important defensive target for the AI.

Note that the usage of these values is tied entirely to Perceptual Equations, and in vanilla they are mostly used in

````
<Is_Good_Invasion_Target>
		15.0 * (Variable_Target.EnemyForce.HasGroundForce == 0.0) * (Variable_Target.EnemyForce.HasSpaceForce == 0.0) * (Function_System_Recon_Relevance.Evaluate)
		5.0 * Function_Is_Neglected_By_My_Opponent_Space.Evaluate
		8.0 * Function_GenericPlanetValue.Evaluate
		5.0 * Variable_Target.Hints.Chokepoint
		2.0 * Variable_Target.ConnectsIsolatedPlanetsByForce
		3.0 * Variable_Target.TradeRoutes
		Variable_Target.Markup
		Variable_Target.Hints.PriorityTarget
		5.0 * (Function_Is_AI_And_Should_Be_Ignored.Evaluate)
		(5.0 + 5.0 * Variable_Self.AnyCurrentThreats) * Function_Opens_New_Front.Evaluate
		(10.0 * Variable_Self.IsFaction {Parameter_Faction = "UNDERWORLD"} * (Variable_Target.IsConnectedToCorruption *
																				(Function_Is_Connected_To_Me.Evaluate == 0.0) -
																				Variable_Target.IsCorrupted))
</Is_Good_Invasion_Target>

````
The markup is called using Variable\_Target.Hints.Hintname. See that PriorityTarget and Chokepoint are additional scaling values added to the perception, making planets gain more value to the AI. The markup is used in other vanilla equations as well, so search for examples in the files for more information.

You may also notice Variable\_Target.Markup. This is a completely separate system from the XML markup, and is based on the Lua script PathBonusForDistantTargets.lua. That script sends out a "dummy" TaskForce, finding valuable planets that are poorly defended and adding value to a table that contains each planet.
XML and LUA Editors

Empire at War and Forces of Corruption use .xml and .lua files for most of their data definitions and scripted behaviours. These .xml files and decompiled .lua files are easy to modify with simple text editor programs like Windows' Notepad. It is recommended to use a proper code editor due to its support for syntax highlighting, syntax checking and overall robustness.

Although you are free to use whatever you like, the following are community favourites:

* Visual Studio Code
* Atom
* IntelliJ IDEA
* Sublime Text 3
Victory types

Below are all the possible GC victory types that can be added for the human/AI conditions

* Galactic\_All\_Planets\_Controlled
* Galactic\_Opponent\_Controls\_No\_Planets
* Galactic\_Credits\_Accrued
* Galactic\_Super\_Weapon\_Destruction
* Galactic\_Percentage\_Control
* Galactic\_Conquer\_Enemy\_Homeworld\_And\_Leader
* Galactic\_Super\_Weapon\_Destroys\_Last\_Enemy\_Planet
* Galactic\_Super\_Weapon\_Kills\_Enemy\_Leader
* Galactic\_Kill\_Enemy\_Leader
* Galactic\_Control\_Named\_Planets
* Galactic\_Cycles\_Elapsed
Unit SFX event tags

Possible SFX event types that can be added to a unit.

* SFXEvent\_Select
* SFXEvent\_Move
* SFXEvent\_Fleet\_Move
* SFXEvent\_Attack
* SFXEvent\_Guard
* SFXEvent\_Defend
* SFXEvent\_Stop
* SFXEvent\_Deploy
* SFXEvent\_Undeploy
* SFXEvent\_Move\_Opposite
* SFXEvent\_Group\_Move
* SFXEvent\_Group\_Attack
* SFXEvent\_Assist\_Move
* SFXEvent\_Assist\_Attack
* SFXEvent\_Attack\_Override
* SFXEvent\_Hardpoint\_All\_Weapons\_Destroyed
* SFXEvent\_Attack\_Hardpoint
* SFXEvent\_Hardpoint\_Destroyed
* SFXEvent\_Unit\_Under\_Attack
* SFXEvent\_Unit\_Lost
* SFXEvent\_Fire
* SFXEvent\_Retreat\_Start
* SFXEvent\_Retreat\_Cancel
* SFXEvent\_Retreat\_Engines\_Jump
* SFXEvent\_Shields\_Go\_Down
* SFXEvent\_Shields\_Go\_Back\_Up
* SFXEvent\_Hero\_Respawned
* SFXEvent\_Special\_Weapon\_Ready
* SFXEvent\_Health\_Low\_Warning
* SFXEvent\_Health\_Critical\_Warning
* SFXEvent\_Enemy\_Damaged\_Health\_Low\_Warning
* SFXEvent\_Enemy\_Damaged\_Health\_Critical\_Warning
* SFXEvent\_Bomb\_Run\_Select\_Target
* SFXEvent\_Bomb\_Run\_Incoming
* SFXEvent\_Bombard\_Select\_Target
* SFXEvent\_Bombard\_Incoming
* SFXEvent\_Beacon\_Placed
* SFXEvent\_Move\_Into\_Asteroid\_Field
* SFXEvent\_Move\_Into\_Nebula
* SFXEvent\_Damaged\_By\_Asteroid
* SFXEvent\_Debug\_Test\_Loop
* SFXEvent\_Ambient\_Loop
* SFXEvent\_Engine\_Idle\_Loop
* SFXEvent\_Engine\_Moving\_Loop
* SFXEvent\_Engine\_Cinematic\_Focus\_Loop
* SFXEvent\_Powered\_Active\_Loop
* SFXEvent\_Turret\_Rotating\_Loop
* SFXEvent\_Build\_Started
* SFXEvent\_Build\_Complete
* SFXEvent\_Build\_Cancelled
* SFXEvent\_Sold\_Tactical
* SFXEvent\_Tactical\_Build\_Started
* SFXEvent\_Tactical\_Build\_Complete
* SFXEvent\_Tactical\_Build\_Cancelled
* SFXEvent\_Ambient\_Moving
* SFXEvent\_Ambient\_Moving\_Min\_Delay\_Seconds
* SFXEvent\_Ambient\_Moving\_Max\_Delay\_Seconds
* SFXEvent\_Draw\_Weapon
* SFXEvent\_Holster\_Weapon
* SFXEvent\_Cough\_Override
* SFXEvent\_Select\_With\_Non\_Hero\_Ability
* SFXEvent\_Attack\_With\_Non\_Hero\_Ability
* SFXEvent\_Move\_With\_Non\_Hero\_Ability
How to fix smoothing (rotated / reversed specular or normal map) problems?

Sometimes after importing from a different 3D software or from .alo format, working on the model and (re)exporting it to .alo format, and looking at the it in the Alo Viewer or in game, one or more polygons will seemingly have wrong speculars / normal map.

This happens due to 3DS Max mixing up the smoothing of a single or more polygons in certain meshes.

To fix these polygons, you first have to:

1. find the faulty mesh in the Alo Viewer by turning meshes on/off
2. in 3DS Max select the mesh with the wrong polygon
3. modify -> Polygon mode -> find the Smothing Groups: tab -> deselect the existing and select a new number

Alternatively to fix more than one faulty polygons instantly:

1. select the faulty polygon(s) -> Detach -> Detach as:
2. select the detached object -> modify -> add Smooth modifier -> choose a Smoothing Group
Autodesk 3DS Max Tutorials

How to import a model into 3DS Max?

How to export a model into .alo format from 3DS Max?

How to use alamo shaders?

How to create shield, collision, light etc. meshes?

How to add hardpoints?

How to add proxies for alamo particles?

How to rig and set up a unit?

Problem solving

How to fix 'Warning: shadow geometry is not a closed volume!'?

How to fix smoothing (rotated / reversed specular or normal map) problems?
How to? Tutorials from start to finish

## Basic Tutorials

How to start modding Empire at War Forces of Corruption?

How to create and add a galactic conquest (GC) map into the game?

How to create and add a new planet into a galactic conquest (GC) map?

How to add a trade route to a galactic conquest (GC) map?

How to create and add a multiplayer skirmish tactical map into the game?

How to create and add a galactic conquest (GC) tactical map into the game?

How to create a model from scratch?

How to import and modify an existing .alo model and fix its import/export problems?

How to rig a model for the game?

How to animate a model?

How to add a new unit into the game?

How to modify unit statistics?

How to add and use abilities?

How to create and add a new unit / hero icon into the game?

How to create and add a new user interface (UI) into the game?

How to add more land artworks for a planet to the galactic conquest (GC) user interface?

How to create and add a new particle effect into the game?

How to script tech upgrades in a galactic conquest (GC)?

How to add an opening crawl to a galactic conquest (GC)?

How to add a custom Mission Holocron to a galactic conquest (GC)?

How to add a new faction to the game?

How to add new sounds into the game?

How to add new music into the game?

How to use the Universe at War mod tools Dataminer?

## Advanced Tutorials

How to script a galactic conquest (GC)?

How to edit the galactic conquest (GC) AI?

How to edit the tactical map AI?

How to use the LayerZ\_Script to make units appear at various height levels?

How to expand the factions list and remove the scroll bar on the Galactic Conquest start screen?

How to create a background nebula skybox without high definition textures?
FreeStores

**FreeStores** are Lua scripts located in `..\Data\Scripts\FreeStore\`. FreeStores control what the enemy AI considers doing with units not assigned to goals, on both the Galactic and Tactical scale.

`GalacticHeroFreeStore`, for example, decides whether or not to place heroes in space or on the ground, and dictates their "home" planet to defend. `GalacticFreeStore`, however, tries to put other units on the frontline as a defense.

## Freestore ServiceRates

The rate at which the AI "services" the script (i.e. "checking" the script) is defined in the `Definitions()` function, with `ServiceRate = #` and `UnitServiceRate = #`.

The integers equate how many seconds between each time the AI services the script. On `GalacticFreeStore`, these two rates are used. The former controls how often function `FreeStoreService()` is called, and the latter controls how often function `On_Unit_Service()` is called.

### Warning

Occasionally, Petroglyph leaves misspelled variables in certain scripts as mistakes, or hardcoded values. However, the default `GalacticFreeStore` has a variable error, which breaks servicing of function `On_Unit_Service()`.

The `UnitServiceRate` variable is misspelled as `UnitServciceRate`. The script likely doesn't reservice `On_Unit_Service()` every eight seconds, like it should.
Overview: AI Framework

The AI in EAW is a finite state machine: it exists in a particular state that changes based on input. It is built on a basic flow:

* Budget
* Goal
* Plan

A **budget** is the amount of credits (or in the case of tactical mode, effort) that the AI will expend upon a set of **Goals** that are part of the budget category. A budget may be "how much will I spend on buildings?"

A **Goal** is an individual task like "build a unit" or "attack that planet". Goals are grouped into categories that are controlled by the budget for each category.

A **Plan**is a method by which the AI will attempt to achieve its **Goal**. Plans are what you, the player, sees the AI do based on its Goals and Budgets.

Budgets, Goals and Plans are controlled by the AI's eyes on the game: Perceptual Equations. These are algebraic/logic switches that tell the AI what to prioritise and what to ignore.

### Modding Note

Budgets and Goals are controlled in XML via the Data/XML/AI folder and subfolders. Plans are Lua scripts, located in Data/Scripts/AI/
MaxiMs Secondary Orbital Structures

MaxiMs Secondary Orbital Structures LUA script replaces the vanilla games secondary orbital structures (non-Starbase buildings) with dummy structures.

Download

Features:

More than 2 structures visible per planet

Icon for every structure in the fleet menu

Sell option through a dedicated icon in the build bar (right click sell option in the fleet menu doesn't work)

Working autoresolve calculations

How to use:

1. Paste the libOrbitalStructures into your Scripts/Library and Orbital\_Structure and Orbital\_Unit in your Scripts/Gameobject folder.

2. Create a dummy of every orbital structure in your mod, which have to be named like the orbital structure + \_DUMMY. Follow the provided example.

3. Attach the Orbital\_Structure.lua to all your orbital structures by adding the tag <Lua\_Script>Orbital\_Structure</Lua\_Script> to it