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		<id>http://nexusthegame.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LordValarian</id>
		<title>NexusWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://nexusthegame.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LordValarian"/>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Special:Contributions/LordValarian"/>
		<updated>2026-04-28T17:50:35Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.23.2</generator>

	<entry>
		<id>http://nexusthegame.net/wiki/Mod_and_Nexus_Mission_New_Weapons_List</id>
		<title>Mod and Nexus Mission New Weapons List</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Mod_and_Nexus_Mission_New_Weapons_List"/>
				<updated>2011-06-20T06:50:58Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Main page for new weapons from mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New weapons to nexus: (note: better descriptions)&lt;br /&gt;
&lt;br /&gt;
Weapons classes defined:&lt;br /&gt;
   Battery/turret: fighters, bombers, etc&lt;br /&gt;
   Light Weapon&lt;br /&gt;
   Heavy Weapon&lt;br /&gt;
   Siege/Spine mounted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phaser:  Star Trek Mod, Phaser mod(nexus missions, uses a varient)&lt;br /&gt;
  Uses a particle beam using exotic particles which turn matter into energy directly. Based on star trek TV series&lt;br /&gt;
  Damages: shield, hull, and device&lt;br /&gt;
  Energy usage: Low(medium?)&lt;br /&gt;
  Weapon class:&lt;br /&gt;
 &lt;br /&gt;
Photon Torpedo: Star Trek mod, Phaser mod(nexus missions)&lt;br /&gt;
  Matter/anti-matter torpedo&lt;br /&gt;
  Damages: shields, hull&lt;br /&gt;
  Energy Usage: High to Create&lt;br /&gt;
  Weapon class: &lt;br /&gt;
&lt;br /&gt;
Plasma/Pulsar cannon:  Phaser mod(nexus missions), Star Wars(?)&lt;br /&gt;
  Fires a compressed plasma energy bolt. Based on the original battlestar galectica.&lt;br /&gt;
  Damages: shields, hull&lt;br /&gt;
  Energy Usage: High&lt;br /&gt;
  Weapon class:&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2011-06-20T06:25:56Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: quick fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; padding: 1em; margin: 1em auto 1em; border: 1px solid #4285B1; width: 400px; background-color: #16203A;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 200%; line-height: 160%;&amp;quot;&amp;gt;'''Nexus Wiki'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt; the premier source for the dedicated Nexus player &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;&amp;lt;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the son of the first human born in space, Richard Cromwell, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 30%; margin: 1em 2em; float:right;&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Nexus: The Jupiter Incident'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Characters]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Races]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ships]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Gameplay]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Story Mode Walkthrough|Walkthrough]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 30%; margin: 1em 2em; clear: right; float:right;&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Mods'''&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/aff-nexus1 Angels Fall First]&lt;br /&gt;
|-&lt;br /&gt;
|[[Babylon 5: Conflicts of Loyalty]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/babylon-5-conflicts-of-loyalty-2 Babylon 5: Conflicts of Loyalty 2]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/freespace-evolution Freespace: Evolution]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/halo-fleet-command Halo: Fleet Command]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/new-conflicts-13 New Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexus-battlestar-galactica1 Nexus: Battlestar Galactica]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexusthe-aurora-affair Nexus: The Aurora Affair]&lt;br /&gt;
|-&lt;br /&gt;
|[[Phaser Mod: Easy Mode]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://home.earthlink.net/~cgh5541/index.html Old mod site with some remaining working Dl links (Campaigns &amp;amp; mods)]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-age-of-war Star Trek: Age of War]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-enhanced-space-combat Star Trek: Enhanced Space combat]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-universe-at-war Star Trek: Universe at War]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-wars-eternal-conflicts Star Wars Eternal Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.elite-games.ru/othersgames/nexus/files.shtml Spacetech Reprise RU &amp;amp; ENG version included in file]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-wars-eternal-conflicts Star Wars Eternal Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[[Stargate: War Begins]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/the-grunt-invasion The Grunt Invasion]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexus-war-of-the-damned War of the damned]&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Mini-Mods'''&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/warfare-mod-building-ships-mid-combat Warfare]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==This Wiki==&lt;br /&gt;
With the official homepage gone long ago, there is no definitive place to keep being informed about Nexus and its modding scene. This Wiki aims to fill that hole and to create a collaborative work representing the definitive source of information about the game, its lore and its modding facilities as well as any undergoing or already released community mods or projects.&lt;br /&gt;
&lt;br /&gt;
===Want to help?===&lt;br /&gt;
Helping is easy. We've still got lots of articles missing and lots of content to edit. If you're already familiar with Wikis, then start with adding the missing content to all those red links. Add a mod description, fill in missing info about ship classes or write something about modding, that might help other players or modders.&lt;br /&gt;
&lt;br /&gt;
Not familiar with Wiki editing? Have a look at our [[Help:Editing|help article]] to learn the basics about text formatting and article structuring.&lt;br /&gt;
&lt;br /&gt;
==Modding reference==&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[Guide to nexus datafiles]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
:*[[Mod and Nexus Mission New Weapons List]]&lt;br /&gt;
:*[http://arparso.de/nexus/forum/index.php Active Nexus modding forum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{RandomScreen}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2011-06-20T06:25:22Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Adding new mod/missions weapons page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; padding: 1em; margin: 1em auto 1em; border: 1px solid #4285B1; width: 400px; background-color: #16203A;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 200%; line-height: 160%;&amp;quot;&amp;gt;'''Nexus Wiki'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt; the premier source for the dedicated Nexus player &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;&amp;lt;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the son of the first human born in space, Richard Cromwell, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 30%; margin: 1em 2em; float:right;&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Nexus: The Jupiter Incident'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Characters]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Races]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ships]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Gameplay]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Story Mode Walkthrough|Walkthrough]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 30%; margin: 1em 2em; clear: right; float:right;&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Mods'''&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/aff-nexus1 Angels Fall First]&lt;br /&gt;
|-&lt;br /&gt;
|[[Babylon 5: Conflicts of Loyalty]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/babylon-5-conflicts-of-loyalty-2 Babylon 5: Conflicts of Loyalty 2]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/freespace-evolution Freespace: Evolution]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/halo-fleet-command Halo: Fleet Command]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/new-conflicts-13 New Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexus-battlestar-galactica1 Nexus: Battlestar Galactica]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexusthe-aurora-affair Nexus: The Aurora Affair]&lt;br /&gt;
|-&lt;br /&gt;
|[[Phaser Mod: Easy Mode]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://home.earthlink.net/~cgh5541/index.html Old mod site with some remaining working Dl links (Campaigns &amp;amp; mods)]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-age-of-war Star Trek: Age of War]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-enhanced-space-combat Star Trek: Enhanced Space combat]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-universe-at-war Star Trek: Universe at War]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-wars-eternal-conflicts Star Wars Eternal Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.elite-games.ru/othersgames/nexus/files.shtml Spacetech Reprise RU &amp;amp; ENG version included in file]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-wars-eternal-conflicts Star Wars Eternal Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[[Stargate: War Begins]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/the-grunt-invasion The Grunt Invasion]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexus-war-of-the-damned War of the damned]&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Mini-Mods'''&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/warfare-mod-building-ships-mid-combat Warfare]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==This Wiki==&lt;br /&gt;
With the official homepage gone long ago, there is no definitive place to keep being informed about Nexus and its modding scene. This Wiki aims to fill that hole and to create a collaborative work representing the definitive source of information about the game, its lore and its modding facilities as well as any undergoing or already released community mods or projects.&lt;br /&gt;
&lt;br /&gt;
===Want to help?===&lt;br /&gt;
Helping is easy. We've still got lots of articles missing and lots of content to edit. If you're already familiar with Wikis, then start with adding the missing content to all those red links. Add a mod description, fill in missing info about ship classes or write something about modding, that might help other players or modders.&lt;br /&gt;
&lt;br /&gt;
Not familiar with Wiki editing? Have a look at our [[Help:Editing|help article]] to learn the basics about text formatting and article structuring.&lt;br /&gt;
&lt;br /&gt;
==Modding reference==&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[Guide to nexus datafiles]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
:*[[Mod and Nexus Mission Weapons List]]&lt;br /&gt;
:*[http://arparso.de/nexus/forum/index.php Active Nexus modding forum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{RandomScreen}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2010-07-13T20:20:37Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: forum status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; padding: 1em; margin: 1em auto 1em; border: 1px solid #4285B1; width: 400px; background-color: #16203A;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 200%; line-height: 160%;&amp;quot;&amp;gt;'''Nexus Wiki'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt; the premier source for the dedicated Nexus player &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;&amp;lt;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the son of the first human born in space, Richard Cromwell, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 30%; margin: 1em 2em; float:right;&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Nexus: The Jupiter Incident'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Characters]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Races]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ships]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Gameplay]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Story Mode Walkthrough|Walkthrough]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 30%; margin: 1em 2em; clear: right; float:right;&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Mods'''&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/aff-nexus1 Angels Fall First]&lt;br /&gt;
|-&lt;br /&gt;
|[[Babylon 5: Conflicts of Loyalty]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/babylon-5-conflicts-of-loyalty-2 Babylon 5: Conflicts of Loyalty 2]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/freespace-evolution Freespace: Evolution]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/halo-fleet-command Halo: Fleet Command]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/new-conflicts-13 New Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexus-battlestar-galactica1 Nexus: Battlestar Galactica]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexusthe-aurora-affair Nexus: The Aurora Affair]&lt;br /&gt;
|-&lt;br /&gt;
|[[Phaser Mod: Easy Mode]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-age-of-war Star Trek: Age of War]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-enhanced-space-combat Star Trek: Enhanced Space combat]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-universe-at-war Star Trek: Universe at War]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-wars-eternal-conflicts Star Wars Eternal Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[[Stargate: War Begins]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/the-grunt-invasion The Grunt Invasion]&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Mini-Mods'''&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/warfare-mod-building-ships-mid-combat Warfare]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==This Wiki==&lt;br /&gt;
With the official homepage gone long ago, there is no definitive place to keep being informed about Nexus and its modding scene. This Wiki aims to fill that hole and to create a collaborative work representing the definitive source of information about the game, its lore and its modding facilities as well as any undergoing or already released community mods or projects.&lt;br /&gt;
&lt;br /&gt;
'''Nexus Forum status:''' Currently running    [http://forum.keyswow.com/]&lt;br /&gt;
&lt;br /&gt;
===Want to help?===&lt;br /&gt;
Helping is easy. We've still got lots of articles missing and lots of content to edit. If you're already familiar with Wikis, then start with adding the missing content to all those red links. Add a mod description, fill in missing info about ship classes or write something about modding, that might help other players or modders.&lt;br /&gt;
&lt;br /&gt;
Not familiar with Wiki editing? Have a look at our [[Help:Editing|help article]] to learn the basics about text formatting and article structuring.&lt;br /&gt;
&lt;br /&gt;
==Modding reference==&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[Guide to nexus datafiles]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{RandomScreen}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2010-07-13T20:15:26Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: forum status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; padding: 1em; margin: 1em auto 1em; border: 1px solid #4285B1; width: 400px; background-color: #16203A;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 200%; line-height: 160%;&amp;quot;&amp;gt;'''Nexus Wiki'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt; the premier source for the dedicated Nexus player &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;&amp;lt;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the son of the first human born in space, Richard Cromwell, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 30%; margin: 1em 2em; float:right;&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Nexus: The Jupiter Incident'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Characters]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Races]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ships]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Gameplay]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Story Mode Walkthrough|Walkthrough]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 30%; margin: 1em 2em; clear: right; float:right;&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Mods'''&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/aff-nexus1 Angels Fall First]&lt;br /&gt;
|-&lt;br /&gt;
|[[Babylon 5: Conflicts of Loyalty]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/babylon-5-conflicts-of-loyalty-2 Babylon 5: Conflicts of Loyalty 2]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/freespace-evolution Freespace: Evolution]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/halo-fleet-command Halo: Fleet Command]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/new-conflicts-13 New Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexus-battlestar-galactica1 Nexus: Battlestar Galactica]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/nexusthe-aurora-affair Nexus: The Aurora Affair]&lt;br /&gt;
|-&lt;br /&gt;
|[[Phaser Mod: Easy Mode]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-age-of-war Star Trek: Age of War]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-enhanced-space-combat Star Trek: Enhanced Space combat]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-trek-universe-at-war Star Trek: Universe at War]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/star-wars-eternal-conflicts Star Wars Eternal Conflicts]&lt;br /&gt;
|-&lt;br /&gt;
|[[Stargate: War Begins]]&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/mods/the-grunt-invasion The Grunt Invasion]&lt;br /&gt;
|- style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; &lt;br /&gt;
| '''Mini-Mods'''&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.moddb.com/groups/the-nexii/downloads/warfare-mod-building-ships-mid-combat Warfare]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==This Wiki==&lt;br /&gt;
With the official homepage gone long ago, there is no definitive place to keep being informed about Nexus and its modding scene. This Wiki aims to fill that hole and to create a collaborative work representing the definitive source of information about the game, its lore and its modding facilities as well as any undergoing or already released community mods or projects.&lt;br /&gt;
&lt;br /&gt;
'''Nexus Forum status:''' Domain has expired&lt;br /&gt;
&lt;br /&gt;
===Want to help?===&lt;br /&gt;
Helping is easy. We've still got lots of articles missing and lots of content to edit. If you're already familiar with Wikis, then start with adding the missing content to all those red links. Add a mod description, fill in missing info about ship classes or write something about modding, that might help other players or modders.&lt;br /&gt;
&lt;br /&gt;
Not familiar with Wiki editing? Have a look at our [[Help:Editing|help article]] to learn the basics about text formatting and article structuring.&lt;br /&gt;
&lt;br /&gt;
==Modding reference==&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[Guide to nexus datafiles]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{RandomScreen}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Episode</id>
		<title>Episode</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Episode"/>
				<updated>2010-05-08T19:56:24Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: New entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MissionStart'''&lt;br /&gt;
 &lt;br /&gt;
This section is for setting up the solar system map, what objects are visible during the briefing. 'Parenting' objects to the mission area (not exactly sure on the purpose of this) and enabling/disabling commands or handling the resource management aspects of the game.&lt;br /&gt;
 &lt;br /&gt;
'''MissionEnter'''&lt;br /&gt;
 &lt;br /&gt;
Looking through the original files it appears that here you do the final bit of tweaking and tidying up immediately before the mission launch and of course, issue the actual command to launch the mission.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2010-05-08T19:55:01Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: universe/story/rules  episode added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[DatafileRaces|Races]]&lt;br /&gt;
::This file is located at universe/tactics/races.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Episode]]&lt;br /&gt;
::This file is located at universe/story/episode_[x].ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tacticsai]]&lt;br /&gt;
::This file is located at universe/tactics/tachicsai.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tactictypes]]&lt;br /&gt;
::This file is located at universe/tactics/tacticstypes.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tacticbase]]&lt;br /&gt;
::This file is located at universe/tactics/tacticsbase.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Warnings]]&lt;br /&gt;
::This file is located at universe/tactics/warnings.ini&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Phaser_Mod:_Easy_Mode</id>
		<title>Phaser Mod: Easy Mode</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Phaser_Mod:_Easy_Mode"/>
				<updated>2010-05-08T19:48:14Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: New entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Phaser mod:  Easy mode'''&lt;br /&gt;
&lt;br /&gt;
(picture of emp comming)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nexus game easy skill is far from it. This adds new weapons giving you the advantage.  Make nexus challenging, but not too hard.&lt;br /&gt;
I'm still not happy with name. So, it will likely change again.&lt;br /&gt;
&lt;br /&gt;
'''Weapons:'''&lt;br /&gt;
   Anti-matter torpedos (everything changes)&lt;br /&gt;
   disruptors/phasers (everything changes)&lt;br /&gt;
&lt;br /&gt;
'''Original weapons:'''&lt;br /&gt;
   '''Plasma guns'''&lt;br /&gt;
     anti-missile, fighter, and bomber&lt;br /&gt;
     anti-ship&lt;br /&gt;
&lt;br /&gt;
   '''EMP Torpedo'''&lt;br /&gt;
&lt;br /&gt;
      Range EMP pulse: contact, 1-3000km (1-3 distance in game)&lt;br /&gt;
      Disables weapon continuous fire&lt;br /&gt;
      Disables all devices on the target ships for 30+random(o to 60) seconds&lt;br /&gt;
      Ship devices damaged based on range and contact.&lt;br /&gt;
      All fighters, missiles, and bombers are damaged by the EMP.&lt;br /&gt;
      EMP does some damage to shields, but no emp effect.&lt;br /&gt;
      EMP will affect friendly and enemy ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Future Items:'''&lt;br /&gt;
&lt;br /&gt;
      Warp field cloak:  Bends light around the ship. Far more effective than our current tech. Makes firing weapons impossible, nothing can hit you either.&lt;br /&gt;
      Gravity particle shields:  Holds a particle field within gravity bubble.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2009-10-23T18:27:01Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the son of the first human born in space, Richard Cromwell, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Keywow forums status:''' Offline&lt;br /&gt;
&lt;br /&gt;
'''Forum offline until:'''  &amp;quot;Disabled. Waiting to move some more files over. Attachment will not work until I move them over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
*[[Characters]] - major characters of the singleplayer campaign&lt;br /&gt;
*[[Races]] - descriptions of the different races you'll encounter&lt;br /&gt;
*[[Ships]] - information about the various types of ships in the game&lt;br /&gt;
*[[Gameplay]] - how to play the game, game features&lt;br /&gt;
*[[Timeline]] - detailed description about all major events of the storyline&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
*[[Story Mode Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
;Modding Help:&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[Guide to nexus datafiles]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
&lt;br /&gt;
;Existing Mods:&lt;br /&gt;
:*[[Halo: Fleet Command]]&lt;br /&gt;
:*[[Phaser Mod: Easy Mode]]&lt;br /&gt;
:*[[Star Trek: Age of War]]&lt;br /&gt;
:*[[Star Trek: Enhanced Space combat]]&lt;br /&gt;
:*[[Stargate: War Begins]]&lt;br /&gt;
:*[[New Conflicts]]&lt;br /&gt;
:*[[Nexus: The Aurora Affair]]&lt;br /&gt;
:*[[Universe at War]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/EnableDevice</id>
		<title>EnableDevice</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/EnableDevice"/>
				<updated>2009-08-26T19:29:29Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Added enable device&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''EnableDevice(device, enabled)'''&lt;br /&gt;
&lt;br /&gt;
:Enabled= 1, turn on&lt;br /&gt;
:Enabled= 0, turn off&lt;br /&gt;
&lt;br /&gt;
:When a device is disabled, it will not show on the tactical display. A weapon will not charge and fire. Engines will not function.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2009-08-16T21:00:08Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the first human born in space, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Keywow forums status:''' Online&lt;br /&gt;
&lt;br /&gt;
'''Forum offline until:'''  N/A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
*[[Characters]] - major characters of the singleplayer campaign&lt;br /&gt;
*[[Races]] - descriptions of the different races you'll encounter&lt;br /&gt;
*[[Ships]] - information about the various types of ships in the game&lt;br /&gt;
*[[Gameplay]] - how to play the game, game features&lt;br /&gt;
*[[Timeline]] - detailed description about all major events of the storyline&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
*[[Story Mode Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
;Modding Help:&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[Guide to nexus datafiles]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
&lt;br /&gt;
;Existing Mods:&lt;br /&gt;
:*[[Halo: Fleet Command]]&lt;br /&gt;
:*[[Phaser Mod: Easy Mode]]&lt;br /&gt;
:*[[Star Trek: Age of War]]&lt;br /&gt;
:*[[Star Trek: Enhanced Space combat]]&lt;br /&gt;
:*[[Stargate: War Begins]]&lt;br /&gt;
:*[[New Conflicts]]&lt;br /&gt;
:*[[Nexus: The Aurora Affair]]&lt;br /&gt;
:*[[Universe at War]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2009-08-16T20:59:39Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Status of keywow forums, softed mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the first human born in space, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Keywow Forums status:''' Online&lt;br /&gt;
&lt;br /&gt;
'''Forum offline until:'''  N/A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
*[[Characters]] - major characters of the singleplayer campaign&lt;br /&gt;
*[[Races]] - descriptions of the different races you'll encounter&lt;br /&gt;
*[[Ships]] - information about the various types of ships in the game&lt;br /&gt;
*[[Gameplay]] - how to play the game, game features&lt;br /&gt;
*[[Timeline]] - detailed description about all major events of the storyline&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
*[[Story Mode Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
;Modding Help:&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[Guide to nexus datafiles]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
&lt;br /&gt;
;Existing Mods:&lt;br /&gt;
:*[[Halo: Fleet Command]]&lt;br /&gt;
:*[[Phaser Mod: Easy Mode]]&lt;br /&gt;
:*[[Star Trek: Age of War]]&lt;br /&gt;
:*[[Star Trek: Enhanced Space combat]]&lt;br /&gt;
:*[[Stargate: War Begins]]&lt;br /&gt;
:*[[New Conflicts]]&lt;br /&gt;
:*[[Nexus: The Aurora Affair]]&lt;br /&gt;
:*[[Universe at War]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-23T20:31:12Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[DatafileRaces|Races]]&lt;br /&gt;
::This file is located at universe/tactics/races.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachicsai]]&lt;br /&gt;
::This file is located at universe/tactics/tachicsai.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachictypes]]&lt;br /&gt;
::This file is located at universe/tactics/tacticstypes.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachicbase]]&lt;br /&gt;
::This file is located at universe/tactics/tacticsbase.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Warnings]]&lt;br /&gt;
::This file is located at universe/tactics/warnings.ini&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Tacticsai</id>
		<title>Tacticsai</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Tacticsai"/>
				<updated>2009-07-22T18:55:38Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Tachicsai datafile added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''TacticsAI and Formations'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
AISystem&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;SPPeriod 60&lt;br /&gt;
&lt;br /&gt;
;TPPeriod 3&lt;br /&gt;
&lt;br /&gt;
;COPeriod  1&lt;br /&gt;
&lt;br /&gt;
;HullLow     50&lt;br /&gt;
&lt;br /&gt;
;ReconStatus 50&lt;br /&gt;
&lt;br /&gt;
;MaxSimMotions 4&lt;br /&gt;
&lt;br /&gt;
;MoveToIntensity 200&lt;br /&gt;
&lt;br /&gt;
;AwayFromIntensity 150&lt;br /&gt;
&lt;br /&gt;
;DangerPeriod 60&lt;br /&gt;
&lt;br /&gt;
;HullHPLimits 20 50&lt;br /&gt;
&lt;br /&gt;
;HullHPDangers 50 100&lt;br /&gt;
&lt;br /&gt;
;DevLossLimits 2 4&lt;br /&gt;
&lt;br /&gt;
;DevLossDangers 50 100&lt;br /&gt;
&lt;br /&gt;
;DangerAttack 125&lt;br /&gt;
&lt;br /&gt;
;DangerMultiAtt 75&lt;br /&gt;
&lt;br /&gt;
;DangerClosing 150&lt;br /&gt;
&lt;br /&gt;
;DangerFaster 75	&lt;br /&gt;
&lt;br /&gt;
;DangerBehav 50 100 150&lt;br /&gt;
&lt;br /&gt;
;ChanceGainWeight 3		//szorzo&lt;br /&gt;
&lt;br /&gt;
;ChanceHullWeight 1		//szorzo&lt;br /&gt;
&lt;br /&gt;
;ChanceShotWeight 5		//szorzo&lt;br /&gt;
&lt;br /&gt;
;FormationTargetModifier  500&lt;br /&gt;
&lt;br /&gt;
;ShotByModifer            300&lt;br /&gt;
	&lt;br /&gt;
;ShieldOnDistance &amp;lt;distance&amp;gt;&lt;br /&gt;
:The shield starts to charge from distance ’distance’, if it is controlled by the automation.&lt;br /&gt;
&lt;br /&gt;
;ShieldHoldTime &amp;lt;time&amp;gt;&lt;br /&gt;
:If there is no detected enemy, than the automation removes the shield after ’time’ seconds.&lt;br /&gt;
&lt;br /&gt;
;EngineHoldTime 10&lt;br /&gt;
&lt;br /&gt;
;MissileHPLimit 10&lt;br /&gt;
&lt;br /&gt;
;MissileGainLimit 90&lt;br /&gt;
&lt;br /&gt;
;MissileLossLimit 30&lt;br /&gt;
	&lt;br /&gt;
;BomberStayLimit 300&lt;br /&gt;
&lt;br /&gt;
;BomberHPLimit 50&lt;br /&gt;
&lt;br /&gt;
;BomberGainLimit 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Formation Syntax&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
;FORMATION &amp;lt;formation_number&amp;gt;&lt;br /&gt;
:Position  &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&lt;br /&gt;
:Position  &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&lt;br /&gt;
;FORMATION&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-22T18:39:57Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[DatafileRaces|Races]]&lt;br /&gt;
::This file is located at universe/tactics/races.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachicsai]]&lt;br /&gt;
::This file is located at universe/tactics/tachicsai.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachictypes]]&lt;br /&gt;
::This file is located at universe/tactics/tacticstypes.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachicbase]]&lt;br /&gt;
::This file is located at universe/tactics/tacticsbase.ini&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/DatafileRaces</id>
		<title>DatafileRaces</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/DatafileRaces"/>
				<updated>2009-07-15T03:49:10Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: added datafile races&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''CIVILIZATION''' &amp;lt;civ_number&amp;gt;&lt;br /&gt;
:'''Name''' &amp;quot;civ_name&amp;quot;&lt;br /&gt;
:'''EffectColor''' &amp;lt;red&amp;gt; &amp;lt;green&amp;gt; &amp;lt;blue&amp;gt; &amp;lt;alpha&amp;gt;  //it colors the default effects, if it is used by the civilization &lt;br /&gt;
:'''EffectColorB''' &amp;lt;red&amp;gt; &amp;lt;green&amp;gt; &amp;lt;blue&amp;gt; &amp;lt;alpha&amp;gt;&lt;br /&gt;
'''CIVILIZATION'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''RACE''' &amp;lt;race_num&amp;gt;&lt;br /&gt;
:'''Name''' &amp;quot;race_name&amp;quot; //player&lt;br /&gt;
:'''Civilization''' &amp;lt;civ_num&amp;gt;&lt;br /&gt;
:'''GUIColor''' &amp;lt;red&amp;gt; &amp;lt;green&amp;gt; &amp;lt;blue&amp;gt; &amp;lt;alpha&amp;gt;  &lt;br /&gt;
'''RACE'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''RACETACTICS''' &amp;lt;race_num&amp;gt;&lt;br /&gt;
:'''TransportClasses''' &amp;lt;shipclass_num&amp;gt; ;&lt;br /&gt;
://evacuating shipclass, constant cannot be used! &lt;br /&gt;
'''RACETACTICS'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''RACEAI''' &amp;lt;race_num&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''RACEAI'''&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-15T03:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[DatafileRaces|Races]]&lt;br /&gt;
::This file is located at universe/tactics/races.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachictypes]]&lt;br /&gt;
::This file is located at universe/tactics/tacticstypes.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachicbase]]&lt;br /&gt;
::This file is located at universe/tactics/tacticsbase.ini&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-15T03:14:14Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[DatafilesRaces:Races]]&lt;br /&gt;
::This file is located at universe/tactics/races.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachictypes]]&lt;br /&gt;
::This file is located at universe/tactics/tacticstypes.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachicbase]]&lt;br /&gt;
::This file is located at universe/tactics/tacticsbase.ini&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-15T03:08:49Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Races]]&lt;br /&gt;
::This file is located at universe/tactics/races.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachictypes]]&lt;br /&gt;
::This file is located at universe/tactics/tacticstypes.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachicbase]]&lt;br /&gt;
::This file is located at universe/tactics/tacticsbase.ini&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/CREW</id>
		<title>CREW</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/CREW"/>
				<updated>2009-07-15T03:01:12Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: tachics base - added crew, additional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;EvacDamageLimit &amp;lt;crew_level&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
:Evacuation levels.&lt;br /&gt;
&lt;br /&gt;
;XPCategories #SKL_MILITARY	 200  400  800 9999 9999&lt;br /&gt;
;XPCategories #SKL_ENGINEER	  30   50  110  999  999&lt;br /&gt;
;XPCategories #SKL_SCIENCE	  20   50  100  200  999&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;CrewLevelXPReq #CREWL_REGULAR	 13&lt;br /&gt;
;CrewLevelXPReq #CREWL_VETERAN	 25&lt;br /&gt;
;CrewLevelXPReq #CREWL_ELITE	25&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;SkillBonus &amp;lt;percent&amp;gt;&lt;br /&gt;
:It increases the related calculations’ result with this percent for every skill point.&lt;br /&gt;
&lt;br /&gt;
;CommandoBattlePeriod &amp;lt;time&amp;gt;&lt;br /&gt;
:The calculation period of the commando’s loss.&lt;br /&gt;
&lt;br /&gt;
;CommandoDamage &amp;lt;damage&amp;gt;&lt;br /&gt;
:Commando damage to device&lt;br /&gt;
&lt;br /&gt;
;CommandoScanPeriod &amp;lt;time&amp;gt;&lt;br /&gt;
:The period of the commando’s scanning.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/CREW</id>
		<title>CREW</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/CREW"/>
				<updated>2009-07-15T02:43:46Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: tachics base - added crew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;EvacDamageLimit &amp;lt;crew_level&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
:Evacuation levels.&lt;br /&gt;
&lt;br /&gt;
;SkillBonus &amp;lt;percent&amp;gt;&lt;br /&gt;
:It increases the related calculations’ result with this percent for every skill point.&lt;br /&gt;
&lt;br /&gt;
;CommandoBattlePeriod &amp;lt;time&amp;gt;&lt;br /&gt;
:The calculation period of the commando’s loss.&lt;br /&gt;
&lt;br /&gt;
;CommandoScanPeriod &amp;lt;time&amp;gt;&lt;br /&gt;
:The period of the commando’s scanning.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Tacticbase</id>
		<title>Tacticbase</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Tacticbase"/>
				<updated>2009-07-08T18:50:22Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Modding weapon ranges and accuracy|CATEGORIES]]&lt;br /&gt;
:*[[ENERGYSYSTEM]]&lt;br /&gt;
:*[[DEVICESLOTS]]&lt;br /&gt;
:*[[SCANNING]]&lt;br /&gt;
:*[[CREW]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/SCANNING</id>
		<title>SCANNING</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/SCANNING"/>
				<updated>2009-07-08T18:48:30Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Tachic base scanning added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;FullControl&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;Period 3&lt;br /&gt;
:The setting of the tick. (?)&lt;br /&gt;
&lt;br /&gt;
;DetectBase 80&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;DetectRange 20000&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;DetectLimit 65&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;UndetectLimit 10&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;UndetectDelta 50&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;IdentBase 20&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;IdentMystery 0.5&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;IdentTime 300&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;ScanBase 50&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;ScanRange 7500&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;ScanUnknown 125&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;ScanIdentified 100&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;ScanActive 90&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;ScanAgain 200&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;ScanTechScanning 200&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;DetectBlind &amp;lt;time&amp;gt;&lt;br /&gt;
;IdentBlind &amp;lt;time&amp;gt;&lt;br /&gt;
;ScanBlind &amp;lt;time&amp;gt;&lt;br /&gt;
;The paralyzing time for different detections.&lt;br /&gt;
&lt;br /&gt;
;BlindDecay &amp;lt;regen&amp;gt;&lt;br /&gt;
:The regeneration of Blind in every tick.&lt;br /&gt;
&lt;br /&gt;
;EntrenchMinRad 1000&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
:EntrenchRange 50&lt;br /&gt;
:unknown&lt;br /&gt;
	&lt;br /&gt;
;ProbePeriod 1 10&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;SurpriseTime &amp;lt;time&amp;gt;&lt;br /&gt;
;The surprise time after the detection.&lt;br /&gt;
&lt;br /&gt;
;SurpriseBonus &amp;lt;percent&amp;gt;&lt;br /&gt;
:The multiplier of the events during the surprise.&lt;br /&gt;
&lt;br /&gt;
;SurpriseDamage &amp;lt;percent&amp;gt;&lt;br /&gt;
:The multiplier of the shots that were fired during the surprise.&lt;br /&gt;
&lt;br /&gt;
;TechScanShielded &amp;lt;percent&amp;gt;&lt;br /&gt;
;TechScanAttacking &amp;lt;percent&amp;gt;&lt;br /&gt;
;TechScanAttacked &amp;lt;percent&amp;gt;&lt;br /&gt;
;TechScanTargetAttacked &amp;lt;percent&amp;gt;&lt;br /&gt;
;TechScanECM &amp;lt;percent&amp;gt;&lt;br /&gt;
:The multipliers that influence the scanning.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-07T19:58:24Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Tachictypes]]&lt;br /&gt;
::This file is located at universe/tactics/tacticstypes.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachicbase]]&lt;br /&gt;
::This file is located at universe/tactics/tacticsbase.ini&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-07T19:57:12Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Tachics types]]&lt;br /&gt;
::This file is located at universe/tactics/tacticstypes.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachics base]]&lt;br /&gt;
::This file is located at universe/tactics/tacticsbase.ini&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/ENERGYSYSTEM</id>
		<title>ENERGYSYSTEM</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/ENERGYSYSTEM"/>
				<updated>2009-07-07T19:56:24Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Tachicbases - energy system added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Period &amp;lt;mp&amp;gt;&lt;br /&gt;
:The setting of the tick.&lt;br /&gt;
&lt;br /&gt;
;CollapseLimit 30&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;CrisisDecay &amp;lt;regen&amp;gt;&lt;br /&gt;
:In case of an energy crisis this amount is recovered from the production in every tick.&lt;br /&gt;
&lt;br /&gt;
;MaxSpeedFactor &amp;lt;max&amp;gt;&lt;br /&gt;
:The maximum speed, the ’max’ percent of the basic speed.&lt;br /&gt;
&lt;br /&gt;
;ShieldFactor &amp;lt;comp_count&amp;gt; &amp;lt;eff&amp;gt;&lt;br /&gt;
:The shield components simultaneous functioning decreases the effectiveness of the defense. The real defense will be ’Defense’ * ’eff’ / 100. &lt;br /&gt;
&lt;br /&gt;
;ShieldLimit &amp;lt;percent&amp;gt;&lt;br /&gt;
:The damage value does not get through the shield under ’percent’ percent.&lt;br /&gt;
&lt;br /&gt;
;ShieldCollapse &amp;lt;percent&amp;gt;&lt;br /&gt;
:The shield collapses if it falls to ’percent’ percent of charge.&lt;br /&gt;
&lt;br /&gt;
;ShieldBuild &amp;lt;percent&amp;gt;&lt;br /&gt;
:The shield builds up, if it reaches ’percent’ percent charge.&lt;br /&gt;
&lt;br /&gt;
;AreaRndAmount 2 5&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;MinHullDamageLimit 50&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;RadiationSuppReq &amp;lt;energy&amp;gt;&lt;br /&gt;
:It eleminates the damage of radioactivity.&lt;br /&gt;
&lt;br /&gt;
;RadiationDamage &amp;lt;dam&amp;gt;&lt;br /&gt;
:The default value of the radioactivity damage.&lt;br /&gt;
&lt;br /&gt;
;SupportLowReactivateLimit &amp;lt;time&amp;gt;&lt;br /&gt;
:It switches back on the AI device only, if there is enough energy to provide it for ’time’ seconds.&lt;br /&gt;
&lt;br /&gt;
;IonizingDestroyFactor 20&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;IonizingHPDamage 300&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;RepairDisabPeriod &amp;lt;time&amp;gt;&lt;br /&gt;
:After ’time’ seconds of the hit the repairing can begin&lt;br /&gt;
&lt;br /&gt;
;RepairDisabDam #CREWL_ROOKIE	2&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;RepairDisabTime 10&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;DevRepairDisabTime 5&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;DevDisableLimit &amp;lt;percent&amp;gt;&lt;br /&gt;
:If the device is damaged to ’percent’ percent, than it will becomes out of service.&lt;br /&gt;
&lt;br /&gt;
;DevReactivateLimit &amp;lt;percent&amp;gt;&lt;br /&gt;
:If the device is recovered to ’percent’ percent, it can be reactivated.&lt;br /&gt;
&lt;br /&gt;
;EngineerResourcePoints 2 2 2&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;ResourcePointRepair 35000 5000 2000&lt;br /&gt;
:unknown&lt;br /&gt;
&lt;br /&gt;
;TargetProtect 50&lt;br /&gt;
:unknown&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Tacticbase</id>
		<title>Tacticbase</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Tacticbase"/>
				<updated>2009-07-07T19:16:47Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Modding weapon ranges and accuracy|CATEGORIES]]&lt;br /&gt;
:*[[ENERGYSYSTEM]]&lt;br /&gt;
:*[[SCANNING]]&lt;br /&gt;
:*[[CREW]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-04T18:39:28Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Tachictypes]]&lt;br /&gt;
::This file is located at universe/tactics/tacticstypes.ini&lt;br /&gt;
&lt;br /&gt;
:*[[Tachicbase]]&lt;br /&gt;
::This file is located at universe/tactics/tacticsbase.ini&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Supports</id>
		<title>Supports</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Supports"/>
				<updated>2009-07-04T18:35:22Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: tachic types - supports added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''#'''&lt;br /&gt;
:The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support).&lt;br /&gt;
;Name&lt;br /&gt;
:The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
;Category&lt;br /&gt;
:Support, always 4.&lt;br /&gt;
;Civilization&lt;br /&gt;
:Which civilization’s device.&lt;br /&gt;
;Sets&lt;br /&gt;
:Into which SETS does the device belong to.&lt;br /&gt;
&lt;br /&gt;
;Special&lt;br /&gt;
:Special support feature:&lt;br /&gt;
:Automatic: Automatic, always active.&lt;br /&gt;
&lt;br /&gt;
;EnergyOutput&lt;br /&gt;
:The device provides this much support energy in every tick.&lt;br /&gt;
;EnergyIn&lt;br /&gt;
:The amount of energy needed in every tick for the functioning of the device.&lt;br /&gt;
;MaxReserve&lt;br /&gt;
:The device can hold this much reserve power.&lt;br /&gt;
;Detector&lt;br /&gt;
:In case the device is functioning, it can modify the ship’s perception ability in percentile.&lt;br /&gt;
;Detected&lt;br /&gt;
:In case the device is functioning, it modifies the ship’s perceptability with Detected percent.&lt;br /&gt;
;Scanner&lt;br /&gt;
:In case the device is functioning, it modifies the ship’s device-identifing ability in percentile.&lt;br /&gt;
;Scanned&lt;br /&gt;
:In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value.&lt;br /&gt;
;Ionizer 2&lt;br /&gt;
:It ionizes the ship’s devices with this power within the Combat range&lt;br /&gt;
;Ionizer 3&lt;br /&gt;
:It ionizes the ship’s devices with this power within the Artillery range&lt;br /&gt;
;CM 2&lt;br /&gt;
:A value that jams the aiming of weapons that are in Combat distance.&lt;br /&gt;
;CM 3&lt;br /&gt;
:A value that jams the aiming of weapons that are in Artillery distance.&lt;br /&gt;
;CCM&lt;br /&gt;
:The enumeration of device and jamming decreasing values, the given device’s CM value is decreased by the given value.&lt;br /&gt;
;Hpmax&lt;br /&gt;
:The Health Point of the device.&lt;br /&gt;
;RepairHP&lt;br /&gt;
:The given device can recover with maximum this amount in every tick, that is, in approximately every tenth of a second.&lt;br /&gt;
;OnEfx&lt;br /&gt;
:The number and size of the turning on effect.&lt;br /&gt;
;OffEfx&lt;br /&gt;
:The number and size of the turning off effect.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Tactictypes</id>
		<title>Tactictypes</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Tactictypes"/>
				<updated>2009-07-04T18:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Shipclasses]]&lt;br /&gt;
&lt;br /&gt;
:*[[Shiptypes]]&lt;br /&gt;
&lt;br /&gt;
:*[[Weapons]]&lt;br /&gt;
&lt;br /&gt;
:*[[Shields]]&lt;br /&gt;
&lt;br /&gt;
:*[[Engines]]&lt;br /&gt;
&lt;br /&gt;
:*[[Supports]]&lt;br /&gt;
&lt;br /&gt;
:*[[Modding weapon ranges and accuracy|Basehitchance]]&lt;br /&gt;
&lt;br /&gt;
:*[[Maneuver]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Maneuver</id>
		<title>Maneuver</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Maneuver"/>
				<updated>2009-07-04T18:16:42Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: tachic types - maneuver added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''#'''&lt;br /&gt;
:The number of the manoeuvre.&lt;br /&gt;
;Name&lt;br /&gt;
:The name of the manoeuvre, it can be used for the reference of a constant.&lt;br /&gt;
;EngineEnergy&lt;br /&gt;
:It sets the engines’ consuming energy.&lt;br /&gt;
;FormShape&lt;br /&gt;
:The number of the formation.&lt;br /&gt;
;FormType&lt;br /&gt;
:The type of the formation (in detail at the formation commands).&lt;br /&gt;
;FormDecayRad&lt;br /&gt;
:The movement radius of the formation (in detail at the formation commands).&lt;br /&gt;
;FormIntensity&lt;br /&gt;
:The intensity of the formation (in detail at the formation commands).&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Engines</id>
		<title>Engines</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Engines"/>
				<updated>2009-07-04T18:12:29Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: tachic types - engines added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''#'''&lt;br /&gt;
:The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support).&lt;br /&gt;
;Name&lt;br /&gt;
:The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
;Category&lt;br /&gt;
:Engine, always 3.&lt;br /&gt;
;Civilization&lt;br /&gt;
:Which civilization’s device.&lt;br /&gt;
;Sets&lt;br /&gt;
:Into which SETs does the device belong to.&lt;br /&gt;
;Shortcut&lt;br /&gt;
:The keycombination that helps to turn on the engine.&lt;br /&gt;
;EnergyOutput&lt;br /&gt;
:The engine provides this much energy in every tick.&lt;br /&gt;
;EnergyIn&lt;br /&gt;
:This much energy is needed for the 100% functioning.&lt;br /&gt;
;VelocityFactor&lt;br /&gt;
:The engine is capable of this speed. The maximum speed can be calculated from this and that value that was given by the shipclass.&lt;br /&gt;
;SideVelFact&lt;br /&gt;
:The speed of sidewards movement.&lt;br /&gt;
;RotVelFact&lt;br /&gt;
:The speed of the rotation.&lt;br /&gt;
;Dodge&lt;br /&gt;
:The speed of the dodging speed, this can be seen, when someone is shooting to the ship. Short, quick sideward movement.&lt;br /&gt;
;DodgeRot&lt;br /&gt;
:The speed of the dodgeing rotation, it is difficult to lock the devices.&lt;br /&gt;
;Detected&lt;br /&gt;
:In case the device is functioning, it modifies the ship’s perceptability with Detected percent.&lt;br /&gt;
;Scanned&lt;br /&gt;
:In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value.&lt;br /&gt;
;CM 2&lt;br /&gt;
:A value that jams the aiming of weapons that are in Combat distance.&lt;br /&gt;
;CM 3&lt;br /&gt;
:A value that jams the aiming of weapons that are in Artillery distance.&lt;br /&gt;
;Hpmax&lt;br /&gt;
:The Health Point of the device.&lt;br /&gt;
;RepairHP&lt;br /&gt;
:The given device can recover with maximum this amount in every tick, that is, in aprroximately every tenth of a second.&lt;br /&gt;
;Efx&lt;br /&gt;
:The number and size of the engine’s effect.&lt;br /&gt;
;SoundEfx&lt;br /&gt;
:The number and size of the engine’s soundeffect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Special&lt;br /&gt;
:A special engine feature, only one can be written into one column:&lt;br /&gt;
:Automatic: Automatic, always active. &lt;br /&gt;
:Gravity: the pull of gravity of the black hole does not affect it. &lt;br /&gt;
:Crisis &amp;lt;num&amp;gt;: if used, it causes a crisis, the power systems service will decrease temporarily. &lt;br /&gt;
:Jump: jumpengine, if the normal engine has a target, when it is activated, it teleports the ship into the destination zone. Its functioning can be set to be random, and it can be only activated, if the required amount of reserve energy available.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Tactictypes</id>
		<title>Tactictypes</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Tactictypes"/>
				<updated>2009-07-03T23:33:38Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Shipclasses]]&lt;br /&gt;
&lt;br /&gt;
:*[[Shiptypes]]&lt;br /&gt;
&lt;br /&gt;
:*[[Weapons]]&lt;br /&gt;
&lt;br /&gt;
:*[[Shields]]&lt;br /&gt;
&lt;br /&gt;
:*[[Engines]]&lt;br /&gt;
&lt;br /&gt;
:*[[Basehitchance]]&lt;br /&gt;
&lt;br /&gt;
:*[[Maneuver]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Weapons</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Weapons"/>
				<updated>2009-07-03T23:26:45Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: tachic types - weapons added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
'''#'''&lt;br /&gt;
:The serial number of the weapon. It has to be unique among the devices. (Weapon, Shield, Engine, Support)&lt;br /&gt;
&lt;br /&gt;
;Name&lt;br /&gt;
:The name of the weapon. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
&lt;br /&gt;
;Mesh&lt;br /&gt;
:The name and route of the weapon’s model, you only have to give the route within the meshes. &lt;br /&gt;
&lt;br /&gt;
;Category&lt;br /&gt;
:Always 1.&lt;br /&gt;
&lt;br /&gt;
;Civilization&lt;br /&gt;
:Which civilization’s device?&lt;br /&gt;
&lt;br /&gt;
;Sets&lt;br /&gt;
:Into which SETs does the device belong to.&lt;br /&gt;
&lt;br /&gt;
;Special&lt;br /&gt;
:The special features of the device, there can be only one in one square:&lt;br /&gt;
:NoTarget:  the device cannot be damaged by attacking &lt;br /&gt;
:Automatic: the weapon selects a target by itself, and fires &lt;br /&gt;
:Crisis &amp;lt;num&amp;gt;: it causes a crisis in the power system, every power systems will work slower for a while &lt;br /&gt;
:CrisisOut &amp;lt;num&amp;gt;: in case of hit, the causes a crisis in the target’s power system, and all of its power systems will work slower for a while. &lt;br /&gt;
:ReserveCons &amp;lt;num&amp;gt;: it is needed for the functioning, and it is an immediately consumed reserve power. &lt;br /&gt;
:ReserveConsOut &amp;lt;num&amp;gt;: in case of a hit, the target’s reserve pool will decrease with this amount.&lt;br /&gt;
&lt;br /&gt;
;Purpose&lt;br /&gt;
:The usage possibilities of the weapon:&lt;br /&gt;
:1: shield breaker&lt;br /&gt;
:2: hull demolisher&lt;br /&gt;
:3: device damager&lt;br /&gt;
:4: it affects an area&lt;br /&gt;
:5: anti-aircraft defense&lt;br /&gt;
:6: scanner&lt;br /&gt;
&lt;br /&gt;
;Carried&lt;br /&gt;
:If the weapon is a squadron, this is the size of it.&lt;br /&gt;
&lt;br /&gt;
;HitChanceCat&lt;br /&gt;
:The hit accuracy of the weapon, see the BaseHitChance chart.&lt;br /&gt;
&lt;br /&gt;
;DeviceHitChance&lt;br /&gt;
:The chance of the weapon, the hit a certain device.&lt;br /&gt;
&lt;br /&gt;
;AutoDistance&lt;br /&gt;
:In case of an automatic weapon, this is that distance in which it fires.&lt;br /&gt;
&lt;br /&gt;
;MaxCount&lt;br /&gt;
:In case of a piecemeal weapon, this is the default number of piecesmeal.&lt;br /&gt;
&lt;br /&gt;
;CountDec&lt;br /&gt;
:In case of firing, this is the amount with which the piecemeal decreases.&lt;br /&gt;
&lt;br /&gt;
;GroupFire&lt;br /&gt;
:In case of firing this is number of effects start, at that time the damage is evaluated so many times. In case of squadron, this is the number of pieces of the boats within the squadron.&lt;br /&gt;
&lt;br /&gt;
;BatValue&lt;br /&gt;
:In case of commando, this is the value that engages the target ship’s security value.&lt;br /&gt;
&lt;br /&gt;
;Substance&lt;br /&gt;
:The material of the shot, it matters because of the shields’ components: &lt;br /&gt;
:1: energy&lt;br /&gt;
:2: solid&lt;br /&gt;
:3: bomber&lt;br /&gt;
&lt;br /&gt;
;DamageSet&lt;br /&gt;
:Not used.&lt;br /&gt;
&lt;br /&gt;
;Charge&lt;br /&gt;
:The weapon generator can load this much energy into the weapon in every tick, that is, approximately in every tenth of a second.&lt;br /&gt;
&lt;br /&gt;
;EnergyIn&lt;br /&gt;
:The amount of energy that is needed to fire the weapon. The weapon’s rate of fire can be calculated from this and the charge value.&lt;br /&gt;
&lt;br /&gt;
;PenetrateShield&lt;br /&gt;
:The weapon’s shield penetration value. PenetrateShield/Defense(Shield) gives how many percent of the damage can reach the ship. In case this is lower than a treshold (tacticsbase.ini), than the shot won’t get through the shield.&lt;br /&gt;
&lt;br /&gt;
;DamageShield&lt;br /&gt;
:It damages the shield’s integrity with this value by default.&lt;br /&gt;
&lt;br /&gt;
;DamageHull&lt;br /&gt;
:It damages the hull with this value by default.&lt;br /&gt;
&lt;br /&gt;
;DamageDevice&lt;br /&gt;
:It damages the hit device with this value by default.&lt;br /&gt;
&lt;br /&gt;
;DamageEnergy&lt;br /&gt;
:It decreases the charging, but not raised shield’s energy with this value by default.&lt;br /&gt;
&lt;br /&gt;
;IonizeDevice&lt;br /&gt;
:It puts the weapon out of service for a certain time.&lt;br /&gt;
&lt;br /&gt;
;MaxHullDam&lt;br /&gt;
:The weapon can damage the hull with maximum this value.&lt;br /&gt;
&lt;br /&gt;
;Detected&lt;br /&gt;
:In case the device is functioning, it modifies the ship’s perceptability with Detect percent.&lt;br /&gt;
&lt;br /&gt;
;Scanned&lt;br /&gt;
:In case the device is functioning, the chance of getting identified is increased by this percent.&lt;br /&gt;
&lt;br /&gt;
;Hpmax&lt;br /&gt;
:The weapon’s Health Point.&lt;br /&gt;
&lt;br /&gt;
;RepairHP&lt;br /&gt;
:The given weapon can recover maximum this amount in every tick, that is, in every tenth of a second.&lt;br /&gt;
&lt;br /&gt;
;Start&lt;br /&gt;
:The launching parameters of the shot:&lt;br /&gt;
:&amp;lt;param1&amp;gt;:&lt;br /&gt;
::1: it starts docked out &lt;br /&gt;
::2: the weapon fires &lt;br /&gt;
:&amp;lt;param2&amp;gt;:	it is not used, it is always 0. &lt;br /&gt;
:&amp;lt;param3&amp;gt;:	the number of the launching effect &lt;br /&gt;
:&amp;lt;param4&amp;gt;:	the scaling of the Effect.&lt;br /&gt;
&lt;br /&gt;
;Travel&lt;br /&gt;
:The traveling parameters of the shot:&lt;br /&gt;
:&amp;lt;param1&amp;gt;&lt;br /&gt;
::1: the radius from the firing to the target &lt;br /&gt;
::2: the traveling shot &lt;br /&gt;
::3: the shot that has a shipclass &lt;br /&gt;
::4: the shot that aims a breaching point, and it does not have a shipclass &lt;br /&gt;
:&amp;lt;param2&amp;gt;&lt;br /&gt;
::‘param1’=1: the maximum length of the radius &lt;br /&gt;
::‘param1’=2: the speed of the shot &lt;br /&gt;
:&amp;lt;param3&amp;gt;:	the number of the travel effect &lt;br /&gt;
:&amp;lt;param4&amp;gt;:	the scaling of the effect&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
:The impact parameters of the shot:&lt;br /&gt;
:&amp;lt;param1&amp;gt;:&lt;br /&gt;
::1: impact&lt;br /&gt;
::3: it affects an area&lt;br /&gt;
::3: the assault drive of the fighters &lt;br /&gt;
::4: breaching&lt;br /&gt;
:&amp;lt;param2&amp;gt;:	the maximum area of the effect, outside this the effect decreases quadratically.&lt;br /&gt;
:&amp;lt;param3&amp;gt;:	the number of the impact effect &lt;br /&gt;
:&amp;lt;param4&amp;gt;:	the scaling of the effect&lt;br /&gt;
&lt;br /&gt;
;CannonMaxFireAng&lt;br /&gt;
:The firing angle of the weapon.&lt;br /&gt;
&lt;br /&gt;
;ShipMaxFireAng&lt;br /&gt;
:Not used.&lt;br /&gt;
&lt;br /&gt;
;Maneuver&lt;br /&gt;
:The number of maneouver that is needed to fire the weapon.&lt;br /&gt;
&lt;br /&gt;
;Upgrade&lt;br /&gt;
:Not used.&lt;br /&gt;
&lt;br /&gt;
;Available&lt;br /&gt;
:Not used.&lt;br /&gt;
&lt;br /&gt;
;InstallRP&lt;br /&gt;
:How many resource points the item costs in the config menu&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Shipclasses</id>
		<title>Shipclasses</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Shipclasses"/>
				<updated>2009-07-03T22:56:27Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: tachic types - ship class added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Shipclasses''' ==&lt;br /&gt;
&lt;br /&gt;
:You can define the in game hulls and their data within this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''#'''&lt;br /&gt;
:The serial number of the shipclass. It has to be unique within the shipclasses.&lt;br /&gt;
&lt;br /&gt;
;Name&lt;br /&gt;
:The name of the shipclass. With this name you can refer to the class in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
&lt;br /&gt;
;Mesh&lt;br /&gt;
:The name and route of the ship, you only have to give the route within the meshes. &lt;br /&gt;
&lt;br /&gt;
;Serial&lt;br /&gt;
:It is the string on the model that has to be written on the place of the ship, which can embody the name too.&lt;br /&gt;
&lt;br /&gt;
;GUIIcon&lt;br /&gt;
:The access path to the shipicon that has to be shown on the gui. You only have to give the route within the textures folder.&lt;br /&gt;
&lt;br /&gt;
;CannonMesh&lt;br /&gt;
:In case all the weapons that are mounted on the given ship has to look differently, than it was defined by the weapon, you can give the mesh’s route here. You only have to give the route within the meshes folder.&lt;br /&gt;
&lt;br /&gt;
;Efx, ImpactEfx, FinalEfx, ChannelEfx&lt;br /&gt;
:It defines the effectgroup that is effected on the ship.&lt;br /&gt;
&lt;br /&gt;
;FinalTime&lt;br /&gt;
:A parameter that is not used anymore.&lt;br /&gt;
&lt;br /&gt;
;Civilization&lt;br /&gt;
:Which race’s shipclass is the ship.&lt;br /&gt;
&lt;br /&gt;
;Velocity&lt;br /&gt;
:The acceleration value, the ship’s speed is calculated (the product of them) from this value and the engine’s value.&lt;br /&gt;
&lt;br /&gt;
;RotVelFact&lt;br /&gt;
:The rotation speed, it is modified by the used engine.&lt;br /&gt;
&lt;br /&gt;
;RangeBehav&lt;br /&gt;
:It determines the behaviour within the Combat range: 1: keeps a given distance, 2: it is orbiting around the target ship.&lt;br /&gt;
&lt;br /&gt;
;Behaviour&lt;br /&gt;
The type of the shipclass: 0: ship, 2: wreck, 4: asteroid, 5: navigation point.&lt;br /&gt;
&lt;br /&gt;
;TargetType&lt;br /&gt;
:It determines in which shiptype does the ship belong when the hit-chances are calculated. See in the Basehitchance part.&lt;br /&gt;
&lt;br /&gt;
;SupportOutput&lt;br /&gt;
:The performance of the basic support-generator that belongs to the ship.&lt;br /&gt;
&lt;br /&gt;
;SupportIn&lt;br /&gt;
:The support-power demand of the ship’s sustainment system.&lt;br /&gt;
&lt;br /&gt;
;Armor&lt;br /&gt;
:The armor of the hull, this value is subtracted from the direct damage.&lt;br /&gt;
&lt;br /&gt;
;DevArmor&lt;br /&gt;
:The armor of the devices, this value is substracted from the direct damage.&lt;br /&gt;
&lt;br /&gt;
;WeapCntFact&lt;br /&gt;
:The size of the warehouse, in case of piece weapons, it can hold WeapCntFact times the default number of the weapon.&lt;br /&gt;
&lt;br /&gt;
;Hpmax&lt;br /&gt;
:The maximum Health Point of the Hull.&lt;br /&gt;
&lt;br /&gt;
;Hpregen&lt;br /&gt;
:In case this is not 0, it regenerates this amount of HP of the ship in every tick, that is, in about every tenth of a second.&lt;br /&gt;
&lt;br /&gt;
;DeviceRepairHP&lt;br /&gt;
:This is the total repair capacity of the ship.&lt;br /&gt;
&lt;br /&gt;
;DetectBase&lt;br /&gt;
:The base of the ship’s perceptability, the lower it is, the easier the ship can be detected.&lt;br /&gt;
&lt;br /&gt;
;Security&lt;br /&gt;
:How much force does it have against the commandos that breached in, that is, how long can the commando stay on the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Special&lt;br /&gt;
:Special parameter, the possibilities:&lt;br /&gt;
:NoCrew: it doesn’t have a crew, nobody evacuates when it trurns to a wreck &lt;br /&gt;
:Shadow: no GUI appearance&lt;br /&gt;
:Ufo 33, Ufo 100, Ufo 300: different sized mechanoid light effects &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Special&lt;br /&gt;
:Special parameter, the possibilities: &lt;br /&gt;
:Organic a b c: it is an organic ship, it does not explode, but rather splutters, and it does not get sooty, but bleeds with the give color, it does not evacuate when it turns to a wreck.&lt;br /&gt;
:CollapseTo &amp;lt;num&amp;gt;: when it is destroyed it is exchanged to this shipclass.&lt;br /&gt;
:Module &amp;lt;num&amp;gt;: it is the ’num’-th modul of the modular base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Special&lt;br /&gt;
:Special parameter, the possibilities:&lt;br /&gt;
:Absorb &amp;lt;num&amp;gt;: It charges the ship’s reserve pool with the ’num’ percent of the shots that hit the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;TechCat&lt;br /&gt;
:In case of scanning the given category and given quantity of points can be obtained from the ship.&lt;br /&gt;
&lt;br /&gt;
;Weapon Slots&lt;br /&gt;
:The types of weapons that can be mounted on the ship, according to the SET. If more weapons can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
;Shield Slots&lt;br /&gt;
:The types of shields that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
;Engine Slots&lt;br /&gt;
:The types of engines that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
;Support Slots&lt;br /&gt;
:The types of supplementary devices that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
;Weapon Gen. Slots&lt;br /&gt;
:The types of weapongenerators that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
;Carrier&lt;br /&gt;
:How much point of squadron can it hold.&lt;br /&gt;
&lt;br /&gt;
;MaxCarried&lt;br /&gt;
:The maximum size of a squadron that can dock to the ship.&lt;br /&gt;
&lt;br /&gt;
;DefDevices&lt;br /&gt;
:These are the devices that are on the ship by default. Here you can only give the number of devices, the constants that were made of their names cannot be used, since they will be read only after this.&lt;br /&gt;
&lt;br /&gt;
;Available&lt;br /&gt;
:It doesn’t have any function anymore.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Weapons</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Weapons"/>
				<updated>2009-07-03T22:26:34Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Incomplete, dont change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== '''Weapons''' ==&lt;br /&gt;
&lt;br /&gt;
'''#'''&lt;br /&gt;
&lt;br /&gt;
The serial number of the weapon. It has to be unique among the devices. (Weapon, Shield, Engine, Support)&lt;br /&gt;
&lt;br /&gt;
'''Name'''&lt;br /&gt;
&lt;br /&gt;
The name of the weapon. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
'''Mesh'''&lt;br /&gt;
&lt;br /&gt;
The name and route of the weapon’s model, you only have to give the route within the meshes. &lt;br /&gt;
&lt;br /&gt;
'''Category'''&lt;br /&gt;
Always 1.&lt;br /&gt;
&lt;br /&gt;
'''Civilization'''&lt;br /&gt;
&lt;br /&gt;
Which civilization’s device?&lt;br /&gt;
&lt;br /&gt;
'''Sets'''&lt;br /&gt;
&lt;br /&gt;
Into which SETs does the device belong to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special'''&lt;br /&gt;
&lt;br /&gt;
The special features of the device, there can be only one in one square:&lt;br /&gt;
&lt;br /&gt;
'''NoTarget'''&lt;br /&gt;
&lt;br /&gt;
the device cannot be damaged by attacking &lt;br /&gt;
&lt;br /&gt;
'''Automatic'''&lt;br /&gt;
the weapon selects a target by itself, and fires&lt;br /&gt;
&lt;br /&gt;
'''Crisis &amp;lt;num&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
it causes a crisis in the power system, every power systems will work slower for a while&lt;br /&gt;
 &lt;br /&gt;
'''CrisisOut &amp;lt;num&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
in case of hit, the causes a crisis in the target’s power system, and all of its power systems will work slower for a while. &lt;br /&gt;
&lt;br /&gt;
'''ReserveCons &amp;lt;num&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
it is needed for the functioning, and it is an immediately consumed reserve power.&lt;br /&gt;
 &lt;br /&gt;
'''ReserveConsOut &amp;lt;num&amp;gt;'''&lt;br /&gt;
in case of a hit, the target’s reserve pool will decrease with this amount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose'''&lt;br /&gt;
&lt;br /&gt;
The usage possibilities of the weapon:&lt;br /&gt;
&lt;br /&gt;
1: shield breaker&lt;br /&gt;
&lt;br /&gt;
2: hull demolisher&lt;br /&gt;
&lt;br /&gt;
3: device damager&lt;br /&gt;
&lt;br /&gt;
4: it affects an area&lt;br /&gt;
&lt;br /&gt;
5: anti-aircraft defense&lt;br /&gt;
&lt;br /&gt;
6: scanner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Carried'''&lt;br /&gt;
&lt;br /&gt;
If the weapon is a squadron, this is the size of it.&lt;br /&gt;
&lt;br /&gt;
'''HitChanceCat'''&lt;br /&gt;
&lt;br /&gt;
The hit accuracy of the weapon, see the BaseHitChance chart.&lt;br /&gt;
&lt;br /&gt;
'''DeviceHitChance'''&lt;br /&gt;
&lt;br /&gt;
The chance of the weapon, the hit a certain device.&lt;br /&gt;
&lt;br /&gt;
'''AutoDistance'''&lt;br /&gt;
&lt;br /&gt;
In case of an automatic weapon, this is that distance in which it fires.&lt;br /&gt;
&lt;br /&gt;
'''MaxCount'''&lt;br /&gt;
In case of a piecemeal weapon, this is the default number of piecesmeal.&lt;br /&gt;
&lt;br /&gt;
'''CountDec'''&lt;br /&gt;
&lt;br /&gt;
In case of firing, this is the amount with which the piecemeal decreases.&lt;br /&gt;
&lt;br /&gt;
'''GroupFire'''&lt;br /&gt;
&lt;br /&gt;
In case of firing this is number of effects start, at that time the damage is evaluated so many times. In case of squadron, this is the number of pieces of the boats within the squadron.&lt;br /&gt;
&lt;br /&gt;
'''BatValue'''&lt;br /&gt;
&lt;br /&gt;
In case of commando, this is the value that engages the target ship’s security value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Substance'''&lt;br /&gt;
&lt;br /&gt;
The material of the shot, it matters because of the shields’ components: &lt;br /&gt;
&lt;br /&gt;
1: energy&lt;br /&gt;
&lt;br /&gt;
2: solid&lt;br /&gt;
&lt;br /&gt;
3: bomber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DamageSet'''&lt;br /&gt;
&lt;br /&gt;
Not used.&lt;br /&gt;
&lt;br /&gt;
'''Charge'''&lt;br /&gt;
&lt;br /&gt;
The weapon generator can load this much energy into the weapon in every tick, that is, approximately in every tenth of a second.&lt;br /&gt;
&lt;br /&gt;
'''EnergyIn'''&lt;br /&gt;
&lt;br /&gt;
The amount of energy that is needed to fire the weapon. The weapon’s rate of fire can be calculated from this and the charge value.&lt;br /&gt;
&lt;br /&gt;
PenetrateShield&lt;br /&gt;
The weapon’s shield penetration value. PenetrateShield/Defense(Shield) gives how many percent of the damage can reach the ship. In case this is lower than a treshold (tacticsbase.ini), than the shot won’t get through the shield.&lt;br /&gt;
DamageShield&lt;br /&gt;
It damages the shield’s integrity with this value by default.&lt;br /&gt;
DamageHull&lt;br /&gt;
It damages the hull with this value by default.&lt;br /&gt;
DamageDevice&lt;br /&gt;
It damages the hit device with this value by default.&lt;br /&gt;
DamageEnergy&lt;br /&gt;
It decreases the charging, but not raised shield’s energy with this value by default.&lt;br /&gt;
IonizeDevice&lt;br /&gt;
It puts the weapon out of service for a certain time.&lt;br /&gt;
MaxHullDam&lt;br /&gt;
The weapon can damage the hull with maximum this value.&lt;br /&gt;
Detected&lt;br /&gt;
In case the device is functioning, it modifies the ship’s perceptability with Detect percent.&lt;br /&gt;
Scanned&lt;br /&gt;
In case the device is functioning, the chance of getting identified is increased by this percent.&lt;br /&gt;
Hpmax&lt;br /&gt;
The weapon’s Health Point.&lt;br /&gt;
RepairHP&lt;br /&gt;
The given weapon can recover maximum this amount in every tick, that is, in every tenth of a second.&lt;br /&gt;
Start&lt;br /&gt;
The launching parameters of the shot:&lt;br /&gt;
&amp;lt;param1&amp;gt;: 	1: it starts docked out &lt;br /&gt;
			2: the weapon fires &lt;br /&gt;
&amp;lt;param2&amp;gt;:	it is not used, it is always 0. &lt;br /&gt;
&amp;lt;param3&amp;gt;:	the number of the launching effect &lt;br /&gt;
&amp;lt;param4&amp;gt;:	the scaling of the Eeffect.&lt;br /&gt;
Travel&lt;br /&gt;
The travelling parameters of the shot:&lt;br /&gt;
&amp;lt;param1&amp;gt;:	1: the radius from the firing to the target &lt;br /&gt;
			2: the travelling shot &lt;br /&gt;
			3: the shot that has a shipclass &lt;br /&gt;
			4: the shot that aims a breaching point, and it does not have a shipclass &lt;br /&gt;
&amp;lt;param2&amp;gt;:	‘param1’=1: the maximum length of the radius &lt;br /&gt;
			‘param1’=2: the speed of the shot &lt;br /&gt;
&amp;lt;param3&amp;gt;:	the number of the travel effect &lt;br /&gt;
&amp;lt;param4&amp;gt;:	the scaling of the Eeffect&lt;br /&gt;
End&lt;br /&gt;
The impact parameters of the shot:&lt;br /&gt;
&amp;lt;param1&amp;gt;:	1: impact&lt;br /&gt;
			3: it affects an area&lt;br /&gt;
			3: the assault drive of the fighters &lt;br /&gt;
			4: breaching&lt;br /&gt;
&amp;lt;param2&amp;gt;:	the maximum area of the effect, outside this the effect decreases quadratically.&lt;br /&gt;
&amp;lt;param3&amp;gt;:	the number of the impact effect &lt;br /&gt;
&amp;lt;param4&amp;gt;:	the scaling of the Eeffekt&lt;br /&gt;
CannonMaxFireAng&lt;br /&gt;
The firing angle of the weapon.&lt;br /&gt;
ShipMaxFireAng&lt;br /&gt;
Not used.&lt;br /&gt;
Maneuver&lt;br /&gt;
The number of maneouver that is needed to fire the weapon.&lt;br /&gt;
Upgrade&lt;br /&gt;
Not used.&lt;br /&gt;
Available&lt;br /&gt;
Not used.&lt;br /&gt;
InstallRP&lt;br /&gt;
Not used.&lt;br /&gt;
Shields&lt;br /&gt;
#&lt;br /&gt;
The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support).&lt;br /&gt;
Name&lt;br /&gt;
The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
Category&lt;br /&gt;
Shield, always 2.&lt;br /&gt;
Civilization&lt;br /&gt;
Which race’s deviece.&lt;br /&gt;
Sets&lt;br /&gt;
In which SETs does the device belong to.&lt;br /&gt;
Components&lt;br /&gt;
Enumeration, which components does the shield contain, there can be maximum 3 of the following:&lt;br /&gt;
1: protection against energy &lt;br /&gt;
2: protection against solid material &lt;br /&gt;
3: protection against bomber weapons &lt;br /&gt;
4: the masking of devices, it makes them difficult to indentify &lt;br /&gt;
5: integrity protection&lt;br /&gt;
EnergyOutput&lt;br /&gt;
With how much is the energy charged in every tick.&lt;br /&gt;
MaxIntegrity&lt;br /&gt;
The maximum integrity of the shield, this can be broken by shiel breaking weapons.&lt;br /&gt;
Defense&lt;br /&gt;
The defense value of the shield, the percentage of the damage that was caused by the weapon can be calculated from this.&lt;br /&gt;
Mask&lt;br /&gt;
The modifying value of the devices.&lt;br /&gt;
IntegrityProtect&lt;br /&gt;
This gets substracted from the shield breaking weapon’s damage.&lt;br /&gt;
CM 2&lt;br /&gt;
A value that jams the aiming of weapons that are in Combat distance.&lt;br /&gt;
CM 3&lt;br /&gt;
A value that jams the aiming of weapons that are in Aritllery distance.&lt;br /&gt;
Detector&lt;br /&gt;
In case the device is functioning, it can modify the ship’s perception ability in percentile.&lt;br /&gt;
Detected&lt;br /&gt;
In case the device is functioning, it modifies the ship’s perceptability with Detected percent.&lt;br /&gt;
Scanner&lt;br /&gt;
In case the device is functioning, it modifies the ship’s device-identifing ability in percentile.&lt;br /&gt;
Scanned&lt;br /&gt;
In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value.&lt;br /&gt;
Hpmax&lt;br /&gt;
The Health Point of the device.&lt;br /&gt;
RepairHP&lt;br /&gt;
The given device can recover maximum this amount in every tick, that is, in approximately every tenth of a second.&lt;br /&gt;
OnEfx&lt;br /&gt;
The number and size of the build up effect.&lt;br /&gt;
OffEfx&lt;br /&gt;
The number and size of the degradation effect.&lt;br /&gt;
Maneuver&lt;br /&gt;
It is not used.&lt;br /&gt;
Special&lt;br /&gt;
It is a special shield feature:&lt;br /&gt;
Fort &amp;lt;param1&amp;gt; &amp;lt;param2&amp;gt;: Fort shield. ‘param1’: the radius of the shieldsphere, if it is -1, that it covers the whole scene. ‘param2’: those who are under the shield get this amount of support energy in every tick. This is not effected if ‘param’ = -1.&lt;br /&gt;
Engines&lt;br /&gt;
#&lt;br /&gt;
The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support).&lt;br /&gt;
Name&lt;br /&gt;
The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
Category&lt;br /&gt;
Engine, always 3.&lt;br /&gt;
Civilization&lt;br /&gt;
Which civilization’s device.&lt;br /&gt;
Sets&lt;br /&gt;
Into which SETs does the device belong to.&lt;br /&gt;
Shortcut&lt;br /&gt;
The keycombination that helps to turn on the engine.&lt;br /&gt;
EnergyOutput&lt;br /&gt;
The engine provides this much energy in every tick.&lt;br /&gt;
EnergyIn&lt;br /&gt;
This much energy is needed for the 100% functioning.&lt;br /&gt;
VelocityFactor&lt;br /&gt;
The engine is capable of this speed. The maximum speed can be calculated from this and that value that was given by the shipclass.&lt;br /&gt;
SideVelFact&lt;br /&gt;
The speed of sideward movement.&lt;br /&gt;
RotVelFact&lt;br /&gt;
The speed of the rotation.&lt;br /&gt;
Dodge&lt;br /&gt;
The speed of the dodging speed, this can be seen, when someone is shooting to the ship. Short, quick sideward movement.&lt;br /&gt;
DodgeRot&lt;br /&gt;
The speed of the dodgeing rotation, it is difficult to lock the devices.&lt;br /&gt;
Detected&lt;br /&gt;
In case the device is functioning, it modifies the ship’s perceptability with Detected percent.&lt;br /&gt;
Scanned&lt;br /&gt;
In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value.&lt;br /&gt;
CM 2&lt;br /&gt;
A value that jams the aiming of weapons that are in Combat distance.&lt;br /&gt;
CM 3&lt;br /&gt;
A value that jams the aiming of weapons that are in Artillery distance.&lt;br /&gt;
Hpmax&lt;br /&gt;
The Health Point of the device.&lt;br /&gt;
RepairHP&lt;br /&gt;
The given device can recover with maximum this amount in every tick, that is, in aprroximately every tenth of a second.&lt;br /&gt;
Efx&lt;br /&gt;
The number and size of the engine’s effect.&lt;br /&gt;
SoundEfx&lt;br /&gt;
The number and size of the engine’s soundeffect.&lt;br /&gt;
Special&lt;br /&gt;
A special engine feature, only one can be written into one column:&lt;br /&gt;
Automatic: Automatic, always active. &lt;br /&gt;
Gravity: the pull of gravity of the black hole does not affect it. &lt;br /&gt;
Crisis &amp;lt;num&amp;gt;: if used, it causes a crisis, the power systems service will decrease temporarily. &lt;br /&gt;
Jump: jumpengine, if the normal engine has a target, when it is activated, it teleports the ship into the destination zone. Its functioning can be set to be random, and it can be only activated, if the required amount of reserve energy available.&lt;br /&gt;
Supports&lt;br /&gt;
#&lt;br /&gt;
The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support).&lt;br /&gt;
Name&lt;br /&gt;
The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
Category&lt;br /&gt;
Support, always 4.&lt;br /&gt;
Civilization&lt;br /&gt;
Which civilization’s device.&lt;br /&gt;
Sets&lt;br /&gt;
Into which SETs does the device belong to.&lt;br /&gt;
Special&lt;br /&gt;
Special support feature:&lt;br /&gt;
Automatic: Automatic, always active.&lt;br /&gt;
&lt;br /&gt;
EnergyOutput&lt;br /&gt;
The device provides this much support energy in every tick.&lt;br /&gt;
EnergyIn&lt;br /&gt;
The amount of energy needed in every tick for the functioning of the device.&lt;br /&gt;
MaxReserve&lt;br /&gt;
The device can hold this much reserve power.&lt;br /&gt;
Detector&lt;br /&gt;
In case the device is functioning, it can modify the ship’s perception ability in percentile.&lt;br /&gt;
Detected&lt;br /&gt;
In case the device is functioning, it modifies the ship’s perceptability with Detected percent.&lt;br /&gt;
Scanner&lt;br /&gt;
In case the device is functioning, it modifies the ship’s device-identifing ability in percentile.&lt;br /&gt;
Scanned&lt;br /&gt;
In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value.&lt;br /&gt;
Ionizer 2&lt;br /&gt;
It ionizes the ship’s devices with this power within the Combat range&lt;br /&gt;
Ionizer 3&lt;br /&gt;
It ionizes the ship’s devices with this power within the Artillery range&lt;br /&gt;
CM 2&lt;br /&gt;
A value that jams the aiming of weapons that are in Combat distance.&lt;br /&gt;
CM 3&lt;br /&gt;
A value that jams the aiming of weapons that are in Artillery distance.&lt;br /&gt;
CCM&lt;br /&gt;
The enumeration of device and jamming decreasing values, the given device’s CM value is decreased by the given value.&lt;br /&gt;
Hpmax&lt;br /&gt;
The Health Point of the device.&lt;br /&gt;
RepairHP&lt;br /&gt;
The given device can recover with maximum this amount in every tick, that is, in aprroximately every tenth of a second.&lt;br /&gt;
OnEfx&lt;br /&gt;
The number and size of the turing on effect.&lt;br /&gt;
OffEfx&lt;br /&gt;
The number and size of the turing off effect.&lt;br /&gt;
Shiptypes&lt;br /&gt;
#&lt;br /&gt;
The serial number of the shiptype. It has to be unique within the shiptypes.&lt;br /&gt;
Name&lt;br /&gt;
The name of the shiptype. With this name you can refer to the class in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
Class&lt;br /&gt;
The constant or number of the default shipclass.&lt;br /&gt;
Weapon Devices&lt;br /&gt;
The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.&lt;br /&gt;
Weapon DefDevices&lt;br /&gt;
The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.&lt;br /&gt;
Shield Devices&lt;br /&gt;
The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.&lt;br /&gt;
Shield DefDevices&lt;br /&gt;
The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.&lt;br /&gt;
Engine Devices&lt;br /&gt;
The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.&lt;br /&gt;
Engine DefDevices&lt;br /&gt;
The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.&lt;br /&gt;
Support Devices&lt;br /&gt;
The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.&lt;br /&gt;
Support DefDevices&lt;br /&gt;
The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.&lt;br /&gt;
DisabDevices&lt;br /&gt;
The enumeration of devices that cannot be mounted on the type.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Tactictypes</id>
		<title>Tactictypes</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Tactictypes"/>
				<updated>2009-07-03T22:23:01Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Shipclasses]]&lt;br /&gt;
&lt;br /&gt;
:*[[Weapons]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Shipclasses</id>
		<title>Shipclasses</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Shipclasses"/>
				<updated>2009-07-03T22:20:23Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Created page with '== '''Shipclasses''' ==  You can define the in game hulls and their data within this page.   '''#'''  The serial number of the shipclass. It has to be unique within the shipclass...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Shipclasses''' ==&lt;br /&gt;
&lt;br /&gt;
You can define the in game hulls and their data within this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''#'''&lt;br /&gt;
&lt;br /&gt;
The serial number of the shipclass. It has to be unique within the shipclasses.&lt;br /&gt;
&lt;br /&gt;
'''Name'''&lt;br /&gt;
&lt;br /&gt;
The name of the shipclass. With this name you can refer to the class in #name format, as a constant in the script or in the subsequent parts of the chart.&lt;br /&gt;
&lt;br /&gt;
'''Mesh'''&lt;br /&gt;
&lt;br /&gt;
The name and route of the ship, you only have to give the route within the meshes. &lt;br /&gt;
&lt;br /&gt;
'''Serial'''&lt;br /&gt;
&lt;br /&gt;
It is the string on the model that has to be written on the place of the ship, which can embody the name too.&lt;br /&gt;
&lt;br /&gt;
'''GUIIcon'''&lt;br /&gt;
&lt;br /&gt;
The access path to the shipicon that has to be shown on the gui. You only have to give the route within the textures folder.&lt;br /&gt;
&lt;br /&gt;
'''CannonMesh'''&lt;br /&gt;
&lt;br /&gt;
In case all the weapons that are mounted on the given ship has to look differently, than it was defined by the weapon, you can give the mesh’s route here. You only have to give the route within the meshes folder.&lt;br /&gt;
&lt;br /&gt;
'''Efx''',&lt;br /&gt;
'''ImpactEfx''',&lt;br /&gt;
'''FinalEfx''',&lt;br /&gt;
'''ChannelEfx'''&lt;br /&gt;
&lt;br /&gt;
It defines the effectgroup that is effected on the ship.&lt;br /&gt;
&lt;br /&gt;
'''FinalTime'''&lt;br /&gt;
&lt;br /&gt;
A parameter that is not used anymore.&lt;br /&gt;
&lt;br /&gt;
'''Civilization'''&lt;br /&gt;
&lt;br /&gt;
Which race’s shipclass is the ship.&lt;br /&gt;
&lt;br /&gt;
'''Velocity'''&lt;br /&gt;
&lt;br /&gt;
The acceleration value, the ship’s speed is calculated (the product of them) from this value and the engine’s value.&lt;br /&gt;
&lt;br /&gt;
'''RotVelFact'''&lt;br /&gt;
&lt;br /&gt;
The rotation speed, it is modified by the used engine.&lt;br /&gt;
&lt;br /&gt;
'''RangeBehav'''&lt;br /&gt;
&lt;br /&gt;
It determines the behaviour within the Combat range: 1: keeps a given distance, 2: it is orbiting around the target ship.&lt;br /&gt;
&lt;br /&gt;
'''Behaviour'''&lt;br /&gt;
&lt;br /&gt;
The type of the shipclass: 0: ship, 2: wreck, 4: asteroid, 5: navigation point.&lt;br /&gt;
&lt;br /&gt;
'''TargetType'''&lt;br /&gt;
&lt;br /&gt;
It determines in which shiptype does the ship belong when the hit-chances are calculated. See in the Basehitchance part.&lt;br /&gt;
&lt;br /&gt;
'''SupportOutput'''&lt;br /&gt;
&lt;br /&gt;
The performance of the basic support-generator that belongs to the ship.&lt;br /&gt;
&lt;br /&gt;
'''SupportIn'''&lt;br /&gt;
&lt;br /&gt;
The support-power demand of the ship’s sustainment system.&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&lt;br /&gt;
&lt;br /&gt;
The armor of the hull, this value is subtracted from the direct damage.&lt;br /&gt;
&lt;br /&gt;
'''DevArmor'''&lt;br /&gt;
&lt;br /&gt;
The armor of the devices, this value is substracted from the direct damage.&lt;br /&gt;
&lt;br /&gt;
'''WeapCntFact'''&lt;br /&gt;
&lt;br /&gt;
The size of the warehouse, in case of piece weapons, it can hold WeapCntFact times the default number of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Hpmax'''&lt;br /&gt;
&lt;br /&gt;
The maximum Health Point of the Hull.&lt;br /&gt;
&lt;br /&gt;
'''Hpregen'''&lt;br /&gt;
&lt;br /&gt;
In case this is not 0, it regenerates this amount of HP of the ship in every tick, that is, in about every tenth of a second.&lt;br /&gt;
&lt;br /&gt;
'''DeviceRepairHP'''&lt;br /&gt;
&lt;br /&gt;
This is the total repair capacity of the ship.&lt;br /&gt;
&lt;br /&gt;
'''DetectBase'''&lt;br /&gt;
&lt;br /&gt;
The base of the ship’s perceptability, the lower it is, the easier the ship can be detected.&lt;br /&gt;
&lt;br /&gt;
'''Security'''&lt;br /&gt;
&lt;br /&gt;
How much force does it have against the commandos that breached in, that is, how long can the commando stay on the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special'''&lt;br /&gt;
&lt;br /&gt;
Special parameter, the possibilities:&lt;br /&gt;
 &lt;br /&gt;
NoCrew: it doesn’t have a crew, nobody evacuates when it trurns to a wreck &lt;br /&gt;
&lt;br /&gt;
Shadow: no GUI appearance&lt;br /&gt;
&lt;br /&gt;
Ufo 33, Ufo 100, Ufo 300: different sized mechanoid light effects &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special'''&lt;br /&gt;
&lt;br /&gt;
Special parameter, the possibilities: &lt;br /&gt;
&lt;br /&gt;
Organic a b c: it is an organic ship, it does not explode, but rather splutters, and it does not get sooty, but bleeds with the give color, it does not evacuate when it turns to a wreck.&lt;br /&gt;
 &lt;br /&gt;
CollapseTo &amp;lt;num&amp;gt;: when it is destroyed it is exchanged to this shipclass.&lt;br /&gt;
 &lt;br /&gt;
Module &amp;lt;num&amp;gt;: it is the ’num’-th modul of the modular base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special'''&lt;br /&gt;
&lt;br /&gt;
Special parameter, the possibilities:&lt;br /&gt;
&lt;br /&gt;
Absorb &amp;lt;num&amp;gt;: It charges the ship’s reserve pool with the ’num’ percent of the shots that hit the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TechCat'''&lt;br /&gt;
&lt;br /&gt;
In case of scanning the given category and given quantity of points can be obtained from the ship.&lt;br /&gt;
&lt;br /&gt;
'''Weapon Slots'''&lt;br /&gt;
&lt;br /&gt;
The types of weapons that can be mounted on the ship, according to the SET. If more weapons can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
'''Shield Slots'''&lt;br /&gt;
&lt;br /&gt;
The types of shields that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
'''Engine Slots'''&lt;br /&gt;
&lt;br /&gt;
The types of engines that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
'''Support Slots'''&lt;br /&gt;
&lt;br /&gt;
The types of supplementary devices that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
'''Weapon Gen. Slots'''&lt;br /&gt;
&lt;br /&gt;
The types of weapongenerators that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .&lt;br /&gt;
&lt;br /&gt;
'''Carrier'''&lt;br /&gt;
&lt;br /&gt;
How much point of squadron can it hold.&lt;br /&gt;
&lt;br /&gt;
'''MaxCarried'''&lt;br /&gt;
&lt;br /&gt;
The maximum size of a squadron that can dock to the ship.&lt;br /&gt;
&lt;br /&gt;
'''DefDevices'''&lt;br /&gt;
&lt;br /&gt;
These are the devices that are on the ship by default. Here you can only give the number of devices, the constants that were made of their names cannot be used, since they will be read only after this.&lt;br /&gt;
&lt;br /&gt;
'''Available'''&lt;br /&gt;
&lt;br /&gt;
It doesn’t have any function anymore.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Tactictypes</id>
		<title>Tactictypes</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Tactictypes"/>
				<updated>2009-07-03T22:19:40Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Created page with ':*Shipclasses'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Shipclasses]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-03T19:10:25Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Tachictypes]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-03T19:09:56Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:*[[Tachictypes]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-03T19:09:30Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:*[[Guide to nexus datafiles]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:*[[Tachictypes]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_nexus_datafiles</id>
		<title>Guide to nexus datafiles</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_nexus_datafiles"/>
				<updated>2009-07-03T19:06:13Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: Created page with ' == '''Guide to Nexus datafiles''' ==  Tachictypes'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Guide to Nexus datafiles''' ==&lt;br /&gt;
&lt;br /&gt;
Tachictypes&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2009-07-03T19:01:36Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the first human born in space, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
*[[Characters]] - major characters of the singleplayer campaign&lt;br /&gt;
*[[Races]] - descriptions of the different races you'll encounter&lt;br /&gt;
*[[Ships]] - information about the various types of ships in the game&lt;br /&gt;
*[[Gameplay]] - how to play the game, game features&lt;br /&gt;
*[[Timeline]] - detailed description about all major events of the storyline&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
*[[Story Mode Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
;Modding Help:&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[Guide to nexus datafiles]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
;Existing Mods:&lt;br /&gt;
:*[[New Conflicts]]&lt;br /&gt;
:*[[Nexus: The Aurora Affair]]&lt;br /&gt;
:*[[Stargate: War Begins]]&lt;br /&gt;
:*[[Star Trek: Enhanced Space combat]]&lt;br /&gt;
:*[[Star Trek: Age of War]]&lt;br /&gt;
:*[[Universe at War]]&lt;br /&gt;
:*[[Halo: Fleet Command]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2009-07-03T19:01:15Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the first human born in space, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
*[[Characters]] - major characters of the singleplayer campaign&lt;br /&gt;
*[[Races]] - descriptions of the different races you'll encounter&lt;br /&gt;
*[[Ships]] - information about the various types of ships in the game&lt;br /&gt;
*[[Gameplay]] - how to play the game, game features&lt;br /&gt;
*[[Timeline]] - detailed description about all major events of the storyline&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
*[[Story Mode Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
;Modding Help:&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[guide to nexus datafiles]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
;Existing Mods:&lt;br /&gt;
:*[[New Conflicts]]&lt;br /&gt;
:*[[Nexus: The Aurora Affair]]&lt;br /&gt;
:*[[Stargate: War Begins]]&lt;br /&gt;
:*[[Star Trek: Enhanced Space combat]]&lt;br /&gt;
:*[[Star Trek: Age of War]]&lt;br /&gt;
:*[[Universe at War]]&lt;br /&gt;
:*[[Halo: Fleet Command]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident</id>
		<title>Nexus - The Jupiter Incident</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident"/>
				<updated>2009-07-03T18:59:48Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nexus - The Jupiter Incident]] is a real-time tactical space combat game, that puts you at the control of a higly customizable fleet of deadly warships at the dawn of the 22nd century. Powerful Mega-Corporations are controlling the colonization and conquest of our solar system, when a delicate discovery threatens to shift the balance and change mankinds future once and for all. You play as [[Characters#Marcus Cromwell|Marcus Cromwell]], battle-hardened veteran and the first human born in space, when you are thrown right into massive battles between warring corporations, exotic alien races and relentless machines.&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
*[[Characters]] - major characters of the singleplayer campaign&lt;br /&gt;
*[[Races]] - descriptions of the different races you'll encounter&lt;br /&gt;
*[[Ships]] - information about the various types of ships in the game&lt;br /&gt;
*[[Gameplay]] - how to play the game, game features&lt;br /&gt;
*[[Timeline]] - detailed description about all major events of the storyline&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
*[[Story Mode Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
;Modding Help:&lt;br /&gt;
:*[[Modding Tools]]&lt;br /&gt;
:*[[Beginner's Guide]]&lt;br /&gt;
:*[[Script commands]]&lt;br /&gt;
:*[[Tachicstypes datafile]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
;Existing Mods:&lt;br /&gt;
:*[[New Conflicts]]&lt;br /&gt;
:*[[Nexus: The Aurora Affair]]&lt;br /&gt;
:*[[Stargate: War Begins]]&lt;br /&gt;
:*[[Star Trek: Enhanced Space combat]]&lt;br /&gt;
:*[[Star Trek: Age of War]]&lt;br /&gt;
:*[[Universe at War]]&lt;br /&gt;
:*[[Halo: Fleet Command]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nexus]]&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/USelectNR</id>
		<title>USelectNR</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/USelectNR"/>
				<updated>2009-06-25T03:28:27Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: My entry, please verify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''uSelectNR'''(list, ship, condition);&lt;br /&gt;
&lt;br /&gt;
Selects all items on ship with given condition.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  uSelectNR(1, Stiletto, S.uDevice);  //lock all devices&lt;br /&gt;
  ExecList(1,&lt;br /&gt;
    S.this:uSetRequired(1);&lt;br /&gt;
  );&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/UFleetScreenReadOnly</id>
		<title>UFleetScreenReadOnly</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/UFleetScreenReadOnly"/>
				<updated>2009-06-21T06:10:26Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: My entry, please vefify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''uFleetScreenReadOnly'''(0/1);&lt;br /&gt;
&lt;br /&gt;
Locks(1=true) and Unlocks(0=false) the fleet screen config menu. Doesn't allow changes to any available entries not already locked by uSetrequired.&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Obj:uSetResourcePoints</id>
		<title>Obj:uSetResourcePoints</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Obj:uSetResourcePoints"/>
				<updated>2009-06-21T06:02:10Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Shipname:uSetResourcePoints'''(Amount);&lt;br /&gt;
&lt;br /&gt;
Set resource points available in ship config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  Stiletto:uSetResourcePoints(10);&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/UAddDevicesToStock</id>
		<title>UAddDevicesToStock</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/UAddDevicesToStock"/>
				<updated>2009-06-21T06:01:46Z</updated>
		
		<summary type="html">&lt;p&gt;LordValarian: My entry, please vefify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''uAddDevicesToStock'''(#device_name, Amount);&lt;br /&gt;
&lt;br /&gt;
Adds device_name to current ship with how many available to any free slots in the ship config menu. Where entry appears is based on numbers in the sets line of the device.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
uAddDevicesToStock(#weap_widebeam_phaser1, 1);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets 1 30 100 32 110 ;  //will appear in the heavy weapons line(32)&lt;/div&gt;</summary>
		<author><name>LordValarian</name></author>	</entry>

	</feed>