<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://nexusthegame.net/w/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://nexusthegame.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=The+Old+Dragon</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=The+Old+Dragon"/>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Special:Contributions/The_Old_Dragon"/>
		<updated>2026-04-14T17:32:52Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.23.2</generator>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_Bugs</id>
		<title>Nexus Bugs</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_Bugs"/>
				<updated>2013-03-05T22:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for any Nexus bugs we come across... hopefully with a solution.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Escape not working==&lt;br /&gt;
&lt;br /&gt;
Some people have posted on the still active Nexus forums that they can't save or access the ingame menu. The general consensus at this time is that it is due to a 'quirk' in Nexus:TJI where if you '''ALT-TAB''' out of the game (or maybe accidentally hit the '''ALT''' key), the '''ESCAPE''' keys main function is then disabled.&lt;br /&gt;
&lt;br /&gt;
Pressing the '''TAB''' key once more seems to fix this issue for the most part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Modding Tool Problems==&lt;br /&gt;
'''''Converter UI'''''&lt;br /&gt;
&lt;br /&gt;
An issue where the model/texture converter would fire up and then disappear, but the tools process would still be running in the task manager and therefore unusable.&lt;br /&gt;
&lt;br /&gt;
This particular issue appears to be caused by updating the graphics drivers, as rolling back the drivers returned the converter to a functional state.&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</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>2013-03-05T21:59:38Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &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;
:*[[Guide to Modelling Parameters]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
:*[[Mod and Nexus Mission New Weapons List]]&lt;br /&gt;
:*[[Ingame Names]]&lt;br /&gt;
:*[[Nexus Bugs]]&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>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters</id>
		<title>Guide to Modelling Parameters</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters"/>
				<updated>2012-11-22T08:29:06Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====A Guide to Modelling Parameters in Nexus:TJI====&lt;br /&gt;
&lt;br /&gt;
When I first started making models for Nexus, I ran into a few problems adding some of the parameters for weapons and devices (the modding manual wasn't too clear for a newbie such as myself in some places). With that in mind, this guide should make things easier for those starting out.&lt;br /&gt;
&lt;br /&gt;
So let's make a start with the engines...&lt;br /&gt;
&lt;br /&gt;
===''Engines''===&lt;br /&gt;
&lt;br /&gt;
All the engines are is a simple two point poly... or a straight line, with the first point being the base of the flame and the second point being in which direction the flame will be projected. &lt;br /&gt;
&lt;br /&gt;
[[File:Engine 1.jpg|frame|right|Creating the Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So to create our main or secondary engines, first create as many two point poly's as you require (here I've gone for two) like I've described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_2.jpg|frame|right|Naming your Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure that you're using poly selection method and select your new engine polys. (Assuming you're using the defaults)Press ''''Q'''' to bring up this little window so that you can name the 'engines'. &lt;br /&gt;
Important note, all the engines require the name ''''#Boosters#'''' so that the converter recognises their purpose; after the closing hash, you can add a comment so that you know which engine you're referring too (as I've done here by adding 'main').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:Engines 3.jpg|frame|right|Engine Set Up Parameters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on 'ok' to close the previous window and then press F5 to open up the surface editor. From here we can set up the various parameters, so select your newly created '#Boosters#' and adjust the following...&lt;br /&gt;
&lt;br /&gt;
'''Luminosity''':	This regulates the size of the flare. You'll need to experiment a little to get the right size.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse''':	A value of less than 100.0% will mark this flare as a secondary engine, – this is the only difference between setting up main and secondary engines.&lt;br /&gt;
&lt;br /&gt;
'''Double Sided''':	Checking this box will enable plasma trails for the selected engines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next up, maneuvering/retro thrusters. These are created and set up the same way as the main/secondary engines, only you don't do anything with the '''Diffuse''' and '''Double Sided''' parameters. These thrusters aren't actually required for the model to manoeuvre around the scene, they're more like window dressing really. However, Nexus does like you to have at least two thrusters per side; here's a pic of one of my models as an example where I've highlighted the thrusters...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Engines_4.jpg|Frame|Maneuvering Thrusters]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now look into how the targeting of engines works. In order for you (or your opponent) to target a ships engines (and therefore disable/destroy them) we need to set up some more two point poly's.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_5.jpg|frame|right|Engine Targeting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They're created using the same guidelines as the 'engine' poly's. The first point is where the incoming fire will actually strike and the second point will be the rough direction from which the aggressor can attack (although the angle of attack can be pretty wide).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For main engines, you need to use the tag '''#Angle 15#''' and for secondary engines it is '''#Angle 16#'''. You can have several attack points set up to cover various angles but try not to have too many as this will cause the converter to crash! Special engines are handled differently and will be covered later and strikecraft do not make use of these in general, so don't bother. Final note for these... there aren't any additional parameters to configure like you have with the engines, once you've named them your all done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final section for the engine parameters will be covering the inbuilt glowing and pulsing that you see on most of the models in the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_6.jpg|frame|right|Shining Engine Sections]]&lt;br /&gt;
&lt;br /&gt;
Once you've got your model and you know which sections you want to have this effect, the first thing you need to do select them and (remember ''''Q'''' is the shortcut) then give them a name. The first part of the name is irrelevant, it can be whatever you want, but it must end with ''''@boosters'''' (in my example the name is 'Delta E Engine Glow@boosters') and that's it for what we need to do in Lightwave. Next we'll need to move onto our art program because the rest is handled with textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From our normal texture, we'll now need to make a luminosity map. All we really need to do here is switch the textures colour mode to grayscale and emphasize the brightness where we want to show the engine effect and paint everything else black where we don't. And when you save it, add ''''__Lum'''' to the end of the textures name.&lt;br /&gt;
Below you'll find an example of normal and a corresponding luminosity map that I've done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Delta_E1_v2.jpg|frame|left|Normal Texture Map]]&lt;br /&gt;
[[File:Luminosity Map.jpg|frame|Right|Luminosity Texture Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===''Weapons''===&lt;br /&gt;
&lt;br /&gt;
Ok, with the engines more or less dealt with, let's move on to adding weapons to the model.&lt;br /&gt;
&lt;br /&gt;
At this stage, all weapons basically fall into four categories. These being 'strikecraft', 'flak', 'normal' and 'siege' weaponry and how they're handled depends on the models physical size in light wave. Oh, and be sure to read the bottom of this section as I'll go through the naming conventions for weapons then!&lt;br /&gt;
&lt;br /&gt;
Now as the demo model that I've been using up until now fits into the 'strikecraft' profile, we'll look at adding strikecraft weapons first. Unlike they're larger counterparts, the weapons for these smaller ships don't use actual 'turrets' or indeed have their own models (in the original game at least anyway.); they're simply a point on the model where the firing effect emits from whether they fit into the 'flak' or 'normal' weapons categories (might be obvious, but I'll mention it anyway. Strikecraft can't carry 'siege' weapons) and they're both added the same way, so let's get a sample pic up...&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 1.jpg|frame|right|Strikecraft Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, here we are; as you can see in the top half of the pic, we a 'gun barrel' with a small red triangle in front of it (the triangle's colour and size are actually  irrelevant).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the lower half we have the wire frame version detailing the points...&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': This point is where the weapons firing effect will actually emit from.&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This point denotes the 'firing direction' of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Point 3''': In strikecraft, this point doesn't serve a function, it just completes the triangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've created a firing point for the weapon, you'll need to name it. Just like the engine parameters, highlight the triangle and press ''''Q'''' to bring up the naming window and call it '''#Slot N#''' where '''N''' will actually be a number. Now the manual says that models of this size should have two to three weapons... however, you could only place one or you might even want to put more on it, it 's your call (I've so far had six weapons working fine :)). Just remember that each little triangle must have it's own number! If you don't then only one of the duplicate firing points will actually fire and the rest will remain dormant.&lt;br /&gt;
&lt;br /&gt;
As for the strikecraft weapons actual purpose (flak, anti-device or hull), that will be handled in the tacticstypes.ini. And that's about it for strikecraft weaponry really, onto capship weapons...&lt;br /&gt;
&lt;br /&gt;
As I said at the start of this section, weapons generally fall into four categories at this stage; so let's look at flak mountings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Flak 1.jpg|frame|right|A Flak Weapon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here we have one of the games original flak turret models, the main way it differs from normal weapon turrets is that it doesn't have any moving parts – yet it provides a full hemisphere fire arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 2.jpg|frame|right|Capship Flak Weapon Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, onto setting up. In all honesty, it's kinda like placing the strikecraft's weapons only rather than facing forwards (or backwards) with a small fire arc, they point outwards and are placed in pairs on opposite sides to provide all round protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see in the top and middle sections of the demo pic, we have a flak position covering the top hemisphere and it's corresponding partner covering the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the bottom section, we show the points...&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': This is where the actual base of the 'turret' will be placed.&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This marks the center of the hemisphere. Think of the line between '''P1''' and '''P2''' as the handle of an umbrella – you'll be holding '''P1''', and '''P2''' is where the rest of the umbrella unfolds from (hope that kinda makes sense).&lt;br /&gt;
&lt;br /&gt;
And once again '''Point 3''' is not used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now take a look at 'normal' capship weapons. Bear in mind, that at this stage the actual purpose (anti-device, anti-hull, artillery, etc) of the weapon is not defined... that comes later through the tacticstypes.ini.&lt;br /&gt;
&lt;br /&gt;
I won't bother with a demo pic showing the points, you've got the idea of the triangle by now. However, there are some changes with this set up, so let's go through them...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': As normal, this is where the base of the turret will sit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 3.jpg|frame|right|Turret 'at rest']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This will be where the turret points to when it's in the 'at rest' position. Something a little like this. Whenever the turret isn't actively seeking a target, it'll return to this position; so a little care is need when setting up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 4.jpg|frame|right|Capship Normal Turret Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 3''': OMG, '''P3''' has a purpose! Ok, for 'normal' weapons, '''P3''' will point to the turrets right-hand side (that's the turrets physical side, not just how you're looking at it!). So how this should look in lightwave is something like...&lt;br /&gt;
&lt;br /&gt;
I've highlighted it in the top half for the simple reason we're looking at the transparent side of the poly...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the lower half we have the points laid out (Blast, guess I am doing a demo pic after all). Highlighted we have the near side weapon, while in grey, you can also make out its counterpart on the opposite side of the model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 5.jpg|frame|right|Capship Correct Turret Orientation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also be able to tell if you've got it right as the opaque side of the poly needs to be parallel to the poly of the model that it is to be mounted on; As you can see in this demo pic, we have two weapons mounted correctly.&lt;br /&gt;
&lt;br /&gt;
If you get it the wrong way round or off at too weird an angle, you'll find the turret buried within the model to some extent or floating in space!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final type of weapon – the Siege Weapon – is set up just like the normal weapons except that they are not paired with a counterpart and they are fixed in position. In order for the carrying ship to aim one of these, it must manoeuvre itself to face its target.&lt;br /&gt;
&lt;br /&gt;
Ok, final bits on setting up weapons...&lt;br /&gt;
&lt;br /&gt;
If you remember back to the engines section (or just pop back to refresh yourself) we spoke about some of the properties available through pressing '''F5'''. For turrets, there's only one to consider. This being the '''diffuse''' setting, with this you can change the scale of the turret selected.&lt;br /&gt;
&lt;br /&gt;
'''Naming weapons'''; As mentioned before, the name for these weapons is '''#Slot N#''' where '''N''' is a number. Unfortunately, you can't just name them willy nilly as Nexus will get upset; here are the official numbers...&lt;br /&gt;
&lt;br /&gt;
'''1''' – '''8'''        		These numbers are reserved for the 'normal' weapons.&lt;br /&gt;
&lt;br /&gt;
'''9'''        		This is for 'siege' weapons, don't know if you can have more than one at this time...&lt;br /&gt;
&lt;br /&gt;
'''10''' – '''13'''        	These are set aside for 'flak' weapons.&lt;br /&gt;
&lt;br /&gt;
As with strikecraft weapons, you can assign more than the two turrets required to provide coverage to a particular '''#Slot N#''', but where two or more turrets both have a firing solution to the target, only one of them will fire.&lt;br /&gt;
&lt;br /&gt;
And that's just about it for this section...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Devices''===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving along, our next task is going to involve the various devices that we can have on a model (you know, energy cells, jump drives, ecm's, etc). Now as far as the game's concerned, all these little devices don't actually have a physical body for us to shoot at (unlike turrets and to some extent engines), so what we need to to do is exercise a little creativity and imagination when we look at the model in question. You may have made a nice little dome as part of the model and you'd probably be thinking 'that'd make a pretty good shield emitter...', or a cloak, a scanner, maybe even a new type of device that you've created. All in all it doesn't really matter, because once you've picked a location for said devices to go, the set up is all the same apart from the name (OMG, I'm starting to rhyme... help me!)&lt;br /&gt;
&lt;br /&gt;
And what's more, we've already gone over this when we were working on the engines! Quickly pop back up if you can't quite remember to the bit where we went through attacking the engines, '''P1''' is where the actual device should be (so make sure it actually sits on the models surface or you may find the explosion effects happening in empty space!) and '''P2''' is the rough direction from where it can be attacked from.&lt;br /&gt;
&lt;br /&gt;
The only new part in this section really are the names (which are all in the modding manual on page 19), and these are...&lt;br /&gt;
&lt;br /&gt;
'''#Angle 14#'''		For the shield generators.&lt;br /&gt;
&lt;br /&gt;
'''#Angle 15#'''		Assigned to the main engines.&lt;br /&gt;
&lt;br /&gt;
'''#Angle 16'''#		For the reserve engines.&lt;br /&gt;
&lt;br /&gt;
'''#Angle 17''' or '''18#'''	Assigned to the special engines (Remember, only use one number per name!).&lt;br /&gt;
&lt;br /&gt;
'''#Angle 20''' to '''23#'''	Used for any and all support devices (Once again, only one number per name).&lt;br /&gt;
&lt;br /&gt;
And that's about it really. Heading this way, let's sort out those blinking lights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Lights''===&lt;br /&gt;
&lt;br /&gt;
As normal, Nexus uses it's 'two-point polys' to make these and depending on whether you want an independently flashing light or two blinking in unison will denote how you go.&lt;br /&gt;
&lt;br /&gt;
To have two lights blinking in unison, simply place the two points where you want the lights to be. In case its crossed your mind, it's only the points that will flash - not the line that's drawn between them. To have an independently flashing light, just place one point on top of the other (I would recommend naming your lights first as selecting single lights afterwards can be a pain!).&lt;br /&gt;
&lt;br /&gt;
Naming the lights; nice and easy, all lights have use the same name - '''#Blink#'''. As with the engine names, you can always add the lights colour as a comment after the closing hash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lights 1.jpg|frame|right|Setting up the Lights]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So open up the 'surface editor' (default F5) and let's go through the various parameters we need to set up for the lights using this demo as a guide...&lt;br /&gt;
&lt;br /&gt;
'''1)'''	The surface's name. As you can see, there are a total of four lights on this model. Apart from the colour, they all use the same name; the named colour is purely for reference and doesn't influence the light in any way.&lt;br /&gt;
&lt;br /&gt;
'''2)'''	The light's actual colour. Easiest way to set the colour is to simply click on the coloured square and choose a colour from the pop up.&lt;br /&gt;
&lt;br /&gt;
'''3)'''	The '''luminosity''' setting. This one controls just how bright the light/big the flare will be. Some experimentation will probably be required to set this one according to the model.&lt;br /&gt;
&lt;br /&gt;
'''4)'''	The '''diffuse''' setting. How long the light remains on for; 100% = 1 second, 200% = 2 seconds, etc. Alternates with the Specularity setting.&lt;br /&gt;
&lt;br /&gt;
'''5)'''	The '''Specularity''' setting. How long the light remains off for; same time ratios as the diffuse setting. Alternates with the diffuse setting. Should you want the light to stay on permanently, simply set this to '0'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And that's about it for the lights...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Lights_1.jpg</id>
		<title>File:Lights 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Lights_1.jpg"/>
				<updated>2012-11-22T08:26:56Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: uploaded a new version of &amp;amp;quot;File:Lights 1.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Lights_1.jpg</id>
		<title>File:Lights 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Lights_1.jpg"/>
				<updated>2012-11-22T08:25:32Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: uploaded a new version of &amp;amp;quot;File:Lights 1.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Lights_1.jpg</id>
		<title>File:Lights 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Lights_1.jpg"/>
				<updated>2012-11-22T08:22:01Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters</id>
		<title>Guide to Modelling Parameters</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters"/>
				<updated>2012-11-09T13:59:23Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====A Guide to Modelling Parameters in Nexus:TJI====&lt;br /&gt;
&lt;br /&gt;
When I first started making models for Nexus, I ran into a few problems adding some of the parameters for weapons and devices (the modding manual wasn't too clear for a newbie such as myself in some places). With that in mind, this guide should make things easier for those starting out.&lt;br /&gt;
&lt;br /&gt;
So let's make a start with the engines...&lt;br /&gt;
&lt;br /&gt;
===''Engines''===&lt;br /&gt;
&lt;br /&gt;
All the engines are is a simple two point poly... or a straight line, with the first point being the base of the flame and the second point being in which direction the flame will be projected. &lt;br /&gt;
&lt;br /&gt;
[[File:Engine 1.jpg|frame|right|Creating the Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So to create our main or secondary engines, first create as many two point poly's as you require (here I've gone for two) like I've described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_2.jpg|frame|right|Naming your Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure that you're using poly selection method and select your new engine polys. (Assuming you're using the defaults)Press ''''Q'''' to bring up this little window so that you can name the 'engines'. &lt;br /&gt;
Important note, all the engines require the name ''''#Boosters#'''' so that the converter recognises their purpose; after the closing hash, you can add a comment so that you know which engine you're referring too (as I've done here by adding 'main').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:Engines 3.jpg|frame|right|Engine Set Up Parameters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on 'ok' to close the previous window and then press F5 to open up the surface editor. From here we can set up the various parameters, so select your newly created '#Boosters#' and adjust the following...&lt;br /&gt;
&lt;br /&gt;
'''Luminosity''':	This regulates the size of the flare. You'll need to experiment a little to get the right size.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse''':	A value of less than 100.0% will mark this flare as a secondary engine, – this is the only difference between setting up main and secondary engines.&lt;br /&gt;
&lt;br /&gt;
'''Double Sided''':	Checking this box will enable plasma trails for the selected engines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next up, maneuvering/retro thrusters. These are created and set up the same way as the main/secondary engines, only you don't do anything with the '''Diffuse''' and '''Double Sided''' parameters. These thrusters aren't actually required for the model to manoeuvre around the scene, they're more like window dressing really. However, Nexus does like you to have at least two thrusters per side; here's a pic of one of my models as an example where I've highlighted the thrusters...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Engines_4.jpg|Frame|Maneuvering Thrusters]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now look into how the targeting of engines works. In order for you (or your opponent) to target a ships engines (and therefore disable/destroy them) we need to set up some more two point poly's.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_5.jpg|frame|right|Engine Targeting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They're created using the same guidelines as the 'engine' poly's. The first point is where the incoming fire will actually strike and the second point will be the rough direction from which the aggressor can attack (although the angle of attack can be pretty wide).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For main engines, you need to use the tag '''#Angle 15#''' and for secondary engines it is '''#Angle 16#'''. You can have several attack points set up to cover various angles but try not to have too many as this will cause the converter to crash! Special engines are handled differently and will be covered later and strikecraft do not make use of these in general, so don't bother. Final note for these... there aren't any additional parameters to configure like you have with the engines, once you've named them your all done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final section for the engine parameters will be covering the inbuilt glowing and pulsing that you see on most of the models in the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_6.jpg|frame|right|Shining Engine Sections]]&lt;br /&gt;
&lt;br /&gt;
Once you've got your model and you know which sections you want to have this effect, the first thing you need to do select them and (remember ''''Q'''' is the shortcut) then give them a name. The first part of the name is irrelevant, it can be whatever you want, but it must end with ''''@boosters'''' (in my example the name is 'Delta E Engine Glow@boosters') and that's it for what we need to do in Lightwave. Next we'll need to move onto our art program because the rest is handled with textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From our normal texture, we'll now need to make a luminosity map. All we really need to do here is switch the textures colour mode to grayscale and emphasize the brightness where we want to show the engine effect and paint everything else black where we don't. And when you save it, add ''''__Lum'''' to the end of the textures name.&lt;br /&gt;
Below you'll find an example of normal and a corresponding luminosity map that I've done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Delta_E1_v2.jpg|frame|left|Normal Texture Map]]&lt;br /&gt;
[[File:Luminosity Map.jpg|frame|Right|Luminosity Texture Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===''Weapons''===&lt;br /&gt;
&lt;br /&gt;
Ok, with the engines more or less dealt with, let's move on to adding weapons to the model.&lt;br /&gt;
&lt;br /&gt;
At this stage, all weapons basically fall into four categories. These being 'strikecraft', 'flak', 'normal' and 'siege' weaponry and how they're handled depends on the models physical size in light wave. Oh, and be sure to read the bottom of this section as I'll go through the naming conventions for weapons then!&lt;br /&gt;
&lt;br /&gt;
Now as the demo model that I've been using up until now fits into the 'strikecraft' profile, we'll look at adding strikecraft weapons first. Unlike they're larger counterparts, the weapons for these smaller ships don't use actual 'turrets' or indeed have their own models (in the original game at least anyway.); they're simply a point on the model where the firing effect emits from whether they fit into the 'flak' or 'normal' weapons categories (might be obvious, but I'll mention it anyway. Strikecraft can't carry 'siege' weapons) and they're both added the same way, so let's get a sample pic up...&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 1.jpg|frame|right|Strikecraft Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, here we are; as you can see in the top half of the pic, we a 'gun barrel' with a small red triangle in front of it (the triangle's colour and size are actually  irrelevant).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the lower half we have the wire frame version detailing the points...&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': This point is where the weapons firing effect will actually emit from.&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This point denotes the 'firing direction' of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Point 3''': In strikecraft, this point doesn't serve a function, it just completes the triangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've created a firing point for the weapon, you'll need to name it. Just like the engine parameters, highlight the triangle and press ''''Q'''' to bring up the naming window and call it '''#Slot N#''' where '''N''' will actually be a number. Now the manual says that models of this size should have two to three weapons... however, you could only place one or you might even want to put more on it, it 's your call (I've so far had six weapons working fine :)). Just remember that each little triangle must have it's own number! If you don't then only one of the duplicate firing points will actually fire and the rest will remain dormant.&lt;br /&gt;
&lt;br /&gt;
As for the strikecraft weapons actual purpose (flak, anti-device or hull), that will be handled in the tacticstypes.ini. And that's about it for strikecraft weaponry really, onto capship weapons...&lt;br /&gt;
&lt;br /&gt;
As I said at the start of this section, weapons generally fall into four categories at this stage; so let's look at flak mountings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Flak 1.jpg|frame|right|A Flak Weapon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here we have one of the games original flak turret models, the main way it differs from normal weapon turrets is that it doesn't have any moving parts – yet it provides a full hemisphere fire arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 2.jpg|frame|right|Capship Flak Weapon Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, onto setting up. In all honesty, it's kinda like placing the strikecraft's weapons only rather than facing forwards (or backwards) with a small fire arc, they point outwards and are placed in pairs on opposite sides to provide all round protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see in the top and middle sections of the demo pic, we have a flak position covering the top hemisphere and it's corresponding partner covering the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the bottom section, we show the points...&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': This is where the actual base of the 'turret' will be placed.&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This marks the center of the hemisphere. Think of the line between '''P1''' and '''P2''' as the handle of an umbrella – you'll be holding '''P1''', and '''P2''' is where the rest of the umbrella unfolds from (hope that kinda makes sense).&lt;br /&gt;
&lt;br /&gt;
And once again '''Point 3''' is not used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now take a look at 'normal' capship weapons. Bear in mind, that at this stage the actual purpose (anti-device, anti-hull, artillery, etc) of the weapon is not defined... that comes later through the tacticstypes.ini.&lt;br /&gt;
&lt;br /&gt;
I won't bother with a demo pic showing the points, you've got the idea of the triangle by now. However, there are some changes with this set up, so let's go through them...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': As normal, this is where the base of the turret will sit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 3.jpg|frame|right|Turret 'at rest']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This will be where the turret points to when it's in the 'at rest' position. Something a little like this. Whenever the turret isn't actively seeking a target, it'll return to this position; so a little care is need when setting up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 4.jpg|frame|right|Capship Normal Turret Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 3''': OMG, '''P3''' has a purpose! Ok, for 'normal' weapons, '''P3''' will point to the turrets right-hand side (that's the turrets physical side, not just how you're looking at it!). So how this should look in lightwave is something like...&lt;br /&gt;
&lt;br /&gt;
I've highlighted it in the top half for the simple reason we're looking at the transparent side of the poly...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the lower half we have the points laid out (Blast, guess I am doing a demo pic after all). Highlighted we have the near side weapon, while in grey, you can also make out its counterpart on the opposite side of the model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 5.jpg|frame|right|Capship Correct Turret Orientation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also be able to tell if you've got it right as the opaque side of the poly needs to be parallel to the poly of the model that it is to be mounted on; As you can see in this demo pic, we have two weapons mounted correctly.&lt;br /&gt;
&lt;br /&gt;
If you get it the wrong way round or off at too weird an angle, you'll find the turret buried within the model to some extent!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final type of weapon – the Siege Weapon – is set up just like the normal weapons except that they are not paired with a counterpart and they are fixed in position. In order for the carrying ship to aim one of these, it must manoeuvre itself to face its target.&lt;br /&gt;
&lt;br /&gt;
Ok, final bits on setting up weapons...&lt;br /&gt;
&lt;br /&gt;
If you remember back to the engines section (or just pop back to refresh yourself) we spoke about some of the properties available through pressing '''F5'''. For turrets, there's only one to consider. This being the '''diffuse''' setting, with this you can change the scale of the turret selected.&lt;br /&gt;
&lt;br /&gt;
'''Naming weapons'''; As mentioned before, the name for these weapons is '''#Slot N#''' where '''N''' is a number. Unfortunately, you can't just name them willy nilly as Nexus will get upset; here are the official numbers...&lt;br /&gt;
&lt;br /&gt;
'''1''' – '''8'''        		These numbers are reserved for the 'normal' weapons.&lt;br /&gt;
&lt;br /&gt;
'''9'''        		This is for 'siege' weapons, don't know if you can have more than one at this time...&lt;br /&gt;
&lt;br /&gt;
'''10''' – '''13'''        	These are set aside for 'flak' weapons.&lt;br /&gt;
&lt;br /&gt;
As with strikecraft weapons, you can assign more than the two turrets required to provide coverage to a particular '''#Slot N#''', but where two or more turrets both have a firing solution to the target, only one of them will fire.&lt;br /&gt;
&lt;br /&gt;
And that's just about it for this section...&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters</id>
		<title>Guide to Modelling Parameters</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters"/>
				<updated>2012-11-09T13:58:56Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====A Guide to Modelling Parameters in Nexus:TJI====&lt;br /&gt;
&lt;br /&gt;
When I first started making models for Nexus, I ran into a few problems adding some of the parameters for weapons and devices (the modding manual wasn't too clear for a newbie such as myself in some places). With that in mind, this guide should make things easier for those starting out.&lt;br /&gt;
&lt;br /&gt;
So let's make a start with the engines...&lt;br /&gt;
&lt;br /&gt;
===''Engines''===&lt;br /&gt;
&lt;br /&gt;
All the engines are is a simple two point poly... or a straight line, with the first point being the base of the flame and the second point being in which direction the flame will be projected. &lt;br /&gt;
&lt;br /&gt;
[[File:Engine 1.jpg|frame|right|Creating the Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So to create our main or secondary engines, first create as many two point poly's as you require (here I've gone for two) like I've described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_2.jpg|frame|right|Naming your Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure that you're using poly selection method and select your new engine polys. (Assuming you're using the defaults)Press ''''Q'''' to bring up this little window so that you can name the 'engines'. &lt;br /&gt;
Important note, all the engines require the name ''''#Boosters#'''' so that the converter recognises their purpose; after the closing hash, you can add a comment so that you know which engine you're referring too (as I've done here by adding 'main').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:Engines 3.jpg|frame|right|Engine Set Up Parameters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on 'ok' to close the previous window and then press F5 to open up the surface editor. From here we can set up the various parameters, so select your newly created '#Boosters#' and adjust the following...&lt;br /&gt;
&lt;br /&gt;
'''Luminosity''':	This regulates the size of the flare. You'll need to experiment a little to get the right size.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse''':	A value of less than 100.0% will mark this flare as a secondary engine, – this is the only difference between setting up main and secondary engines.&lt;br /&gt;
&lt;br /&gt;
'''Double Sided''':	Checking this box will enable plasma trails for the selected engines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next up, maneuvering/retro thrusters. These are created and set up the same way as the main/secondary engines, only you don't do anything with the '''Diffuse''' and '''Double Sided''' parameters. These thrusters aren't actually required for the model to manoeuvre around the scene, they're more like window dressing really. However, Nexus does like you to have at least two thrusters per side; here's a pic of one of my models as an example where I've highlighted the thrusters...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Engines_4.jpg|Frame|Maneuvering Thrusters]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now look into how the targeting of engines works. In order for you (or your opponent) to target a ships engines (and therefore disable/destroy them) we need to set up some more two point poly's.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_5.jpg|frame|right|Engine Targeting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They're created using the same guidelines as the 'engine' poly's. The first point is where the incoming fire will actually strike and the second point will be the rough direction from which the aggressor can attack (although the angle of attack can be pretty wide).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For main engines, you need to use the tag '''#Angle 15#''' and for secondary engines it is '''#Angle 16#'''. You can have several attack points set up to cover various angles but try not to have too many as this will cause the converter to crash! Special engines are handled differently and will be covered later and strikecraft do not make use of these in general, so don't bother. Final note for these... there aren't any additional parameters to configure like you have with the engines, once you've named them your all done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final section for the engine parameters will be covering the inbuilt glowing and pulsing that you see on most of the models in the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_6.jpg|frame|right|Shining Engine Sections]]&lt;br /&gt;
&lt;br /&gt;
Once you've got your model and you know which sections you want to have this effect, the first thing you need to do select them and (remember ''''Q'''' is the shortcut) then give them a name. The first part of the name is irrelevant, it can be whatever you want, but it must end with ''''@boosters'''' (in my example the name is 'Delta E Engine Glow@boosters') and that's it for what we need to do in Lightwave. Next we'll need to move onto our art program because the rest is handled with textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From our normal texture, we'll now need to make a luminosity map. All we really need to do here is switch the textures colour mode to grayscale and emphasize the brightness where we want to show the engine effect and paint everything else black where we don't. And when you save it, add ''''__Lum'''' to the end of the textures name.&lt;br /&gt;
Below you'll find an example of normal and a corresponding luminosity map that I've done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Delta_E1_v2.jpg|frame|left|Normal Texture Map]]&lt;br /&gt;
[[File:Luminosity Map.jpg|frame|Right|Luminosity Texture Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===''Weapons''===&lt;br /&gt;
&lt;br /&gt;
Ok, with the engines more or less dealt with, let's move on to adding weapons to the model.&lt;br /&gt;
&lt;br /&gt;
At this stage, all weapons basically fall into four categories. These being 'strikecraft', 'flak', 'normal' and 'siege' weaponry and how they're handled depends on the models physical size in light wave. Oh, and be sure to read the bottom of this section as I'll go through the naming conventions for weapons then!&lt;br /&gt;
&lt;br /&gt;
Now as the demo model that I've been using up until now fits into the 'strikecraft' profile, we'll look at adding strikecraft weapons first. Unlike they're larger counterparts, the weapons for these smaller ships don't use actual 'turrets' or indeed have their own models (in the original game at least anyway.); they're simply a point on the model where the firing effect emits from whether they fit into the 'flak' or 'normal' weapons categories (might be obvious, but I'll mention it anyway. Strikecraft can't carry 'siege' weapons) and they're both added the same way, so let's get a sample pic up...&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 1.jpg|frame|right|Strikecraft Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, here we are; as you can see in the top half of the pic, we a 'gun barrel' with a small red triangle in front of it (the triangle's colour and size are actually  irrelevant).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the lower half we have the wire frame version detailing the points...&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': This point is where the weapons firing effect will actually emit from.&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This point denotes the 'firing direction' of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Point 3''': In strikecraft, this point doesn't serve a function, it just completes the triangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've created a firing point for the weapon, you'll need to name it. Just like the engine parameters, highlight the triangle and press ''''Q'''' to bring up the naming window and call it '''#Slot N#''' where '''N''' will actually be a number. Now the manual says that models of this size should have two to three weapons... however, you could only place one or you might even want to put more on it, it 's your call (I've so far had six weapons working fine :)). Just remember that each little triangle must have it's own number! If you don't then only one of the duplicate firing points will actually fire and the rest will remain dormant.&lt;br /&gt;
&lt;br /&gt;
As for the strikecraft weapons actual purpose (flak, anti-device or hull), that will be handled in the tacticstypes.ini. And that's about it for strikecraft weaponry really, onto capship weapons...&lt;br /&gt;
&lt;br /&gt;
As I said at the start of this section, weapons generally fall into four categories at this stage; so let's look at flak mountings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Flak 1.jpg|frame|right|A Flak Weapon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here we have one of the games original flak turret models, the main way it differs from normal weapon turrets is that it doesn't have any moving parts – yet it provides a full hemisphere fire arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 2.jpg|frame|right|Capship Flak Weapon Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, onto setting up. In all honesty, it's kinda like placing the strikecraft's weapons only rather than facing forwards (or backwards) with a small fire arc, they point outwards and are placed in pairs on opposite sides to provide all round protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see in the top and middle sections of the demo pic, we have a flak position covering the top hemisphere and it's corresponding partner covering the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the bottom section, we show the points...&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': This is where the actual base of the 'turret' will be placed.&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This marks the center of the hemisphere. Think of the line between '''P1''' and '''P2''' as the handle of an umbrella – you'll be holding '''P1''', and '''P2''' is where the rest of the umbrella unfolds from (hope that kinda makes sense).&lt;br /&gt;
&lt;br /&gt;
And once again '''Point 3''' is not used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now take a look at 'normal' capship weapons. Bear in mind, that at this stage the actual purpose (anti-device, anti-hull, artillery, etc) of the weapon is not defined... that comes later through the tacticstypes.ini.&lt;br /&gt;
&lt;br /&gt;
I won't bother with a demo pic showing the points, you've got the idea of the triangle by now. However, there are some changes with this set up, so let's go through them...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': As normal, this is where the base of the turret will sit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 3.jpg|frame|right|Turret 'at rest']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This will be where the turret points to when it's in the 'at rest' position. Something a little like this. Whenever the turret isn't actively seeking a target, it'll return to this position; so a little care is need when setting up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 4.jpg|frame|right|Capship Normal Turret Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 3''': OMG, '''P3''' has a purpose! Ok, for 'normal' weapons, '''P3''' will point to the turrets right-hand side (that's the turrets physical side, not just how you're looking at it!). So how this should look in lightwave is something like...&lt;br /&gt;
&lt;br /&gt;
I've highlighted it in the top half for the simple reason we're looking at the transparent side of the poly...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the lower half we have the points laid out (Blast, guess I am doing a demo pic after all). Highlighted we have the near side weapon, while in grey, you can also make out its counterpart on the opposite side of the model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 5.jpg|frame|right|Capship Correct Turret Orientation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also be able to tell if you've got it right as the opaque side of the poly needs to be parallel to the poly of the model that it is to be mounted on; As you can see in this demo pic, we have two weapons mounted correctly.&lt;br /&gt;
&lt;br /&gt;
If you get it the wrong way round or off at too weird an angle, you'll find the turret buried within the model to some extent!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final type of weapon – the Siege Weapon – is set up just like the normal weapons except that they are not paired with a counterpart and they are fixed in position. In order for the carrying ship to aim one of these, it must manoeuvre itself to face its target.&lt;br /&gt;
&lt;br /&gt;
Ok, final bits on setting up weapons...&lt;br /&gt;
&lt;br /&gt;
If you remember back to the engines section (or just pop back to refresh yourself) we spoke about some of the properties available through pressing '''F5'''. For turrets, there's only one to consider. This being the '''diffuse''' setting, with this you can change the scale of the turret selected.&lt;br /&gt;
&lt;br /&gt;
'''Naming weapons'''; As mentioned before, the name for these weapons is '''#Slot N#''' where '''N''' is a number. Unfortunately, you can't just name them willy nilly as Nexus will get upset; here are the official numbers...&lt;br /&gt;
&lt;br /&gt;
'''1''' – '''8'''        		These numbers are reserved for the 'normal' weapons.&lt;br /&gt;
&lt;br /&gt;
'''9'''        		This is for 'siege' weapons, don't know if you can have more than one at this time...&lt;br /&gt;
&lt;br /&gt;
'''10''' – '''13'''        	These are set aside for 'flak' weapons.&lt;br /&gt;
&lt;br /&gt;
As with strikecraft weapons, you can assign more than the two turrets required to provide coverage to a particular '''#Slot N#''', but where two or more turrets both have a firing solution to the target, only one of them will fire.&lt;br /&gt;
&lt;br /&gt;
And that's just about it for this section...&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters</id>
		<title>Guide to Modelling Parameters</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters"/>
				<updated>2012-11-09T13:57:58Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====A Guide to Modelling Parameters in Nexus:TJI====&lt;br /&gt;
&lt;br /&gt;
When I first started making models for Nexus, I ran into a few problems adding some of the parameters for weapons and devices (the modding manual wasn't too clear for a newbie such as myself in some places). With that in mind, this guide should make things easier for those starting out.&lt;br /&gt;
&lt;br /&gt;
So let's make a start with the engines...&lt;br /&gt;
&lt;br /&gt;
===''Engines''===&lt;br /&gt;
&lt;br /&gt;
All the engines are is a simple two point poly... or a straight line, with the first point being the base of the flame and the second point being in which direction the flame will be projected. &lt;br /&gt;
&lt;br /&gt;
[[File:Engine 1.jpg|frame|right|Creating the Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So to create our main or secondary engines, first create as many two point poly's as you require (here I've gone for two) like I've described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_2.jpg|frame|right|Naming your Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure that you're using poly selection method and select your new engine polys. (Assuming you're using the defaults)Press ''''Q'''' to bring up this little window so that you can name the 'engines'. &lt;br /&gt;
Important note, all the engines require the name ''''#Boosters#'''' so that the converter recognises their purpose; after the closing hash, you can add a comment so that you know which engine you're referring too (as I've done here by adding 'main').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:Engines 3.jpg|frame|right|Engine Set Up Parameters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on 'ok' to close the previous window and then press F5 to open up the surface editor. From here we can set up the various parameters, so select your newly created '#Boosters#' and adjust the following...&lt;br /&gt;
&lt;br /&gt;
'''Luminosity''':	This regulates the size of the flare. You'll need to experiment a little to get the right size.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse''':	A value of less than 100.0% will mark this flare as a secondary engine, – this is the only difference between setting up main and secondary engines.&lt;br /&gt;
&lt;br /&gt;
'''Double Sided''':	Checking this box will enable plasma trails for the selected engines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next up, maneuvering/retro thrusters. These are created and set up the same way as the main/secondary engines, only you don't do anything with the '''Diffuse''' and '''Double Sided''' parameters. These thrusters aren't actually required for the model to manoeuvre around the scene, they're more like window dressing really. However, Nexus does like you to have at least two thrusters per side; here's a pic of one of my models as an example where I've highlighted the thrusters...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Engines_4.jpg|Frame|Maneuvering Thrusters]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now look into how the targeting of engines works. In order for you (or your opponent) to target a ships engines (and therefore disable/destroy them) we need to set up some more two point poly's.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_5.jpg|frame|right|Engine Targeting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They're created using the same guidelines as the 'engine' poly's. The first point is where the incoming fire will actually strike and the second point will be the rough direction from which the aggressor can attack (although the angle of attack can be pretty wide).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For main engines, you need to use the tag '''#Angle 15#''' and for secondary engines it is '''#Angle 16#'''. You can have several attack points set up to cover various angles but try not to have too many as this will cause the converter to crash! Special engines are handled differently and will be covered later and strikecraft do not make use of these in general, so don't bother. Final note for these... there aren't any additional parameters to configure like you have with the engines, once you've named them your all done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final section for the engine parameters will be covering the inbuilt glowing and pulsing that you see on most of the models in the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_6.jpg|frame|right|Shining Engine Sections]]&lt;br /&gt;
&lt;br /&gt;
Once you've got your model and you know which sections you want to have this effect, the first thing you need to do select them and (remember ''''Q'''' is the shortcut) then give them a name. The first part of the name is irrelevant, it can be whatever you want, but it must end with ''''@boosters'''' (in my example the name is 'Delta E Engine Glow@boosters') and that's it for what we need to do in Lightwave. Next we'll need to move onto our art program because the rest is handled with textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From our normal texture, we'll now need to make a luminosity map. All we really need to do here is switch the textures colour mode to grayscale and emphasize the brightness where we want to show the engine effect and paint everything else black where we don't. And when you save it, add ''''__Lum'''' to the end of the textures name.&lt;br /&gt;
Below you'll find an example of normal and a corresponding luminosity map that I've done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Delta_E1_v2.jpg|frame|left|Normal Texture Map]]&lt;br /&gt;
[[File:Luminosity Map.jpg|frame|Right|Luminosity Texture Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===''Weapons''===&lt;br /&gt;
&lt;br /&gt;
Ok, with the engines more or less dealt with, let's move on to adding weapons to the model.&lt;br /&gt;
&lt;br /&gt;
At this stage, all weapons basically fall into four categories. These being 'strikecraft', 'flak', 'normal' and 'siege' weaponry and how they're handled depends on the models physical size in light wave. Oh, and be sure to read the bottom of this section as I'll go through the naming conventions for weapons then!&lt;br /&gt;
&lt;br /&gt;
Now as the demo model that I've been using up until now fits into the 'strikecraft' profile, we'll look at adding strikecraft weapons first. Unlike they're larger counterparts, the weapons for these smaller ships don't use actual 'turrets' or indeed have their own models (in the original game at least anyway.); they're simply a point on the model where the firing effect emits from whether they fit into the 'flak' or 'normal' weapons categories (might be obvious, but I'll mention it anyway. Strikecraft can't carry 'siege' weapons) and they're both added the same way, so let's get a sample pic up...&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 1.jpg|frame|right|Strikecraft Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, here we are; as you can see in the top half of the pic, we a 'gun barrel' with a small red triangle in front of it (the triangle's colour and size are actually  irrelevant).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the lower half we have the wire frame version detailing the points...&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': This point is where the weapons firing effect will actually emit from.&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This point denotes the 'firing direction' of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Point 3''': In strikecraft, this point doesn't serve a function, it just completes the triangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've created a firing point for the weapon, you'll need to name it. Just like the engine parameters, highlight the triangle and press ''''Q'''' to bring up the naming window and call it '''#Slot N#''' where '''N''' will actually be a number. Now the manual says that models of this size should have two to three weapons... however, you could only place one or you might even want to put more on it, it 's your call (I've so far had six weapons working fine :)). Just remember that each little triangle must have it's own number! If you don't then only one of the duplicate firing points will actually fire and the rest will remain dormant.&lt;br /&gt;
&lt;br /&gt;
As for the strikecraft weapons actual purpose (flak, anti-device or hull), that will be handled in the tacticstypes.ini. And that's about it for strikecraft weaponry really, onto capship weapons...&lt;br /&gt;
&lt;br /&gt;
As I said at the start of this section, weapons generally fall into four categories at this stage; so let's look at flak mountings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Flak 1.jpg|frame|right|A Flak Weapon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here we have one of the games original flak turret models, the main way it differs from normal weapon turrets is that it doesn't have any moving parts – yet it provides a full hemisphere fire arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 2.jpg|frame|right|Capship Flak Weapon Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, onto setting up. In all honesty, it's kinda like placing the strikecraft's weapons only rather than facing forwards (or backwards) with a small fire arc, they point outwards and are placed in pairs on opposite sides to provide all round protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see in the top and middle sections of the demo pic, we have a flak position covering the top hemisphere and it's corresponding partner covering the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the bottom section, we show the points...&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': This is where the actual base of the 'turret' will be placed.&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This marks the center of the hemisphere. Think of the line between '''P1''' and '''P2''' as the handle of an umbrella – you'll be holding '''P1''', and '''P2''' is where the rest of the umbrella unfolds from (hope that kinda makes sense).&lt;br /&gt;
&lt;br /&gt;
And once again '''Point 3''' is not used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now take a look at 'normal' capship weapons. Bear in mind, that at this stage the actual purpose (anti-device, anti-hull, artillery, etc) of the weapon is not defined... that comes later through the tacticstypes.ini.&lt;br /&gt;
&lt;br /&gt;
I won't bother with a demo pic showing the points, you've got the idea of the triangle by now. However, there are some changes with this set up, so let's go through them...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': As normal, this is where the base of the turret will sit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 3.jpg|frame|right|Turret 'at rest']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This will be where the turret points to when it's in the 'at rest' position. Something a little like this. Whenever the turret isn't actively seeking a target, it'll return to this position; so a little care is need when setting up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 4.jpg|frame|right|Capship Normal Turret Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point 3''': OMG, '''P3''' has a purpose! Ok, for 'normal' weapons, '''P3''' will point to the turrets right-hand side (that's the turrets physical side, not just how you're looking at it!). So how this should look in lightwave is something like...&lt;br /&gt;
&lt;br /&gt;
I've highlighted it in the top half for the simple reason we're looking at the transparent side of the poly...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the lower half we have the points laid out (Blast, guess I am doing a demo pic after all). Highlighted we have the near side weapon, while in grey, you can also make out its counterpart on the opposite side of the model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 5.jpg|frame|right|Capship Correct Turret Orientation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also be able to tell if you've got it right as the opaque side of the poly needs to be parallel to the poly of the model that it is to be mounted on; As you can see in this demo pic, we have two weapons mounted correctly.&lt;br /&gt;
&lt;br /&gt;
If you get it the wrong way round or off at too weird an angle, you'll find the turret buried within the model to some extent!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final type of weapon – the Siege Weapon – is set up just like the normal weapons except that they are not paired with a counterpart and they are fixed in position. In order for the carrying ship to aim one of these, it must manoeuvre itself to face its target.&lt;br /&gt;
&lt;br /&gt;
Ok, final bits on setting up weapons...&lt;br /&gt;
&lt;br /&gt;
If you remember back to the engines section (or just pop back to refresh yourself) we spoke about some of the properties available through pressing '''F5'''. For turrets, there's only one to consider. This being the '''diffuse''' setting, with this you can change the scale of the turret selected.&lt;br /&gt;
&lt;br /&gt;
'''Naming weapons'''; As mentioned before, the name for these weapons is '''#Slot N#''' where '''N''' is a number. Unfortunately, you can't just name them willy nilly as Nexus will get upset; here are the official numbers...&lt;br /&gt;
&lt;br /&gt;
'''1''' – '''8'''        		These numbers are reserved for the 'normal' weapons.&lt;br /&gt;
&lt;br /&gt;
'''9'''        		This is for 'siege' weapons, don't know if you can have more than one at this time...&lt;br /&gt;
&lt;br /&gt;
'''10''' – '''13'''        	These are set aside for 'flak' weapons.&lt;br /&gt;
&lt;br /&gt;
As with strikecraft weapons, you can assign more than the two turrets required to provide coverage to a particular '''#Slot N#''', but where two or more turrets both have a firing solution to the target, only one of them will fire.&lt;br /&gt;
&lt;br /&gt;
And that's just about it for this section...&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Weapons_5.jpg</id>
		<title>File:Weapons 5.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Weapons_5.jpg"/>
				<updated>2012-11-09T13:50:06Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Weapons_4.jpg</id>
		<title>File:Weapons 4.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Weapons_4.jpg"/>
				<updated>2012-11-09T13:44:41Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Weapons_3.jpg</id>
		<title>File:Weapons 3.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Weapons_3.jpg"/>
				<updated>2012-11-09T13:41:21Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Weapons_2.jpg</id>
		<title>File:Weapons 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Weapons_2.jpg"/>
				<updated>2012-11-09T13:28:36Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Flak_1.jpg</id>
		<title>File:Flak 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Flak_1.jpg"/>
				<updated>2012-11-09T13:26:19Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters</id>
		<title>Guide to Modelling Parameters</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters"/>
				<updated>2012-11-09T08:25:47Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====A Guide to Modelling Parameters in Nexus:TJI====&lt;br /&gt;
&lt;br /&gt;
When I first started making models for Nexus, I ran into a few problems adding some of the parameters for weapons and devices (the modding manual wasn't too clear for a newbie such as myself in some places). With that in mind, this guide should make things easier for those starting out.&lt;br /&gt;
&lt;br /&gt;
So let's make a start with the engines...&lt;br /&gt;
&lt;br /&gt;
===''Engines''===&lt;br /&gt;
&lt;br /&gt;
All the engines are is a simple two point poly... or a straight line, with the first point being the base of the flame and the second point being in which direction the flame will be projected. &lt;br /&gt;
&lt;br /&gt;
[[File:Engine 1.jpg|frame|right|Creating the Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So to create our main or secondary engines, first create as many two point poly's as you require (here I've gone for two) like I've described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_2.jpg|frame|right|Naming your Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure that you're using poly selection method and select your new engine polys. (Assuming you're using the defaults)Press ''''Q'''' to bring up this little window so that you can name the 'engines'. &lt;br /&gt;
Important note, all the engines require the name ''''#Boosters#'''' so that the converter recognises their purpose; after the closing hash, you can add a comment so that you know which engine you're referring too (as I've done here by adding 'main').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:Engines 3.jpg|frame|right|Engine Set Up Parameters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on 'ok' to close the previous window and then press F5 to open up the surface editor. From here we can set up the various parameters, so select your newly created '#Boosters#' and adjust the following...&lt;br /&gt;
&lt;br /&gt;
'''Luminosity''':	This regulates the size of the flare. You'll need to experiment a little to get the right size.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse''':	A value of less than 100.0% will mark this flare as a secondary engine, – this is the only difference between setting up main and secondary engines.&lt;br /&gt;
&lt;br /&gt;
'''Double Sided''':	Checking this box will enable plasma trails for the selected engines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next up, maneuvering/retro thrusters. These are created and set up the same way as the main/secondary engines, only you don't do anything with the '''Diffuse''' and '''Double Sided''' parameters. These thrusters aren't actually required for the model to manoeuvre around the scene, they're more like window dressing really. However, Nexus does like you to have at least two thrusters per side; here's a pic of one of my models as an example where I've highlighted the thrusters...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Engines_4.jpg|Frame|Maneuvering Thrusters]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now look into how the targeting of engines works. In order for you (or your opponent) to target a ships engines (and therefore disable/destroy them) we need to set up some more two point poly's.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_5.jpg|frame|right|Engine Targeting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They're created using the same guidelines as the 'engine' poly's. The first point is where the incoming fire will actually strike and the second point will be the rough direction from which the aggressor can attack (although the angle of attack can be pretty wide).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For main engines, you need to use the tag '''#Angle 15#''' and for secondary engines it is '''#Angle 16#'''. You can have several attack points set up to cover various angles but try not to have too many as this will cause the converter to crash! Special engines are handled differently and will be covered later and strikecraft do not make use of these in general, so don't bother. Final note for these... there aren't any additional parameters to configure like you have with the engines, once you've named them your all done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final section for the engine parameters will be covering the inbuilt glowing and pulsing that you see on most of the models in the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_6.jpg|frame|right|Shining Engine Sections]]&lt;br /&gt;
&lt;br /&gt;
Once you've got your model and you know which sections you want to have this effect, the first thing you need to do select them and (remember ''''Q'''' is the shortcut) then give them a name. The first part of the name is irrelevant, it can be whatever you want, but it must end with ''''@boosters'''' (in my example the name is 'Delta E Engine Glow@boosters') and that's it for what we need to do in Lightwave. Next we'll need to move onto our art program because the rest is handled with textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From our normal texture, we'll now need to make a luminosity map. All we really need to do here is switch the textures colour mode to grayscale and emphasize the brightness where we want to show the engine effect and paint everything else black where we don't. And when you save it, add ''''__Lum'''' to the end of the textures name.&lt;br /&gt;
Below you'll find an example of normal and a corresponding luminosity map that I've done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Delta_E1_v2.jpg|frame|left|Normal Texture Map]]&lt;br /&gt;
[[File:Luminosity Map.jpg|frame|Right|Luminosity Texture Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===''Weapons''===&lt;br /&gt;
&lt;br /&gt;
Ok, with the engines more or less dealt with, let's move on to adding weapons to the model.&lt;br /&gt;
&lt;br /&gt;
At this stage, all weapons basically fall into four categories. These being 'strikecraft', 'flak', 'normal' and 'siege' weaponry and how they're handled depends on the models physical size in light wave. Oh, and be sure to read the bottom of this section as I'll go through the naming conventions for weapons then!&lt;br /&gt;
&lt;br /&gt;
Now as the demo model that I've been using up until now fits into the 'strikecraft' profile, we'll look at adding strikecraft weapons first. Unlike they're larger counterparts, the weapons for these smaller ships don't use actual 'turrets' or indeed have their own models (in the original game at least anyway.); they're simply a point on the model where the firing effect emits from whether they fit into the 'flak' or 'normal' weapons categories (might be obvious, but I'll mention it anyway. Strikecraft can't carry 'siege' weapons) and they're both added the same way, so let's get a sample pic up...&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons 1.jpg|frame|right|Strikecraft Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, here we are; as you can see in the top half of the pic, we a 'gun barrel' with a small red triangle in front of it (the triangle's colour and size are actually  irrelevant).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in the lower half we have the wire frame version detailing the points...&lt;br /&gt;
&lt;br /&gt;
'''Point 1''': This point is where the weapons firing effect will actually emit from.&lt;br /&gt;
&lt;br /&gt;
'''Point 2''': This point denotes the 'firing direction' of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Point 3''': In strikecraft, this point doesn't serve a function, it just completes the triangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've created a firing point for the weapon, you'll need to name it. Just like the engine parameters, highlight the triangle and press ''''Q'''' to bring up the naming window and call it '''#Slot N#''' where '''N''' will actually be a number. Now the manual says that models of this size should have two to three weapons... however, you could only place one or you might even want to put more on it, it 's your call (I've so far had six weapons working fine :)). Just remember that each little triangle must have it's own number! If you don't then only one of the duplicate firing points will actually fire and the rest will remain dormant.&lt;br /&gt;
&lt;br /&gt;
As for the strikecraft weapons actual purpose (flak, anti-device or hull), that will be handled in the tacticstypes.ini. And that's about it for strikecraft weaponry really, onto capship weapons...&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Weapons_1.jpg</id>
		<title>File:Weapons 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Weapons_1.jpg"/>
				<updated>2012-11-09T08:14:29Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters</id>
		<title>Guide to Modelling Parameters</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters"/>
				<updated>2012-10-30T22:15:36Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: Created page with &amp;quot;====A Guide to Modelling Parameters in Nexus:TJI====  When I first started making models for Nexus, I ran into a few problems adding some of the parameters for weapons and device...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====A Guide to Modelling Parameters in Nexus:TJI====&lt;br /&gt;
&lt;br /&gt;
When I first started making models for Nexus, I ran into a few problems adding some of the parameters for weapons and devices (the modding manual wasn't too clear for a newbie such as myself in some places). With that in mind, this guide should make things easier for those starting out.&lt;br /&gt;
&lt;br /&gt;
So let's make a start with the engines...&lt;br /&gt;
&lt;br /&gt;
All the engines are is a simple two point poly... or a straight line, with the first point being the base of the flame and the second point being in which direction the flame will be projected. &lt;br /&gt;
&lt;br /&gt;
[[File:Engine 1.jpg|frame|right|Creating the Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So to create our main or secondary engines, first create as many two point poly's as you require (here I've gone for two) like I've described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_2.jpg|frame|right|Naming your Engines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure that you're using poly selection method and select your new engine polys. (Assuming you're using the defaults)Press ''''Q'''' to bring up this little window so that you can name the 'engines'. &lt;br /&gt;
Important note, all the engines require the name ''''#Boosters#'''' so that the converter recognises their purpose; after the closing hash, you can add a comment so that you know which engine you're referring too (as I've done here by adding 'main').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:Engines 3.jpg|frame|right|Engine Set Up Parameters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on 'ok' to close the previous window and then press F5 to open up the surface editor. From here we can set up the various parameters, so select your newly created '#Boosters#' and adjust the following...&lt;br /&gt;
&lt;br /&gt;
'''Luminosity''':	This regulates the size of the flare. You'll need to experiment a little to get the right size.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse''':	A value of less than 100.0% will mark this flare as a secondary engine, – this is the only difference between setting up main and secondary engines.&lt;br /&gt;
&lt;br /&gt;
'''Double Sided''':	Checking this box will enable plasma trails for the selected engines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next up, maneuvering/retro thrusters. These are created and set up the same way as the main/secondary engines, only you don't do anything with the '''Diffuse''' and '''Double Sided''' parameters. These thrusters aren't actually required for the model to manoeuvre around the scene, they're more like window dressing really. However, Nexus does like you to have at least two thrusters per side; here's a pic of one of my models as an example where I've highlighted the thrusters...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Engines_4.jpg|Frame|Maneuvering Thrusters]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moving along, we'll now look into how the targeting of engines works. In order for you (or your opponent) to target a ships engines (and therefore disable/destroy them) we need to set up some more two point poly's.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_5.jpg|frame|right|Engine Targeting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They're created using the same guidelines as the 'engine' poly's. The first point is where the incoming fire will actually strike and the second point will be the rough direction from which the aggressor can attack (although the angle of attack can be pretty wide).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For main engines, you need to use the tag '''#Angle 15#''' and for secondary engines it is '''#Angle 16#'''. You can have several attack points set up to cover various angles but try not to have too many as this will cause the converter to crash! Special engines are handled differently and will be covered later and strikecraft do not make use of these in general, so don't bother. Final note for these... there aren't any additional parameters to configure like you have with the engines, once you've named them your all done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final section for the engine parameters will be covering the inbuilt glowing and pulsing that you see on most of the models in the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Engines_6.jpg|frame|right|Shining Engine Sections]]&lt;br /&gt;
&lt;br /&gt;
Once you've got your model and you know which sections you want to have this effect, the first thing you need to do select them and (remember ''''Q'''' is the shortcut) then give them a name. The first part of the name is irrelevant, it can be whatever you want, but it must end with ''''@boosters'''' (in my example the name is 'Delta E Engine Glow@boosters') and that's it for what we need to do in Lightwave. Next we'll need to move onto our art program because the rest is handled with textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From our normal texture, we'll now need to make a luminosity map. All we really need to do here is switch the textures colour mode to grayscale and emphasize the brightness where we want to show the engine effect and paint everything else black where we don't. And when you save it, add ''''__Lum'''' to the end of the textures name.&lt;br /&gt;
Below you'll find an example of normal and a corresponding luminosity map that I've done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Delta_E1_v2.jpg|frame|left|Normal Texture Map]]&lt;br /&gt;
[[File:Luminosity Map.jpg|frame|Right|Luminosity Texture Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Luminosity_Map.jpg</id>
		<title>File:Luminosity Map.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Luminosity_Map.jpg"/>
				<updated>2012-10-30T22:11:12Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Delta_E1_v2.jpg</id>
		<title>File:Delta E1 v2.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Delta_E1_v2.jpg"/>
				<updated>2012-10-30T22:00:57Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Engines_6.jpg</id>
		<title>File:Engines 6.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Engines_6.jpg"/>
				<updated>2012-10-30T21:54:01Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Engines_5.jpg</id>
		<title>File:Engines 5.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Engines_5.jpg"/>
				<updated>2012-10-30T21:44:40Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Engines_4.jpg</id>
		<title>File:Engines 4.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Engines_4.jpg"/>
				<updated>2012-10-30T21:35:24Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Engines_3.jpg</id>
		<title>File:Engines 3.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Engines_3.jpg"/>
				<updated>2012-10-30T21:32:21Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Engines_2.jpg</id>
		<title>File:Engines 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Engines_2.jpg"/>
				<updated>2012-10-30T21:27:00Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/File:Engine_1.jpg</id>
		<title>File:Engine 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/File:Engine_1.jpg"/>
				<updated>2012-10-30T21:06:41Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Help:Editing</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Help:Editing"/>
				<updated>2012-10-30T20:55:15Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here it is, the Nexus Wiki. You want to contribute, but don't know how? Don't worry - adding to a Wiki is as easy as writing a forum post. This page is meant to assist you in writing and formatting your Wiki articles as well es editing already existing ones.&lt;br /&gt;
&lt;br /&gt;
==Editing an article==&lt;br /&gt;
Browse to an article and click the 'Edit' button in the upper left corner of the screen. Apply your changes to the text and click on 'Show preview' to see the results. If you are happy with it, click on 'Save page' and you are done.&lt;br /&gt;
&lt;br /&gt;
==Creating a new article==&lt;br /&gt;
There are basically two ways to create a new article:&lt;br /&gt;
#you follow a red link to a page, that doesn't exist yet and start editing this page&lt;br /&gt;
#you append the desired name of the page to the url of this Wiki: &lt;br /&gt;
::&amp;lt;pre&amp;gt;http://nexusthegame.net/wiki/&amp;lt;pagename&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Either way, you're going to end up on a page, that isn't registered yet. If you click on the 'Create' button in the top left corner, where the 'Edit' button should be instead, enter some text and save your changes, then you have successfully created a new page. Be sure to place links to this page on other pages to make it easier to find the new page.&lt;br /&gt;
&lt;br /&gt;
==Text formatting==&lt;br /&gt;
Writing plain text is good, but you can enhance the reader's experience by formatting your text appropiately. Make text '''bold''' to stand out or ''italic'' to emphasize important parts. Use lists and tables to structure the information you're going to present and divide your article into sections to help the reader find, what he or she wants.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #4285CC; color: white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;width:45%&amp;quot; |You type&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; |You get&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | Character formatting&lt;br /&gt;
|-&lt;br /&gt;
|Italic text&lt;br /&gt;
|&amp;lt;pre&amp;gt;''italic''&amp;lt;/pre&amp;gt;&lt;br /&gt;
|''italic''&lt;br /&gt;
|-&lt;br /&gt;
|Bold text&lt;br /&gt;
|&amp;lt;pre&amp;gt;'''bold'''&amp;lt;/pre&amp;gt;&lt;br /&gt;
|'''bold'''&lt;br /&gt;
|-&lt;br /&gt;
|Bold and Italic text&lt;br /&gt;
|&amp;lt;pre&amp;gt;'''''bold and italic'''''&amp;lt;/pre&amp;gt;&lt;br /&gt;
|'''''bold and italic'''''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | Section formatting&lt;br /&gt;
|-&lt;br /&gt;
|Headings (of different levels)&lt;br /&gt;
|&amp;lt;pre&amp;gt;==level 2==&lt;br /&gt;
===level 3===&lt;br /&gt;
====level 4====&lt;br /&gt;
=====level 5=====&lt;br /&gt;
======level 6======&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
an article having more than 3 headings will automatically create a table of contents at the top of the page&lt;br /&gt;
|''can't be shown''&lt;br /&gt;
|-&lt;br /&gt;
|Horizontal rule&lt;br /&gt;
|&amp;lt;pre&amp;gt;----&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | Lists&lt;br /&gt;
|-&lt;br /&gt;
|Bullet List&lt;br /&gt;
|&amp;lt;pre&amp;gt;*Item 1&lt;br /&gt;
*Item 2&lt;br /&gt;
*Item 3&lt;br /&gt;
**Item 3.1&lt;br /&gt;
**Item 3.2&lt;br /&gt;
*Item 4&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Item 1&lt;br /&gt;
*Item 2&lt;br /&gt;
*Item 3&lt;br /&gt;
**Item 3.1&lt;br /&gt;
**Item 3.2&lt;br /&gt;
*Item 4&lt;br /&gt;
|-&lt;br /&gt;
|Numbered List&lt;br /&gt;
|&amp;lt;pre&amp;gt;#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
#Item 3&lt;br /&gt;
##Item 3.1&lt;br /&gt;
##Item 3.2&lt;br /&gt;
#Item 4&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
#Item 3&lt;br /&gt;
##Item 3.1&lt;br /&gt;
##Item 3.2&lt;br /&gt;
#Item 4&lt;br /&gt;
|----&lt;br /&gt;
|-&lt;br /&gt;
|Definition List&lt;br /&gt;
|&amp;lt;pre&amp;gt;;Definition term&lt;br /&gt;
:Definition description&lt;br /&gt;
;term 2&lt;br /&gt;
:explanation&lt;br /&gt;
:another explanation&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
;Definition term&lt;br /&gt;
:Definition description&lt;br /&gt;
;term 2&lt;br /&gt;
:explanation&lt;br /&gt;
:another explanation&lt;br /&gt;
|-&lt;br /&gt;
|Mixing Lists&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;*Item 1&lt;br /&gt;
*Item 2&lt;br /&gt;
*#Numbered Subitem 1&lt;br /&gt;
*#Numbered Subitem 2&lt;br /&gt;
;term&lt;br /&gt;
:description&lt;br /&gt;
:*Item 1&lt;br /&gt;
:*Item 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Item 1&lt;br /&gt;
*Item 2&lt;br /&gt;
*#Numbered Subitem 1&lt;br /&gt;
*#Numbered Subitem 2&lt;br /&gt;
;term&lt;br /&gt;
:description&lt;br /&gt;
:*Item 1&lt;br /&gt;
:*Item 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Linking to other pages==&lt;br /&gt;
Of course you can link to other pages on this Wiki and to other websites as well. Linking to a Wiki page, that doesn't exist yet, is perfectly fine, too. This may actually encourage other authors to create that page (or you may go ahead and do that, as well).&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #4285CC; color: white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;width:45%&amp;quot; |You type&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; |You get&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | Internal Links&lt;br /&gt;
|-&lt;br /&gt;
|Internal link&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Nexus - The Jupiter Incident]]&lt;br /&gt;
[[Some page, that doesn't exist yet]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
If you link to a page, that wasn't created yet, the link will be colored red until someone creates this page and fills it with content&lt;br /&gt;
|[[Nexus - The Jupiter Incident]]&lt;br /&gt;
[[Some page, that doesn't exist yet]]&lt;br /&gt;
|-&lt;br /&gt;
|Named link&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Nexus - The Jupiter Incident|Best game of the world]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Instead of showing the name of the page you're linking to, it'll show the name you specified after |&lt;br /&gt;
|[[Nexus - The Jupiter Incident|Best game of the world]]&lt;br /&gt;
|-&lt;br /&gt;
|Link to an anchor&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[#top]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[#Linking to other pages|Section headings]] and the [[#top|top]] of the page are automatically anchored&lt;br /&gt;
|[[#top]]&lt;br /&gt;
|-&lt;br /&gt;
|Link to an anchor at another page&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Nexus - The Jupiter Incident#Mods]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[[Nexus - The Jupiter Incident#Mods]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | External Links&lt;br /&gt;
|-&lt;br /&gt;
|External link&lt;br /&gt;
|&amp;lt;pre&amp;gt;http://forum.keyswow.com&amp;lt;/pre&amp;gt;&lt;br /&gt;
|http://forum.keyswow.com&lt;br /&gt;
|-&lt;br /&gt;
|External link with a different name&lt;br /&gt;
|&amp;lt;pre&amp;gt;[http://forum.keyswow.com Support-Forum]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[http://forum.keyswow.com Support-Forum]&lt;br /&gt;
|-&lt;br /&gt;
|External link as number&lt;br /&gt;
|&amp;lt;pre&amp;gt;[http://forum.keyswow.com]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[http://forum.keyswow.com]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Old Dragon</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>2012-10-30T20:50:09Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &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;
:*[[Guide to Modelling Parameters]]&lt;br /&gt;
:*[[Modding weapon ranges and accuracy]]&lt;br /&gt;
:*[[Mod and Nexus Mission New Weapons List]]&lt;br /&gt;
:*[[Ingame Names]]&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>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Beginner%27s_Guide</id>
		<title>Beginner's Guide</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Beginner%27s_Guide"/>
				<updated>2012-10-19T08:41:46Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===='''''Nexus:TJI Scripting Structure'''''====&lt;br /&gt;
&lt;br /&gt;
This article, written by Arparso, was created with the aim of explaining how the scripting language of the game should be formatted and how it works.&lt;br /&gt;
&lt;br /&gt;
[[Nexus:TJI Scripting Structure]]&lt;br /&gt;
&lt;br /&gt;
====='''Nexus:TJI Scope of variables'''=====&lt;br /&gt;
&lt;br /&gt;
This articles explains how the scope of variables work and how you can properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
[[Nexus:TJI Scope of variables]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===='''''Nexus:TJI Creating Solar systems'''''====&lt;br /&gt;
&lt;br /&gt;
As the title suggests, the link below will take you to a guide that'll tell you almost all you need to know about creating you're own custom star systems for the game.&lt;br /&gt;
&lt;br /&gt;
Written by Jusas.&lt;br /&gt;
&lt;br /&gt;
Edited by The Old Dragon.&lt;br /&gt;
&lt;br /&gt;
[[Nexus:TJI Creating Solar systems]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===='''''Nexus:TJI Basic mission-making walkthrough'''''====&lt;br /&gt;
&lt;br /&gt;
A rather small guide written to help you create your first mission. It's accompanied with a demo mission, to illustrate this process.&lt;br /&gt;
Mission and guide written by Mularac.&lt;br /&gt;
&lt;br /&gt;
[[Mission_Making_Tutorial|Mission-making Tutorial]]&lt;br /&gt;
&lt;br /&gt;
[[Demo_mission|Demo mission]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===='''''Nexus:TJI Basics Tutorial'''''====&lt;br /&gt;
&lt;br /&gt;
As we have the rest of the basics guide up here, it's time to add what is probably quite an important bit... how to do this stuff!&lt;br /&gt;
Follow the link below to go to the Mision Making tutorial.&lt;br /&gt;
&lt;br /&gt;
Written by Jusas.&lt;br /&gt;
&lt;br /&gt;
Edited by The Old Dragon.&lt;br /&gt;
&lt;br /&gt;
[[Nexus:TJI Mission Making]]&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Script_commands</id>
		<title>Script commands</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Script_commands"/>
				<updated>2012-10-19T08:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This aims to be a complete listing of all the script commands available while editing [[Nexus - The Jupiter Incident]] files. It is sorted using the same structure as the official modding documentation, that has been included in the game. If you're looking for more info about a particular command, then click on it and read the detailed description.&lt;br /&gt;
&lt;br /&gt;
==Script structure commands==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[Choose]]&lt;br /&gt;
*[[ChooseFirst]]&lt;br /&gt;
*[[Delay]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[If]]&lt;br /&gt;
*[[IsValid]]&lt;br /&gt;
*[[When]]&lt;br /&gt;
! style=&amp;quot;vertical-align:top; width: 33%;&amp;quot; |&lt;br /&gt;
*[[While]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Variable manager===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[Ceil]]&lt;br /&gt;
*[[Cos]]&lt;br /&gt;
*[[Exp]]&lt;br /&gt;
*[[Floor]]&lt;br /&gt;
*[[Log]]&lt;br /&gt;
*[[Max]]&lt;br /&gt;
*[[Min]]&lt;br /&gt;
*[[Not]]&lt;br /&gt;
*[[Pow]]&lt;br /&gt;
*[[Rnd]]&lt;br /&gt;
*[[Round]]&lt;br /&gt;
*[[Sin]]&lt;br /&gt;
*[[Sqrt]]&lt;br /&gt;
*[[Col]]&lt;br /&gt;
*[[CHeat]]&lt;br /&gt;
*[[CPlanck]]&lt;br /&gt;
*[[CInv]]&lt;br /&gt;
*[[CAdd]]&lt;br /&gt;
*[[CAdda]]&lt;br /&gt;
*[[CMul]]&lt;br /&gt;
*[[CLerp]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[CBrig]]&lt;br /&gt;
*[[CEqu]]&lt;br /&gt;
*[[GetVal]]&lt;br /&gt;
*[[IsName]]&lt;br /&gt;
*[[Rot]]&lt;br /&gt;
*[[V2Rot]]&lt;br /&gt;
*[[R2Vec]]&lt;br /&gt;
*[[Requ]]&lt;br /&gt;
*[[RNull]]&lt;br /&gt;
*[[SLen]]&lt;br /&gt;
*[[SCat]]&lt;br /&gt;
*[[SSub]]&lt;br /&gt;
*[[SNum]]&lt;br /&gt;
*[[SNumPad]]&lt;br /&gt;
*[[SCmp]]&lt;br /&gt;
*[[SiCmp]]&lt;br /&gt;
*[[Set]]&lt;br /&gt;
*[[SetVal]]&lt;br /&gt;
*[[XfIdent]]&lt;br /&gt;
*[[XfTran]]&lt;br /&gt;
*[[XfRotX]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[XfRotY]]&lt;br /&gt;
*[[XfRotZ]]&lt;br /&gt;
*[[XfRot]]&lt;br /&gt;
*[[XfScale]]&lt;br /&gt;
*[[XfInv]]&lt;br /&gt;
*[[XfTran]]&lt;br /&gt;
*[[XfMul]]&lt;br /&gt;
*[[Vec]]&lt;br /&gt;
*[[VNull]]&lt;br /&gt;
*[[VRandomOrth]]&lt;br /&gt;
*[[VLen]]&lt;br /&gt;
*[[VSqLen]]&lt;br /&gt;
*[[VNorm]]&lt;br /&gt;
*[[VNeg]]&lt;br /&gt;
*[[VAdd]]&lt;br /&gt;
*[[VSub]]&lt;br /&gt;
*[[VMul]]&lt;br /&gt;
*[[VDot]]&lt;br /&gt;
*[[VCross]]&lt;br /&gt;
*[[VEqu]]&lt;br /&gt;
*[[VXform]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Selection===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[AddItem]]&lt;br /&gt;
*[[AddList]]&lt;br /&gt;
*[[AllNum]]&lt;br /&gt;
*[[Copy]]&lt;br /&gt;
*[[CopyIf]]&lt;br /&gt;
*[[DeleteSelect]]&lt;br /&gt;
*[[Deselect]]&lt;br /&gt;
*[[Dim]]&lt;br /&gt;
*[[Empty]]&lt;br /&gt;
*[[ExecList]]&lt;br /&gt;
*[[obj:Colony]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[FindUnder]]&lt;br /&gt;
*[[FirstNotScanned]]&lt;br /&gt;
*[[GetFreeSel]]&lt;br /&gt;
*[[GetN]]&lt;br /&gt;
*[[IndexOf]]&lt;br /&gt;
*[[InSelection]]&lt;br /&gt;
*[[MaxList]]&lt;br /&gt;
*[[NumOf]]&lt;br /&gt;
*[[Pick]]&lt;br /&gt;
*[[PickFirst]]&lt;br /&gt;
*[[PickMax]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[PickN]]&lt;br /&gt;
*[[RemoveFirst]]&lt;br /&gt;
*[[RemoveItem]]&lt;br /&gt;
*[[Select]]&lt;br /&gt;
*[[SelectBoats]]&lt;br /&gt;
*[[SelectDevices]]&lt;br /&gt;
*[[SelectEx]]&lt;br /&gt;
*[[SelectShips]]&lt;br /&gt;
*[[SelWeightMul]]&lt;br /&gt;
*[[SetN]]&lt;br /&gt;
*[[SubList]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Event handling===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[Call]]&lt;br /&gt;
*[[ClearTimer]]&lt;br /&gt;
*[[Disable]]&lt;br /&gt;
*[[Enable]]&lt;br /&gt;
*[[EventEx]]&lt;br /&gt;
*[[LocalEvent]]&lt;br /&gt;
*[[MEvent]]&lt;br /&gt;
*[[PEvent]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[Return]]&lt;br /&gt;
*[[RootEvent]]&lt;br /&gt;
*[[Timer]]&lt;br /&gt;
*[[StartTimer]]&lt;br /&gt;
*[[UCall]]&lt;br /&gt;
*[[UEvent]]&lt;br /&gt;
*[[UTimer]]&lt;br /&gt;
*[[EnableGUIEvents]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[RequestFiredEvent]]&lt;br /&gt;
*[[obj:tRequestCriticalDamageEvent]]&lt;br /&gt;
*[[obj:tRequestDetectionEvent]]&lt;br /&gt;
*[[obj:tRequestEnergyOnMax]]&lt;br /&gt;
*[[obj:tRequestNoShipsInRangeEvent]]&lt;br /&gt;
*[[obj:tRequestOverforceEvent]]&lt;br /&gt;
*[[obj:tRequestShipInRangeEvent]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statemachine===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[ChangeState]]&lt;br /&gt;
*[[ChangeTick]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[GetMachine]]&lt;br /&gt;
*[[IsInState]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[LeaveState]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Multiplay===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[MpGameOver]]&lt;br /&gt;
*[[MpGetPlayer]]&lt;br /&gt;
*[[MpGetPlayerCount]]&lt;br /&gt;
*[[MpGetPlayerKills]]&lt;br /&gt;
*[[MpGetPlayerGain]]&lt;br /&gt;
*[[MpGetTeamKills]]&lt;br /&gt;
*[[MpGetTeamGain]]&lt;br /&gt;
*[[MpGetTeamRace]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[MpGetWinningCondition]]&lt;br /&gt;
*[[MpGetWinningConditionParam]]&lt;br /&gt;
*[[MpHoldPrepare]]&lt;br /&gt;
*[[MpHoldPrepare]]&lt;br /&gt;
*[[MpIsIndividual]]&lt;br /&gt;
*[[MpIsPlayerValid]]&lt;br /&gt;
*[[MpEnableJumpIn]]&lt;br /&gt;
*[[MpEnableJumpOut]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[MpSetDead]]&lt;br /&gt;
*[[MpSetTeamGain]]&lt;br /&gt;
*[[MpSetPlayerGain]]&lt;br /&gt;
*[[MpSetWinnerTeam]]&lt;br /&gt;
*[[MpSetWinnerPlayer]]&lt;br /&gt;
*[[MpSpawnPoint]]&lt;br /&gt;
*[[SetSceneRadius]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission script commands==&lt;br /&gt;
&lt;br /&gt;
===Scene===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[AddMechaLegion]]&lt;br /&gt;
*[[AddNavigPoint]]&lt;br /&gt;
*[[Area]]&lt;br /&gt;
*[[AreaExplosion]]&lt;br /&gt;
*[[AssignSecret]]&lt;br /&gt;
*[[celestial:uPlanetSurfBattle]]&lt;br /&gt;
*[[ClearArea]]&lt;br /&gt;
*[[CloseGate]]&lt;br /&gt;
*[[EnableAI]]&lt;br /&gt;
*[[EndTraffic]]&lt;br /&gt;
*[[GameOver]]&lt;br /&gt;
*[[GenAsteroidField]]&lt;br /&gt;
*[[GetHidden]]&lt;br /&gt;
*[[GetSceneObj]]&lt;br /&gt;
*[[GetStation]]&lt;br /&gt;
*[[GuiEnable]]&lt;br /&gt;
*[[GuiSelect]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[MissionObjective]]&lt;br /&gt;
*[[MoveNPC]]&lt;br /&gt;
*[[npc:uStepRank]]&lt;br /&gt;
*[[npc:uAddMedal]]&lt;br /&gt;
*[[npc:uHasMedal]]&lt;br /&gt;
*[[OpenGate]]&lt;br /&gt;
*[[PlayEfx]]&lt;br /&gt;
*[[PlayMovie]]&lt;br /&gt;
*[[PlayMusic]]&lt;br /&gt;
*[[PreCacheNPC]]&lt;br /&gt;
*[[UQuitMission]]&lt;br /&gt;
*[[ScanEnable]]&lt;br /&gt;
*[[SelectShip]]&lt;br /&gt;
*[[SelectSquadron]]&lt;br /&gt;
*[[SetArea]]&lt;br /&gt;
*[[SetAreaAbs]]&lt;br /&gt;
*[[SetFogColor]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[SetFogDensity]]&lt;br /&gt;
*[[SetListOrder]]&lt;br /&gt;
*[[SetListPriority]]&lt;br /&gt;
*[[SetMotionFactor]]&lt;br /&gt;
*[[SetObjectivePrimary]]&lt;br /&gt;
*[[SetOwnRace]]&lt;br /&gt;
*[[SetPlayersRace]]&lt;br /&gt;
*[[SetScreenFilter]]&lt;br /&gt;
*[[SetXPCategories]]&lt;br /&gt;
*[[ShowMissionStatus]]&lt;br /&gt;
*[[SoundEnable]]&lt;br /&gt;
*[[StartCountdown]]&lt;br /&gt;
*[[StartTraffic]]&lt;br /&gt;
*[[StopCountdown]]&lt;br /&gt;
*[[Transmission]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Jump===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[AppearFleet]]&lt;br /&gt;
*[[JumpInShips]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[SetFleetEntry]]&lt;br /&gt;
*[[StartJump]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Operations of races===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[ForbidFirePurp]]&lt;br /&gt;
*[[GetNavigPoint]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[GetRelation]]&lt;br /&gt;
*[[Race2civilization]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[SetRelation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Messages and postings===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[Dialog]]&lt;br /&gt;
*[[DeletePendingDialogs]]&lt;br /&gt;
*[[HideDialog]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[NoTitle]]&lt;br /&gt;
*[[NoTutorial]]&lt;br /&gt;
*[[Title]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[TitleNoTime]]&lt;br /&gt;
*[[Tutorial]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Camera handling===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[CamBoatView]]&lt;br /&gt;
*[[CamGoRound]]&lt;br /&gt;
*[[CamLinear]]&lt;br /&gt;
*[[CamLocate]]&lt;br /&gt;
*[[CamLockPos]]&lt;br /&gt;
*[[CamLookAt]]&lt;br /&gt;
*[[CamMoveAndTurn]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[CamMoveTo]]&lt;br /&gt;
*[[CamOrient]]&lt;br /&gt;
*[[CamOrientAbs]]&lt;br /&gt;
*[[CamOrientRoll]]&lt;br /&gt;
*[[CamRoll]]&lt;br /&gt;
*[[CamShift]]&lt;br /&gt;
*[[CamTargetView]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[CamTripleMode]]&lt;br /&gt;
*[[CamTurnTo]]&lt;br /&gt;
*[[CamWeaponView]]&lt;br /&gt;
*[[ChangeLocation]]&lt;br /&gt;
*[[FadeScreen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ship related commands==&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[Add2Fleet]]&lt;br /&gt;
*[[AddBreachPoint]]&lt;br /&gt;
*[[AnimateShip]]&lt;br /&gt;
*[[Appear]]&lt;br /&gt;
*[[BlinkShip]]&lt;br /&gt;
*[[ClearLampSignal]]&lt;br /&gt;
*[[CreateShip]]&lt;br /&gt;
*[[DeleteShip]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[Disappear]]&lt;br /&gt;
*[[DockOut]]&lt;br /&gt;
*[[Evacuate]]&lt;br /&gt;
*[[Explode]]&lt;br /&gt;
*[[GetDockPoint]]&lt;br /&gt;
*[[SetLampSignal]]&lt;br /&gt;
*[[NumBreachPoints]]&lt;br /&gt;
*[[NumDockPoints]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[PlayShipAnim]]&lt;br /&gt;
*[[RenameShip]]&lt;br /&gt;
*[[SendTransport]]&lt;br /&gt;
*[[obj:tSetWarning]]&lt;br /&gt;
*[[SetUndamageable]]&lt;br /&gt;
*[[SplitShip]]&lt;br /&gt;
*[[Terminate]]&lt;br /&gt;
*[[UniteShips]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[NumShooters]]&lt;br /&gt;
*[[IsShot]]&lt;br /&gt;
*[[EverShot]]&lt;br /&gt;
*[[EnableEvacBoats]]&lt;br /&gt;
*[[EnableUnit]]&lt;br /&gt;
*[[GetDefense]]&lt;br /&gt;
*[[SendCommand]]&lt;br /&gt;
*[[SetFlakTargets]]&lt;br /&gt;
*[[obj:tAwayFrom]]&lt;br /&gt;
*[[obj:tAwayFromIntensity]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[obj:tClearAway]]&lt;br /&gt;
*[[obj:tClearAwayAll]]&lt;br /&gt;
*[[obj:tClearCommand]]&lt;br /&gt;
*[[obj:tClearFire]]&lt;br /&gt;
*[[obj:tClearForbid]]&lt;br /&gt;
*[[obj:tClearGuard]]&lt;br /&gt;
*[[obj:tClearTerritory]]&lt;br /&gt;
*[[obj:tDamage]]&lt;br /&gt;
*[[obj:tDamageRecalc]]&lt;br /&gt;
*[[obj:tDange]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[obj:tDangerBase]]&lt;br /&gt;
*[[obj:tAutoEnergyMode]]&lt;br /&gt;
*[[obj:tEnergyMode]]&lt;br /&gt;
*[[obj:tEngineMode]]&lt;br /&gt;
*[[obj:tFireTo]]&lt;br /&gt;
*[[obj:tGuard]]&lt;br /&gt;
*[[obj:tPlayerControl]]&lt;br /&gt;
*[[obj:tRequestFirstHitEvent]]&lt;br /&gt;
*[[obj:tSetForbid]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Movement and territory===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[ClearOrient]]&lt;br /&gt;
*[[ClearLongRangeDir]]&lt;br /&gt;
*[[CloseAbs]]&lt;br /&gt;
*[[CloseOff]]&lt;br /&gt;
*[[CloseShip]]&lt;br /&gt;
*[[DeactivateEngine]]&lt;br /&gt;
*[[Distance]]&lt;br /&gt;
*[[EnableDodge]]&lt;br /&gt;
*[[EnableFortPass]]&lt;br /&gt;
*[[ForceOrient]]&lt;br /&gt;
! style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
*[[InArea]]&lt;br /&gt;
*[[LongRangeArrive]]&lt;br /&gt;
*[[PutShip]]&lt;br /&gt;
*[[PutShipRel]]&lt;br /&gt;
*[[Range]]&lt;br /&gt;
*[[SetAbsSpeed]]&lt;br /&gt;
*[[SetGlobalSpeedFactor]]&lt;br /&gt;
*[[SetLongRangeDir]]&lt;br /&gt;
*[[SetMicroJumpArea]]&lt;br /&gt;
*[[SetSpeedFactor]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[SetTerrArea]]&lt;br /&gt;
*[[SetTerritory]]&lt;br /&gt;
*[[ShipGoRound]]&lt;br /&gt;
*[[obj:tClearMove]]&lt;br /&gt;
*[[obj:tGetMaxVelocity]]&lt;br /&gt;
*[[obj:tGetVelocity]]&lt;br /&gt;
*[[obj:tMoveTo]]&lt;br /&gt;
*[[obj:tMoveToIntensity]]&lt;br /&gt;
*[[obj:tSetTerritory]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Devices and weapons===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[ActivateDevice]]&lt;br /&gt;
*[[ActivateDeviceType]]&lt;br /&gt;
*[[CanPenetrate]]&lt;br /&gt;
*[[DeleteDevice]]&lt;br /&gt;
*[[DeviceFocused]]&lt;br /&gt;
*[[EnableDevice]]&lt;br /&gt;
*[[EnableActivateEvents]]&lt;br /&gt;
*[[EnableMechaEmitShip]]&lt;br /&gt;
*[[FocusDevice]]&lt;br /&gt;
! style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
*[[GetDevices]]&lt;br /&gt;
*[[GetDevScanned]]&lt;br /&gt;
*[[HasDevType]]&lt;br /&gt;
*[[InSet]]&lt;br /&gt;
*[[InstallDevice]]&lt;br /&gt;
*[[LoadWeapon]]&lt;br /&gt;
*[[Purpose]]&lt;br /&gt;
*[[SetDevScanned]]&lt;br /&gt;
*[[SetPrecision]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[SetRepairFactor]]&lt;br /&gt;
*[[SetScanned]]&lt;br /&gt;
*[[TargetWeapon]]&lt;br /&gt;
*[[TransferDevice]]&lt;br /&gt;
*[[TransferSquadron]]&lt;br /&gt;
*[[WeaponDamage]]&lt;br /&gt;
*[[WeaponMode]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[DetectEnable]]&lt;br /&gt;
*[[FreezeReconState]]&lt;br /&gt;
*[[GetDetected]]&lt;br /&gt;
*[[GetIdentified]]&lt;br /&gt;
*[[GetScanned]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[HideShip]]&lt;br /&gt;
*[[IdentEnable]]&lt;br /&gt;
*[[MakeFullyKnown]]&lt;br /&gt;
*[[ScanEnable]]&lt;br /&gt;
*[[SetDetected]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[SetDetectedFaded]]&lt;br /&gt;
*[[SetDevScanned]]&lt;br /&gt;
*[[SetIdentified]]&lt;br /&gt;
*[[SetMisidentified]]&lt;br /&gt;
*[[UnhideShip]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Formations===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[EndFormation]]&lt;br /&gt;
*[[PutFormationWings]]&lt;br /&gt;
*[[StartFormation]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[obj:tClearFollow]]&lt;br /&gt;
*[[obj:tClearFormation]]&lt;br /&gt;
*[[obj:tFollow]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[obj:tSetFormation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Campaign script commands==&lt;br /&gt;
&lt;br /&gt;
These commands are being used by the story rules located in ''universe/story/rules''. They control progression in the campaign and connect the individual missions to one another.&lt;br /&gt;
&lt;br /&gt;
===Equipment and stock===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[obj:uInset]]&lt;br /&gt;
*[[obj:uInstallDevice]]&lt;br /&gt;
*[[obj:uRemoveDevice]]&lt;br /&gt;
*[[obj:uSetRequired]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[obj:uSetResourcePoints]]&lt;br /&gt;
*[[uAddDevicesToStock]]&lt;br /&gt;
*[[uClearResourceStock]]&lt;br /&gt;
*[[uFleetScreenReadOnly]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[uRepairPlayersFleet]]&lt;br /&gt;
*[[uShowFleetScreen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mission progression===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[uEnterMission]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[uEnterMissionQuick]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[uSetNextMission]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: transparent; text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[obj:uCopyReproducableDevTypes]]&lt;br /&gt;
*[[obj:uSetParent]]&lt;br /&gt;
*[[uDifficultyLevel]]&lt;br /&gt;
*[[uGet]]&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot; |&lt;br /&gt;
*[[uGetNPC]]&lt;br /&gt;
*[[uGetPlayersFleet]]&lt;br /&gt;
*[[uGui_EnableCommand]]&lt;br /&gt;
*[[uPlayBink]]&lt;br /&gt;
! style=&amp;quot;width: 33%; vertical-align: top;&amp;quot; |&lt;br /&gt;
*[[uPlayBriefing]]&lt;br /&gt;
*[[uSelectNR]]&lt;br /&gt;
*[[uSetDetectionLevel]]&lt;br /&gt;
*[[uSetStoryDate]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding Help]]&lt;/div&gt;</summary>
		<author><name>The Old Dragon</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>2012-10-19T08:38:30Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &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;
:*[[Ingame Names]]&lt;br /&gt;
:*[[Nexus Bugs]]&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>The Old Dragon</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>2012-09-12T12:28:30Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &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;
:*[[Ingame Names]]&lt;br /&gt;
:*[[Nexus Bugs]]&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>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_Bugs</id>
		<title>Nexus Bugs</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_Bugs"/>
				<updated>2012-08-27T15:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: moved Bugs to Nexus Bugs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for any Nexus bugs you come across... hopefully with a solution.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Escape not working==&lt;br /&gt;
&lt;br /&gt;
Some people have posted on the still active Nexus forums that they can't save or access the ingame menu. The general consensus at this time is that it is due to a 'quirk' in Nexus:TJI where if you '''ALT-TAB''' out of the game (or maybe accidentally hit the '''ALT''' key), the '''ESCAPE''' keys main function is then disabled.&lt;br /&gt;
&lt;br /&gt;
Pressing the '''TAB''' key once more seems to fix this issue for the most part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Bugs</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Bugs"/>
				<updated>2012-08-27T15:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: moved Bugs to Nexus Bugs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Nexus Bugs]]&lt;/div&gt;</summary>
		<author><name>The Old Dragon</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>2012-08-27T15:26:43Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &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;
:*[[Ingame Names]]&lt;br /&gt;
:*[[Nexus Bugs]]&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>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_Bugs</id>
		<title>Nexus Bugs</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_Bugs"/>
				<updated>2012-08-27T15:26:20Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for any Nexus bugs you come across... hopefully with a solution.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Escape not working==&lt;br /&gt;
&lt;br /&gt;
Some people have posted on the still active Nexus forums that they can't save or access the ingame menu. The general consensus at this time is that it is due to a 'quirk' in Nexus:TJI where if you '''ALT-TAB''' out of the game (or maybe accidentally hit the '''ALT''' key), the '''ESCAPE''' keys main function is then disabled.&lt;br /&gt;
&lt;br /&gt;
Pressing the '''TAB''' key once more seems to fix this issue for the most part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Nexus_Bugs</id>
		<title>Nexus Bugs</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Nexus_Bugs"/>
				<updated>2012-08-27T15:26:01Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: Created page with &amp;quot;=====Bugs=====  This page is for any Nexus bugs you come across... hopefully with a solution.  ----  ==Escape not working==  Some people have posted on the still active Nexus for...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=====Bugs=====&lt;br /&gt;
&lt;br /&gt;
This page is for any Nexus bugs you come across... hopefully with a solution.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Escape not working==&lt;br /&gt;
&lt;br /&gt;
Some people have posted on the still active Nexus forums that they can't save or access the ingame menu. The general consensus at this time is that it is due to a 'quirk' in Nexus:TJI where if you '''ALT-TAB''' out of the game (or maybe accidentally hit the '''ALT''' key), the '''ESCAPE''' keys main function is then disabled.&lt;br /&gt;
&lt;br /&gt;
Pressing the '''TAB''' key once more seems to fix this issue for the most part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Bugs_%26_Quirks</id>
		<title>Bugs &amp; Quirks</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Bugs_%26_Quirks"/>
				<updated>2012-08-27T15:25:00Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: Created page with &amp;quot;=====Bugs=====  This page is for any Nexus bugs you come across... hopefully with a solution.  ----  ==Escape not working==  Some people have posted on the still active Nexus for...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=====Bugs=====&lt;br /&gt;
&lt;br /&gt;
This page is for any Nexus bugs you come across... hopefully with a solution.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Escape not working==&lt;br /&gt;
&lt;br /&gt;
Some people have posted on the still active Nexus forums that they can't save or access the ingame menu. The general consensus at this time is that it is due to a 'quirk' in Nexus:TJI where if you '''ALT-TAB''' out of the game (or maybe accidentally hit the '''ALT''' key), the '''ESCAPE''' keys main function is then disabled.&lt;br /&gt;
&lt;br /&gt;
Pressing the '''TAB''' key once more seems to fix this issue for the most part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>The Old Dragon</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>2012-08-27T15:24:37Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &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;
:*[[Ingame Names]]&lt;br /&gt;
:*[[Bugs]]&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>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Help:Editing</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Help:Editing"/>
				<updated>2012-08-27T15:11:15Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here it is, the Nexus Wiki. You want to contribute, but don't know how? Don't worry - adding to a Wiki is as easy as writing a forum post. This page is meant to assist you in writing and formatting your Wiki articles as well es editing already existing ones.&lt;br /&gt;
&lt;br /&gt;
==Editing an article==&lt;br /&gt;
Browse to an article and click the 'Edit' button in the upper left corner of the screen. Apply your changes to the text and click on 'Show preview' to see the results. If you are happy with it, click on 'Save page' and you are done.&lt;br /&gt;
&lt;br /&gt;
==Creating a new article==&lt;br /&gt;
There are basically two ways to create a new article:&lt;br /&gt;
#you follow a red link to a page, that doesn't exist yet and start editing this page&lt;br /&gt;
#you append the desired name of the page to the url of this Wiki: &lt;br /&gt;
::&amp;lt;pre&amp;gt;http://nexusthegame.net/wiki/&amp;lt;pagename&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Either way, you're going to end up on a page, that isn't registered yet. If you click on the 'Create' button in the top left corner, where the 'Edit' button should be instead, enter some text and save your changes, then you have successfully created a new page. Be sure to place links to this page on other pages to make it easier to find the new page.&lt;br /&gt;
&lt;br /&gt;
==Text formatting==&lt;br /&gt;
Writing plain text is good, but you can enhance the reader's experience by formatting your text appropiately. Make text '''bold''' to stand out or ''italic'' to emphasize important parts. Use lists and tables to structure the information you're going to present and divide your article into sections to help the reader find, what he or she wants.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #4285CC; color: white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;width:45%&amp;quot; |You type&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; |You get&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | Character formatting&lt;br /&gt;
|-&lt;br /&gt;
|Italic text&lt;br /&gt;
|&amp;lt;pre&amp;gt;''italic''&amp;lt;/pre&amp;gt;&lt;br /&gt;
|''italic''&lt;br /&gt;
|-&lt;br /&gt;
|Bold text&lt;br /&gt;
|&amp;lt;pre&amp;gt;'''bold'''&amp;lt;/pre&amp;gt;&lt;br /&gt;
|'''bold'''&lt;br /&gt;
|-&lt;br /&gt;
|Bold and Italic text&lt;br /&gt;
|&amp;lt;pre&amp;gt;'''''bold and italic'''''&amp;lt;/pre&amp;gt;&lt;br /&gt;
|'''''bold and italic'''''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | Section formatting&lt;br /&gt;
|-&lt;br /&gt;
|Headings (of different levels)&lt;br /&gt;
|&amp;lt;pre&amp;gt;==level 2==&lt;br /&gt;
===level 3===&lt;br /&gt;
====level 4====&lt;br /&gt;
=====level 5=====&lt;br /&gt;
======level 6======&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
an article having more than 3 headings will automatically create a table of contents at the top of the page&lt;br /&gt;
|''can't be shown''&lt;br /&gt;
|-&lt;br /&gt;
|Horizontal rule&lt;br /&gt;
|&amp;lt;pre&amp;gt;----&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | Lists&lt;br /&gt;
|-&lt;br /&gt;
|Bullet List&lt;br /&gt;
|&amp;lt;pre&amp;gt;*Item 1&lt;br /&gt;
*Item 2&lt;br /&gt;
*Item 3&lt;br /&gt;
**Item 3.1&lt;br /&gt;
**Item 3.2&lt;br /&gt;
*Item 4&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Item 1&lt;br /&gt;
*Item 2&lt;br /&gt;
*Item 3&lt;br /&gt;
**Item 3.1&lt;br /&gt;
**Item 3.2&lt;br /&gt;
*Item 4&lt;br /&gt;
|-&lt;br /&gt;
|Numbered List&lt;br /&gt;
|&amp;lt;pre&amp;gt;#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
#Item 3&lt;br /&gt;
##Item 3.1&lt;br /&gt;
##Item 3.2&lt;br /&gt;
#Item 4&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
#Item 3&lt;br /&gt;
##Item 3.1&lt;br /&gt;
##Item 3.2&lt;br /&gt;
#Item 4&lt;br /&gt;
|----&lt;br /&gt;
|-&lt;br /&gt;
|Definition List&lt;br /&gt;
|&amp;lt;pre&amp;gt;;Definition term&lt;br /&gt;
:Definition description&lt;br /&gt;
;term 2&lt;br /&gt;
:explanation&lt;br /&gt;
:another explanation&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
;Definition term&lt;br /&gt;
:Definition description&lt;br /&gt;
;term 2&lt;br /&gt;
:explanation&lt;br /&gt;
:another explanation&lt;br /&gt;
|-&lt;br /&gt;
|Mixing Lists&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;*Item 1&lt;br /&gt;
*Item 2&lt;br /&gt;
*#Numbered Subitem 1&lt;br /&gt;
*#Numbered Subitem 2&lt;br /&gt;
;term&lt;br /&gt;
:description&lt;br /&gt;
:*Item 1&lt;br /&gt;
:*Item 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Item 1&lt;br /&gt;
*Item 2&lt;br /&gt;
*#Numbered Subitem 1&lt;br /&gt;
*#Numbered Subitem 2&lt;br /&gt;
;term&lt;br /&gt;
:description&lt;br /&gt;
:*Item 1&lt;br /&gt;
:*Item 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Linking to other pages==&lt;br /&gt;
Of course you can link to other pages on this Wiki and to other websites as well. Linking to a Wiki page, that doesn't exist yet, is perfectly fine, too. This may actually encourage other authors to create that page (or you may go ahead and do that, as well).&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #4285CC; color: white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;width:45%&amp;quot; |You type&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; |You get&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | Internal Links&lt;br /&gt;
|-&lt;br /&gt;
|Internal link&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Nexus - The Jupiter Incident]]&lt;br /&gt;
[[Some page, that doesn't exist yet]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
If you link to a page, that wasn't created yet, the link will be colored red until someone creates this page and fills it with content&lt;br /&gt;
|[[Nexus - The Jupiter Incident]]&lt;br /&gt;
[[Some page, that doesn't exist yet]]&lt;br /&gt;
|-&lt;br /&gt;
|Named link&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Nexus - The Jupiter Incident|Best game of the world]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Instead of showing the name of the page you're linking to, it'll show the name you specified after |&lt;br /&gt;
|[[Nexus - The Jupiter Incident|Best game of the world]]&lt;br /&gt;
|-&lt;br /&gt;
|Link to an anchor&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[#top]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[#Linking to other pages|Section headings]] and the [[#top|top]] of the page are automatically anchored&lt;br /&gt;
|[[#top]]&lt;br /&gt;
|-&lt;br /&gt;
|Link to an anchor at another page&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Nexus - The Jupiter Incident#Mods]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[[Nexus - The Jupiter Incident#Mods]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #16203A; text-align: center;&amp;quot; | External Links&lt;br /&gt;
|-&lt;br /&gt;
|External link&lt;br /&gt;
|&amp;lt;pre&amp;gt;http://forum.keyswow.com&amp;lt;/pre&amp;gt;&lt;br /&gt;
|http://forum.keyswow.com&lt;br /&gt;
|-&lt;br /&gt;
|External link with a different name&lt;br /&gt;
|&amp;lt;pre&amp;gt;[http://forum.keyswow.com Support-Forum]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[http://forum.keyswow.com Support-Forum]&lt;br /&gt;
|-&lt;br /&gt;
|External link as number&lt;br /&gt;
|&amp;lt;pre&amp;gt;[http://forum.keyswow.com]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[http://forum.keyswow.com]&lt;br /&gt;
|}&lt;br /&gt;
Here it is, the Nexus Wiki. You want to contribute, but don't know how? Don't worry - adding to a Wiki is as easy as writing a forum post. This page is meant to assist you in writing and formatting your Wiki articles as well es editing already existing ones.&lt;br /&gt;
&lt;br /&gt;
Post trackbacks and conmtmes to remote blogs automatically with Trackback Submitter! This tool will submit your conmtmes to millions of blogs automatically. Trackback Submitter   the most powerful tool on the planet to submit trackbacks automatically!&lt;br /&gt;
&lt;br /&gt;
Hey Jess! Great job, I like your writing style hvweoer I'd suggest you not write every little thing each character does unless its somewhat relevant to the episode you're talking about. Kudos on capturing each show though! Muahz! Ciao Bella&lt;/div&gt;</summary>
		<author><name>The Old Dragon</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>2012-08-27T15:08:58Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &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;
:*[[Ingame Names]]&lt;br /&gt;
:*[[Bugs &amp;amp; Quirks]]&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>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Modding_Tools</id>
		<title>Modding Tools</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Modding_Tools"/>
				<updated>2012-06-20T19:07:10Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: Undo revision 1834 by 189.167.192.222 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modding tools are there to help and guide you in your modding endeavours. The official tools available for Nexus allow you to convert 3d models and textures for use in-game, to create new solar systems to set your missions in and to aid you in creating and debugging your mission scripts. Several fan-made tools also enable you un- and repack the game's archive files, which is pretty useful to inspect the game's scripts and game structure. Finally you've also got a bunch of helpful tools making managing your tacticstypes.ini less cumbersome and a small selection of modding ressources you can incorporate into your mod, e.g. to improve its visual quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Official Tools===&lt;br /&gt;
&lt;br /&gt;
[http://www.moddb.com/games/nexus-the-jupiter-incident/downloads/nexus-mod-tools Nexus Mod Tools] by Mithis Entertainment&lt;br /&gt;
:- also supplied with the game&lt;br /&gt;
:- includes modding manual, a [[Model Viewer|model viewer]], a [[Nexus Model/Texture Converter|model and texture converter]], a solar system editor and mission editor&lt;br /&gt;
:-also includes Excel spreadsheets to make tacticstypes.ini and efx.ini editing easier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File extraction and/or packing===&lt;br /&gt;
&lt;br /&gt;
[http://www.moddb.com/groups/the-nexii/downloads/elfartos-datool datool] by ElFarto&lt;br /&gt;
:- able to extract and create Nexus' .dat- and .dap-archives, except the movie files (nexus_01.dat, nexus_02.dat, etc)&lt;br /&gt;
[http://www.moddb.com/groups/the-nexii/downloads/new-nexus-tool-created-by-socarr nexus tool] by Socarr&lt;br /&gt;
:- able to decrypt Nexus' movie files to bink format (nexus_01.dat, nexus_02.dat, etc.)&lt;br /&gt;
[http://arparso.de/nexus/forum/index.php/topic,129.0.html DatXTract] by Arparso&lt;br /&gt;
:- GUI-enabled tool for extracting .dat and .dap-archives, except the movie files&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File conversion===&lt;br /&gt;
[http://arparso.de/nexus/forum/index.php/topic,155.0.html model converter] by Arparso&lt;br /&gt;
:- converts Nexus' models (.msh) to Wavefront .obj format&lt;br /&gt;
[http://www.moddb.com/games/nexus-the-jupiter-incident/downloads/nexus-texture-converter texture converter] by Arparso&lt;br /&gt;
:- converts Nexus' textures (.tex) to Targa .tga format&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Importer===&lt;br /&gt;
[http://www.moddb.com/games/nexus-the-jupiter-incident/downloads/nexus-mesh-importer Milkshape 3D importer plugin] by Rainman&lt;br /&gt;
:- imports Nexus' models (.msh) in Milkshape 3D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
[http://www.moddb.com/groups/the-nexii/downloads/tacticstype-tool Tacticstype tool] by Mularac&lt;br /&gt;
:- detects free shipclass/devicetype/shiptype IDs and can also assign each item a new number in numerical order&lt;br /&gt;
[http://arparso.de/nexus/forum/index.php/topic,74.0.html OpenOffice spreadsheets for tacticstypes.ini and efx.ini] by Arparso&lt;br /&gt;
:- spreadsheets with attached macros to make creating/editing tacticstypes.ini and efx.ini easier (scroll down for the efx.ini sheet)&lt;br /&gt;
:- this is mainly a conversion of the Excel sheets included with the official modding tools, but with new macros to make it work in OpenOffice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Modding ressources===&lt;br /&gt;
[http://arparso.de/nexus/forum/index.php/topic,83.msg739.html#msg739 dynamic lighting] by jstubbles/Arparso/GeoModder/Mularac&lt;br /&gt;
:- describes a method to achieve dynamic lighting in your mod (e.g. from weapon fire), also including a sample patch for the vanilla Nexus campagin&lt;br /&gt;
[http://www.moddb.com/groups/the-nexii/addons/nexus-pack-of-suns Pack of suns] by DreamorCZ&lt;br /&gt;
:- contains blue, red, white and yellow stars for use in Nexus mods&lt;br /&gt;
[http://www.moddb.com/groups/the-nexii/addons/hd-asteroids-pack HD Asteroids pack] by DreamorCZ&lt;br /&gt;
:- new asteroid models with much higher detail&lt;/div&gt;</summary>
		<author><name>The Old Dragon</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>2012-06-20T19:05:49Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &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;
:*[[Ingame Names]]&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>The Old Dragon</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>2011-10-19T17:32:56Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: Undo revision 1107 by Wj (talk)&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;
:*[[Ingame Names]]&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>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Ingame_Names</id>
		<title>Ingame Names</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Ingame_Names"/>
				<updated>2011-09-04T14:58:44Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''''Ingame Names'''''===&lt;br /&gt;
&lt;br /&gt;
The names in the tacticstypes.ini file for the various devices don't make it too easy to find and choose what you want. The following links will match up the ingame names to those in the tacticstypes file.&lt;br /&gt;
For those modders who add their own custom weapons and use a different name in the .ini files to what's seen in the game, please feel free to add you're own to the relevant section.&lt;br /&gt;
&lt;br /&gt;
'''''[[Weapon Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Shield Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Engine Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Support Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Shipclass Names]]'''''&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Ingame_Names</id>
		<title>Ingame Names</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Ingame_Names"/>
				<updated>2011-09-04T14:57:56Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''''Ingame Names'''''===&lt;br /&gt;
&lt;br /&gt;
The names in the tacticstypes.ini file for the various devices don't make it too easy to find and choose what you want. The following links will match up the ingame names to those in the tacticstypes file.&lt;br /&gt;
For those modders who add their own custom weapons and use a different name in the .ini files to what's seen in the game, please feel free to add you're own to the relevant section.&lt;br /&gt;
&lt;br /&gt;
'''''[[Weapon Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Shield Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Engine Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Support Device Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Shipclass Names]]'''''&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Support_Names</id>
		<title>Support Names</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Support_Names"/>
				<updated>2011-09-04T14:56:14Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: Created page with &amp;quot;==='''''Support Device Names'''''=== Now for all the various devices you can fit...  {| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''''Support Device Names'''''===&lt;br /&gt;
Now for all the various devices you can fit...&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #4285CC; color: white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |TacticTypes Name                              &lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ingame Name&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_sensor&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Sensor Array&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_sensor2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Advanced Sensor Array&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_sensor3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Palantir Sensor Array&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_osEcm&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |SpaceTech ECM System&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_ecm&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Standard ECM System&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_ecm2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Torsion ECM System&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_osEccm&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |SpaceTech ECCM System&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_eccm&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Standard ECCM System	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_eccm2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Advanced Targeting System&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_cloaking1&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Cloaking Dev. Prototype&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_cloaking2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Cloaking Device&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_sOWGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Weapon Energy Gen. (S)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_bOWGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Weapon Energy Gen. (B)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_bWGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Battle Firecloud Gen. (B)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_cWGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Combat Firecloud Gen&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_tWGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Tactical Firecloud Gen.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_bWGen2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Battle Firestorm Gen.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_cWGen2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Combat Firestorm Gen.		&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_tWGen2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Tactical Firestorm Gen.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_bWGen3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Battle Armageddon Gen.	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_cWGen3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Combat Armageddon Gen.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_tWGen3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Tactical Armageddon Gen.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_boatWGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_boatWGen2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_secWGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Secondary Firecloud Gen.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_secWGen2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Secondary Firepower Gen.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_sSGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |L1 Fusion Support Generator (S)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_mSGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |L2 Fusion Support Generator (M)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_bSGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |L3 Fusion Support Generator (B)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_sSGen2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |L1 Quark Support Generator (S)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_mSGen2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |L2 Quark Support Generator (M)	330&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_bSGen2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |L3 Quark Support Generator (B)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_sSGen3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |L1 Antimatter Support Generator (S)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_mSGen3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |L1 Antimatter Support Generator (M)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_bSGen3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |L1 Antimatter Support Generator (B)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_res&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Electron Cell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_res2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Plasma Cell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_res3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Crystal Cell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_ores&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Energy Cell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_ionizerField&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_jumpgateKey&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_intField&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_longRange&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |IP Drive&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_oSGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Support Generator&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_osensor&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_w_res&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Rift Cell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_w_sGen&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Rift Generator&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_mining_robot&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |supp_comDevice&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_leaking&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Leaking reactor&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_ipblocker&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Interplanetary drive blocker&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_cloaking2_bad&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Cloaking Device (BAD)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_res4&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Nanoid Cell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_res4&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |supp_jamming&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Radio Jamming Device&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Engine_Names</id>
		<title>Engine Names</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Engine_Names"/>
				<updated>2011-08-31T22:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: Created page with &amp;quot;==='''''Engine Names'''''=== Let's get the engine names down...  {| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; bord...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''''Engine Names'''''===&lt;br /&gt;
Let's get the engine names down...&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #4285CC; color: white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |TacticTypes Name                              &lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ingame Name&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_boatEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Engine used by strikecraft&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_sChemEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Chemical Engine (Small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_bChemEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Chemical Engine (Big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_sIonEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ionstream Engine (Small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_bIonEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ionstream Engine (Big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_sFusEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Fusion Engine (Small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_bFusEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Fusion Engine (Big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_sPlasEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Plasmatorch Engine (Small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_bPlasEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Plasmatorch Engine (Big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_sPhotEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Lightrider Engine (Small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_bAmatEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Antimatter Engine (Big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_sAgEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Engine for Vardrag strikecraft?&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_bAgEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Antigravity Engine &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_bAgEngNex&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Antigravity Engine&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_w_AmatEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |White Antimatter Engine&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_secChemEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Sec. Chemical Engine&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_secIonEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Sec. Ionstream Engine&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_secFusEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Sec. Fusion Engine	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_secPlasEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Sec. Plasma Engine&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_secPhotEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Sec. Photon Engine	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_secAgEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Sec. Antigravity Engine&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_secAgEngNex&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Sec. Antigravity Engine&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_stealthDrive&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Stealth Drive&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_comDrive&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Combat Drive&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_acomDrive&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Rotation Drive&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_ucomDrive&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_tacDrive&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Deflection Engine&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_atacDrive&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Dodge Drive&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_mjumpDrive&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Rift Drive (White)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_mechaEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Unknown operation drive(Mech)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_ghostEng&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ghost Engine&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |eng_locustWrk&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&amp;quot;Engine&amp;quot; for the locust race minions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Ingame_Names</id>
		<title>Ingame Names</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Ingame_Names"/>
				<updated>2011-08-31T22:32:27Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''''Ingame Names'''''===&lt;br /&gt;
&lt;br /&gt;
The names in the tacticstypes.ini file for the various devices don't make it too easy to find and choose what you want. The following links will match up the ingame names to those in the tacticstypes file.&lt;br /&gt;
For those modders who add their own custom weapons and use a different name in the .ini files to what's seen in the game, please feel free to add you're own to the relevant section.&lt;br /&gt;
&lt;br /&gt;
'''''[[Weapon Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Shield Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Engine Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Support Names]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Shipclass Names]]'''''&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Shield_Names</id>
		<title>Shield Names</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Shield_Names"/>
				<updated>2011-08-31T22:30:32Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: Created page with &amp;quot;==='''''Shield Names'''''===  Now for the various shields...  {| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''''Shield Names'''''===&lt;br /&gt;
&lt;br /&gt;
Now for the various shields...&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #4285CC; color: white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |TacticTypes Name                              &lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ingame Name&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_r_b123&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Raptor Shield (big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_r_s123&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Raptor Shield (small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_gh_b12&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ghost Shield&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_g_b123&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Shield (big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_g_s123&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Shield (small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_g_bfs123&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Shield (?)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_g_f123&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Fort Shield&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_1_b12&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Hidron Shield (big&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_1_b123&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Layer Shield (big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_1_s123&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Layer Shield (small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_1_b124&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Jamming Shield (big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_1_s124&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Jamming Shield (small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_1_b125&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Integrity Shield (big)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_1_s125&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Integrity Shield (small)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_f123&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Fort Shield&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_am&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Anti Mecha Shield&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_v_fl12&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Shield (Weapons)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_v_m125&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Shield (Bombers)	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_v_c125&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Shield (All)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_v_ml12&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Shield (All)	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |shld_v_cl12&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Shield (All)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	<entry>
		<id>http://nexusthegame.net/wiki/Weapon_Names</id>
		<title>Weapon Names</title>
		<link rel="alternate" type="text/html" href="http://nexusthegame.net/wiki/Weapon_Names"/>
				<updated>2011-08-30T21:44:51Z</updated>
		
		<summary type="html">&lt;p&gt;The Old Dragon: Created page with '==='''''Weapon Names'''''===  Here you'll find the names for the various capital ship weapons, I've not included any strikecraft weapons as they are not configurable as such and ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''''Weapon Names'''''===&lt;br /&gt;
&lt;br /&gt;
Here you'll find the names for the various capital ship weapons, I've not included any strikecraft weapons as they are not configurable as such and there are some blanks where I couldn't find the ingame name.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #4285B1; border-collapse:collapse; width: 90%; margin: 2em auto;&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #4285CC; color: white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |TacticTypes Name                              &lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ingame Name&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_oaLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Astronomical Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_oliLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |SpaceTech Laser Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_oMassDrv&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Massdriver Gatling Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_omGun&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Uranium Gatling Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_olGun&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Linear Gatling Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_osTorp&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Heavy Torpedo&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_otoMiss&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Tornado Autolock Missile&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_oswMiss&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Whirlwind Autolock Missile&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_oFlak&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |SpaceTech Flak System&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_oFighter&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gemini Fighter&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_oMarine&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Space Marines&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_heLaser3Cheat&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |SpaceTech Laser Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_okFlak&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Kissaki Flak System&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eShell&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Energy Shell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eBomb&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Overload Energy Bomb&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_plasma&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Magma Plasma Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_liLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Thornbird Light Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_heLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Whitelight Heavy Laser	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_flak&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Laser Ring Flak System&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_torp&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Neutron Torpedo	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_gun&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Sliver Gatling Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_miss&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Diffuse Missile&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_fighter&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Spark Fighter	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_gunboat&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Sickle Gunboat&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_bomber&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Meteor Bomber&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_marine&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Commando squad		&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_compensator&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_lifepoddev&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eShell2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Bubble Energy Shell	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eTorp&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Crisis Energy Torpedo	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eBomb2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Rad Energy Bomb		&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_plasma2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Volcano Plasma Gun	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_liLaser2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Crystalpin Light Laser	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_heLaser2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Burningfist Heavy Laser		&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_sigLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Siege Laser	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_flak2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Laserglobe Flak System	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_torp2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Eliminator Torpedo	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_gun2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Particle Gatling Gun	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_miss2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Pulsar Missile		&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_cyborg&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Cyborg squad	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_angels_mecha&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Mechanoid Angel&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_techScanner&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |DataScanner&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eShell3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Delektron Shell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eBomb3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ion Scream Bomb&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_plasma3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Nova Plasma Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_liLaser3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Mirroreye Laser	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_heLaser3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Silverlance laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_flak3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Lasernet Flak System&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_torp3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Tremor Torpedo&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_gun3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Anti-G Railgun	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_miss3&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Big Bang missile&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_aFighter&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Flash Fighter	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_aGunboat&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Scythe Gunboat	&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_aBomber&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Comet Bomber&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eSkeeter&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Energy Skeeter&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_blinder&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Blinder&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eWind&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_discharger&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_neutrino beam&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_eCM emitter&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_ionwhip&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ionwhip&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_gateDisruptor&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gate Disruptor&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_liLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Light Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_heLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Heavy Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_eShell&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg energy shell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_plasma&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Plasma Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_gun&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Gatling Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_torp&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Torpedo&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_miss&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Missile&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_eBomb&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Energy Bomb&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_flak&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Phalanx Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_sigLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Siege Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_g_eTorp&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Gorg Energy Torpedo&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_l_worker&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_l_warrior&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_l_w_ionizer_ball&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_l_w_suicide&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_mechanoid_ray&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Mechanoid ray (1)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_mechanoid_ray2&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Mechanoid ray (2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_mechanoid_ray_Light&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Mechanoid ray (Light)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_r_eShell&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Raptor Energy Shell&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_r_liLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Raptor Light Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_r_heLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Raptor Heavy Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_r_torp&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Raptor Torpedo&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_r_gun&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Raptor Gatling Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_r_flak&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Raptor Phalanx Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_gh_heLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ghost Heavy Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_gh_liLaser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Ghost Light Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_gh_flak&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_wh_laser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |White Heavy Laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_wh_plasma&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |White Crack Gun&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_v_Miss&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Cataclysm missile&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_v_plasma&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Plasma&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_v_laser&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag laser&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_v_flak&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag flak&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_v_gunboat&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Praetorian Gunboat&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_v_lMiss&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |Vardrag Cataclysm missile (2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_v_mTorp&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_mechanoid_ray_easy&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_mechanoid_ray_medium&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_mechanoid_ray_hard&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_mechanoid_ray_Light_easy&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_mechanoid_ray_Light_medium&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:40%&amp;quot; |weap_mechanoid_ray_Light_hard&lt;br /&gt;
!style=&amp;quot;width:65%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Old Dragon</name></author>	</entry>

	</feed>