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		<id>https://wiki.hard-light.org/index.php?title=5_easy_steps_towards_your_FREDucation&amp;diff=1667</id>
		<title>5 easy steps towards your FREDucation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=5_easy_steps_towards_your_FREDucation&amp;diff=1667"/>
		<updated>2005-06-07T20:39:41Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FRED Tutorial=&lt;br /&gt;
&lt;br /&gt;
There are lots of people in the FS community at the moment, new and old, who claim they canâ€™t FRED. Some have made the choice voluntarily, others simply donâ€™t know where to start, or donâ€™t think itâ€™s something theyâ€™d ever be able to learn. The truth is though, even if youâ€™ve never modded or mapped a computer game in your life, you can master FRED in a relatively short time. The following five steps will hopefully help anyone aspiring to teach themselves FRED to map out their plans and ultimately come out a pro FREDder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 1 - Do the Walkthrough==&lt;br /&gt;
&lt;br /&gt;
This is the most essential part of any FREDucation. You can, and many have, go straight from a completed walkthrough mission and into a campaigns staff and churn out missions with little difficulty. The walkthrough touches on everything you&#039;ll need to know to get you started in FRED, and it&#039;s a brilliant tool. However, as V themselves admitted, it&#039;s still only an introduction to FRED - even before the SCP, people were doing things with FRED that the original coders had never even considered implementing, let alone realized they were already possible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 2 - Baby steps==&lt;br /&gt;
&lt;br /&gt;
This will be your first functioning mission. It seems a big jump, to go from the fully documented, completely pre-scripted mission of the walkthrough to a completely new, never before seen mission that comes straight out of your head. But it doesn&#039;t have to be. This mission can, and probably should, be very simple - have the player defending a stricken capship while the escape pods are prepared. This could, in theory, be done with no sexps beyond those that control the arrival and departure of the various ships in the mission. Of course, a mission this simple is not ideal, so perhaps having the aim of the mission to defend the same capship until a transport can dock to repair its engines? This requires a higher degree of sexping, though not by much. If you&#039;re feeling confident, add a twist - the repaired capship comes under attack from a pair of enemy capital ships, and have the player switch from taking out bombers to taking out turrets, while the home ship manoeuvres to escape. Or completely disregard this and do a totally different scenario. All you need to do is become confident replicating the steps you learned in the Walkthrough - things like messaging, mission goals, waypoints, AI commands - without a guide telling you precisely what you need to do.&lt;br /&gt;
&lt;br /&gt;
-TIP - Don&#039;t skimp on this mission - make it as complete as you can. Include a briefing and debrief, mission goals, background, check the music and title all fit - often completed missions can be adapted for use later on, no matter how simple they will appear once your FREDding skill has improved.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 3 - Research==&lt;br /&gt;
&lt;br /&gt;
OK. By now, you&#039;re comfortable with what you learned in the Walkthrough, it&#039;s time to expand on your knowledge by researching what others have done. Use VPView to extract Volition missions from Root.vp and have a look at how they did certain things. There are lots of more complex things, like Knossos jumping, or having the player follow waypoints, that the walkthrough does not cover. You could also try looking at the missions from various campaigns that have been released. Things like Derelict and Warzone that had few mods often relied on inventive FREDding to add spice to their missions, and these tactics are still just as or even more valid now, despite the multitude of available mods. Youâ€™ll also want to check out the various tips and tricks that were written up way back in the day for FRED1, which are hosted on Freespacewatch. These may seem dated, but much of the core information about mission continuity and ambience remains vitally important for any FREDder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 4 â€“ Linking missions together==&lt;br /&gt;
&lt;br /&gt;
STOP! By this point, youâ€™re probably starting to feel confident with FRED, and youâ€™ve probably started to get some really good ideas for campaigns you can do â€“ big, bold, impressive campaigns thatâ€™re going to explain Capella, sort out Bosch and cure cancer. OK, Iâ€™m going to say this bluntly - Do not do this. You are not the first to have this idea, and you will not be the first to fail if you start it. That said, I do think a campaign is a good idea here. Building a campaign forces you to think about consequences, to link your missions together, to develop characters in your wingmen â€“ all very useful traits in a FREDder. But for godâ€™s sake, donâ€™t try to make Inferno or BWO your first project. I recommend building a campaign, no more than 4 or 5 missions long, with no staff other than yourself, and no mods that you canâ€™t make yourself or download already done. Hell, Iâ€™d recommend you use no mods at all, but Iâ€™d be the first to admit that the FS2 isnâ€™t ideal for certain types of missions â€“ FS2 has no Vasudan or light installations, a woeful selection of civilian craft, and really skimps on certain parts of the Vasudan fleet. Stuff like the GVSc Imhoteph from the Scroll of Atankharzim team, or the GTI Archeron by Robin Varley can be indispensable for certain situations. Iâ€™m not saying you need these ships, but if your campaign calls for them, Iâ€™m not saying leave them out either.&lt;br /&gt;
&lt;br /&gt;
There are a few things you need to think about while you build your campaign â€“ the first is obviously the story â€“ you need to make something that keeps the player interested, and that is believable, as well as presenting enough challenges so that it canâ€™t be completed in five minutes. If thinking up plots isnâ€™t your forte, then don&#039;t worry - in many cases V has done the work for you. There are plenty of referenced battles and combats, in the briefings, Command briefings, debriefings and messages used in the main campaign, where the player is told about events in the NTF war, but never experiences them, such as large parts of the Colossusâ€™ trek through the NTF systems, or the early days of the battle of Deneb. Creating missions from these stories not only makes things easier by eliminating the need for any mods whatsoever, but also enriches the overall FS community by providing a bit of background to the story that we all know so well.&lt;br /&gt;
&lt;br /&gt;
Planning your missions beforehand can help combat all three of these, and letâ€™s be honest - itâ€™s a lot of fun. Also, keep in mind that youâ€™re probably still learning to FRED â€“ it might be a good idea to insert an asteroid or nebula mission (nebulae can be disguised as the atmosphere of Gas Giants if your campaigns timeline puts you out of reach of the Shivanâ€™s nebula). These arenâ€™t essential, of course, but learning to use these effectively will expand your FREDding possibilities exponentially, and add just a little more buzz to your campaign. Keep in mind also that this campaign is meant as much for your learning as it is to be played. While it may not be perfectly plausible from the point of view of a single squadron, try to vary your missions a bit. A successful heavy assault mission needs to be designed very differently to, say an interceptor mission, and recon missions are a class unto themselves. You may not be able to fit all of the various mission types into your campaign structure of course, but a little bit of variation is always a good idea.&lt;br /&gt;
&lt;br /&gt;
-TIP â€“ Try to avoid subspace missions your first time out, unless you have a really, really good reason to put your player there. Subspace is very difficult to get right, and has a lot of drawbacks, outlined in another Volitionwatch article. If you can do it well, thatâ€™s great, but keep in mind, itâ€™s very, very difficult to do well&lt;br /&gt;
&lt;br /&gt;
-NB â€“ making a campaign is in no way essential to learning to FRED â€“ whatâ€™s important is the experience youâ€™d gain working with the various environments and commands in FRED, and the interesting situations campaigns often lead to. If you donâ€™t want to commit to what is a decent sized project (even three missions will probably see you sitting in front of a computer for twelve or so hours, plus time for testing.) then donâ€™t. Single missions are just as effective here as a minicampaign, and in many ways even more â€“ you donâ€™t need to worry about linking the various missions together, nor come up with plot plausible reasons to see your player plunging into a nebula or asteroid field.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 5 â€“ Test, Test, Test.==&lt;br /&gt;
&lt;br /&gt;
Beta testing is one of the most boring parts of FREDding, and, in some ways, one of the hardest. I hate doing it myself, especially since I test roughly every 5 or 10 changes, which means Iâ€™ll generally test each mission at least a dozen times during FREDding, generally a lot more. However, thereâ€™s nothing as irritating as a poorly tested mission, and almost nothing so obvious. Everything you release should be exhaustively tested, and if possible by other people. If youâ€™re doing a campaign, try to get it tested at both the mission by mission level and at the final product, if possible. Your testers will give you bug reports, but also on how the story&#039;s moving along, or how the speech is going. Most of these problems can be fixed with a few clicks of the mouse or a few word changes in your messages, but itâ€™s these that can tip a good mission over the line into a great mission.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind difficulty when Beta testing. Youâ€™ll often hear FREDders talk about balance in a mission, that elusive point where it is just enough of a challenge to get the player involved and enjoying himself without being frustratingly difficult. Balance is affected by almost everything in a mission, in varying degrees. Seemingly small things, like the orientation of a capship, or the distance a wing of fighters arrives from the heat of battle, can alter the balance as much as the more obvious things such as the players available ship and weapon loadout (Allowing your pilot to use Helioses to take out freighters is not recommended )&lt;br /&gt;
&lt;br /&gt;
Well done pilot - you now have all the expertise youâ€™ll need to become a fully fledged member of the FREDding community, with a campaign release under your belt (you were planning to release, right?) and the potential to do pretty much anything. With the possible exception of BWO, thereâ€™s not a campaign out there thatâ€™d turn down applications from FREDders, or you can start your own project, large or small, and add to the FS universe that way. With the SCP and FSO thereâ€™s a myriad of new concepts and abilities coming to FRED, and, despite everything youâ€™ll probably have done by this point, thereâ€™ll always be a lot to learn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
Everything mentioned above, and a few other useful resources, will be listed here.&lt;br /&gt;
&lt;br /&gt;
[http://www.volitionwatch.com/articles/ Volitionwatch Articles Index ] Some useful articles, which, despite their age, can still be very relevant to FREDders. Pay particular attention to:&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=13 What Makes a Good Mission?]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=26 FRED and the Battle of Endor Syndrome ]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=27 Tunnel Vision: Why Subspace Mission?]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=25 The Problem With User-Created Levels]&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fredzone FREDZone] A useful resource for FRED information.&lt;br /&gt;
&lt;br /&gt;
GTI Archeron by Robin Varley&lt;br /&gt;
&lt;br /&gt;
[http://www.fileplanet.com/dl.aspx?3dactionplanet/freespace/acheron.zip GTI Archeron by Robin Varley] - A well built light installation mod that fills a void in the FS2 Shipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/scroll/download.html GVSC Imhotep from The Scroll of Atankharzim] - Vasudan science ship - another void in the FS2 shipset neatly filled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For any questions regarding FRED not covered by this or the other Wiki documents, try the [http://dynamic4.gamespy.com/~freespace/forums HLP forums]. You can also contact me, Black Wolf, through a Private Message on HLP, or by emailing the_lone_black_wolf@hotmail.com&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=5_easy_steps_towards_your_FREDucation&amp;diff=57</id>
		<title>5 easy steps towards your FREDucation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=5_easy_steps_towards_your_FREDucation&amp;diff=57"/>
		<updated>2005-06-07T20:38:59Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FRED Tutorial=&lt;br /&gt;
&lt;br /&gt;
There are lots of people in the FS community at the moment, new and old, who claim they canâ€™t FRED. Some have made the choice voluntarily, others simply donâ€™t know where to start, or donâ€™t think itâ€™s something theyâ€™d ever be able to learn. The truth is though, even if youâ€™ve never modded or mapped a computer game in your life, you can master FRED in a relatively short time. The following five steps will hopefully help anyone aspiring to teach themselves FRED to map out their plans and ultimately come out a pro FREDder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 1 - Do the Walkthrough==&lt;br /&gt;
&lt;br /&gt;
This is the most essential part of any FREDucation. You can, and many have, go straight from a completed walkthrough mission and into a campaigns staff and churn out missions with little difficulty. The walkthrough touches on everything you&#039;ll need to know to get you started in FRED, and it&#039;s a brilliant tool. However, as V themselves admitted, it&#039;s still only an introduction to FRED - even before the SCP, people were doing things with FRED that the original coders had never even considered implementing, let alone realized they were already possible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 2 - Baby steps==&lt;br /&gt;
&lt;br /&gt;
This will be your first functioning mission. It seems a big jump, to go from the fully documented, completely pre-scripted mission of the walkthrough to a completely new, never before seen mission that comes straight out of your head. But it doesn&#039;t have to be. This mission can, and probably should, be very simple - have the player defending a stricken capship while the escape pods are prepared. This could, in theory, be done with no sexps beyond those that control the arrival and departure of the various ships in the mission. Of course, a mission this simple is not ideal, so perhaps having the aim of the mission to defend the same capship until a transport can dock to repair its engines? This requires a higher degree of sexping, though not by much. If you&#039;re feeling confident, add a twist - the repaired capship comes under attack from a pair of enemy capital ships, and have the player switch from taking out bombers to taking out turrets, while the home ship manoeuvres to escape. Or completely disregard this and do a totally different scenario. All you need to do is become confident replicating the steps you learned in the Walkthrough - things like messaging, mission goals, waypoints, AI commands - without a guide telling you precisely what you need to do.&lt;br /&gt;
&lt;br /&gt;
-TIP - Don&#039;t skimp on this mission - make it as complete as you can. Include a briefing and debrief, mission goals, background, check the music and title all fit - often completed missions can be adapted for use later on, no matter how simple they will appear once your FREDding skill has improved.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 3 - Research==&lt;br /&gt;
&lt;br /&gt;
OK. By now, you&#039;re comfortable with what you learned in the Walkthrough, it&#039;s time to expand on your knowledge by researching what others have done. Use VPView to extract Volition missions from Root.vp and have a look at how they did certain things. There are lots of more complex things, like Knossos jumping, or having the player follow waypoints, that the walkthrough does not cover. You could also try looking at the missions from various campaigns that have been released. Things like Derelict and Warzone that had few mods often relied on inventive FREDding to add spice to their missions, and these tactics are still just as or even more valid now, despite the multitude of available mods. Youâ€™ll also want to check out the various tips and tricks that were written up way back in the day for FRED1, which are hosted on Freespacewatch. These may seem dated, but much of the core information about mission continuity and ambience remains vitally important for any FREDder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 4 â€“ Linking missions together==&lt;br /&gt;
&lt;br /&gt;
STOP! By this point, youâ€™re probably starting to feel confident with FRED, and youâ€™ve probably started to get some really good ideas for campaigns you can do â€“ big, bold, impressive campaigns thatâ€™re going to explain Capella, sort out Bosch and cure cancer. OK, Iâ€™m going to say this bluntly - Do not do this. You are not the first to have this idea, and you will not be the first to fail if you start it. That said, I do think a campaign is a good idea here. Building a campaign forces you to think about consequences, to link your missions together, to develop characters in your wingmen â€“ all very useful traits in a FREDder. But for godâ€™s sake, donâ€™t try to make Inferno or BWO your first project. I recommend building a campaign, no more than 4 or 5 missions long, with no staff other than yourself, and no mods that you canâ€™t make yourself or download already done. Hell, Iâ€™d recommend you use no mods at all, but Iâ€™d be the first to admit that the FS2 isnâ€™t ideal for certain types of missions â€“ FS2 has no Vasudan or light installations, a woeful selection of civilian craft, and really skimps on certain parts of the Vasudan fleet. Stuff like the GVSc Imhoteph from the Scroll of Atankharzim team, or the GTI Archeron by Robin Varley can be indispensable for certain situations. Iâ€™m not saying you need these ships, but if your campaign calls for them, Iâ€™m not saying leave them out either.&lt;br /&gt;
&lt;br /&gt;
There are a few things you need to think about while you build your campaign â€“ the first is obviously the story â€“ you need to make something that keeps the player interested, and that is believable, as well as presenting enough challenges so that it canâ€™t be completed in five minutes. If thinking up plots isnâ€™t your forte, then don&#039;t worry - in many cases V has done the work for you. There are plenty of referenced battles and combats, in the briefings, Command briefings, debriefings and messages used in the main campaign, where the player is told about events in the NTF war, but never experiences them, such as large parts of the Colossusâ€™ trek through the NTF systems, or the early days of the battle of Deneb. Creating missions from these stories not only makes things easier by eliminating the need for any mods whatsoever, but also enriches the overall FS community by providing a bit of background to the story that we all know so well.&lt;br /&gt;
&lt;br /&gt;
Planning your missions beforehand can help combat all three of these, and letâ€™s be honest - itâ€™s a lot of fun. Also, keep in mind that youâ€™re probably still learning to FRED â€“ it might be a good idea to insert an asteroid or nebula mission (nebulae can be disguised as the atmosphere of Gas Giants if your campaigns timeline puts you out of reach of the Shivanâ€™s nebula). These arenâ€™t essential, of course, but learning to use these effectively will expand your FREDding possibilities exponentially, and add just a little more buzz to your campaign. Keep in mind also that this campaign is meant as much for your learning as it is to be played. While it may not be perfectly plausible from the point of view of a single squadron, try to vary your missions a bit. A successful heavy assault mission needs to be designed very differently to, say an interceptor mission, and recon missions are a class unto themselves. You may not be able to fit all of the various mission types into your campaign structure of course, but a little bit of variation is always a good idea.&lt;br /&gt;
&lt;br /&gt;
-TIP â€“ Try to avoid subspace missions your first time out, unless you have a really, really good reason to put your player there. Subspace is very difficult to get right, and has a lot of drawbacks, outlined in another Volitionwatch article. If you can do it well, thatâ€™s great, but keep in mind, itâ€™s very, very difficult to do well&lt;br /&gt;
&lt;br /&gt;
-NB â€“ making a campaign is in no way essential to learning to FRED â€“ whatâ€™s important is the experience youâ€™d gain working with the various environments and commands in FRED, and the interesting situations campaigns often lead to. If you donâ€™t want to commit to what is a decent sized project (even three missions will probably see you sitting in front of a computer for twelve or so hours, plus time for testing.) then donâ€™t. Single missions are just as effective here as a minicampaign, and in many ways even more â€“ you donâ€™t need to worry about linking the various missions together, nor come up with plot plausible reasons to see your player plunging into a nebula or asteroid field.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 5 â€“ Test, Test, Test.==&lt;br /&gt;
&lt;br /&gt;
Beta testing is one of the most boring parts of FREDding, and, in some ways, one of the hardest. I hate doing it myself, especially since I test roughly every 5 or 10 changes, which means Iâ€™ll generally test each mission at least a dozen times during FREDding, generally a lot more. However, thereâ€™s nothing as irritating as a poorly tested mission, and almost nothing so obvious. Everything you release should be exhaustively tested, and if possible by other people. If youâ€™re doing a campaign, try to get it tested at both the mission by mission level and at the final product, if possible. Your testers will give you bug reports, but also on how the story&#039;s moving along, or how the speech is going. Most of these problems can be fixed with a few clicks of the mouse or a few word changes in your messages, but itâ€™s these that can tip a good mission over the line into a great mission.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind difficulty when Beta testing. Youâ€™ll often hear FREDders talk about balance in a mission, that elusive point where it is just enough of a challenge to get the player involved and enjoying himself without being frustratingly difficult. Balance is affected by almost everything in a mission, in varying degrees. Seemingly small things, like the orientation of a capship, or the distance a wing of fighters arrives from the heat of battle, can alter the balance as much as the more obvious things such as the players available ship and weapon loadout (Allowing your pilot to use Helioses to take out freighters is not recommended )&lt;br /&gt;
&lt;br /&gt;
Well done pilot - you now have all the expertise youâ€™ll need to become a fully fledged member of the FREDding community, with a campaign release under your belt (you were planning to release, right?) and the potential to do pretty much anything. With the possible exception of BWO, thereâ€™s not a campaign out there thatâ€™d turn down applications from FREDders, or you can start your own project, large or small, and add to the FS universe that way. With the SCP and FSO thereâ€™s a myriad of new concepts and abilities coming to FRED, and, despite everything youâ€™ll probably have done by this point, thereâ€™ll always be a lot to learn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
Everything mentioned above, and a few other useful resources, will be listed here.&lt;br /&gt;
&lt;br /&gt;
[http://www.volitionwatch.com/articles/ Volitionwatch Articles Index ] Some useful articles, which, despite their age, can still be very relevant to FREDders. Pay particular attention to:&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=13 What Makes a Good Mission?]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=26 FRED and the Battle of Endor Syndrome ]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=27 Tunnel Vision: Why Subspace Mission?]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=25 The Problem With User-Created Levels]&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fredzone FREDZone] A useful resource for FRED information.&lt;br /&gt;
&lt;br /&gt;
GTI Archeron by Robin Varley&lt;br /&gt;
&lt;br /&gt;
[http://www.fileplanet.com/dl.aspx?3dactionplanet/freespace/acheron.zip GTI Archeron by Robin Varley] - A well built light installation mod that fills a void in the FS2 Shipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/scroll/download.html GVSC Imhotep from The Scroll of Atankharzim] - Vasudan science ship - another void in the FS2 shipset neatly filled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For any questions regarding FRED not covered by this or the other Wiki documents, try the [HLP forums|http://dynamic4.gamespy.com/~freespace/forums]. You can also contact me, Black Wolf, through a Private Message on HLP, or by emailing the_lone_black_wolf@hotmail.com&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=5_easy_steps_towards_your_FREDucation&amp;diff=56</id>
		<title>5 easy steps towards your FREDucation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=5_easy_steps_towards_your_FREDucation&amp;diff=56"/>
		<updated>2005-06-07T20:38:34Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FRED Tutorial=&lt;br /&gt;
&lt;br /&gt;
There are lots of people in the FS community at the moment, new and old, who claim they canâ€™t FRED. Some have made the choice voluntarily, others simply donâ€™t know where to start, or donâ€™t think itâ€™s something theyâ€™d ever be able to learn. The truth is though, even if youâ€™ve never modded or mapped a computer game in your life, you can master FRED in a relatively short time. The following five steps will hopefully help anyone aspiring to teach themselves FRED to map out their plans and ultimately come out a pro FREDder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 1 - Do the Walkthrough==&lt;br /&gt;
&lt;br /&gt;
This is the most essential part of any FREDucation. You can, and many have, go straight from a completed walkthrough mission and into a campaigns staff and churn out missions with little difficulty. The walkthrough touches on everything you&#039;ll need to know to get you started in FRED, and it&#039;s a brilliant tool. However, as V themselves admitted, it&#039;s still only an introduction to FRED - even before the SCP, people were doing things with FRED that the original coders had never even considered implementing, let alone realized they were already possible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 2 - Baby steps==&lt;br /&gt;
&lt;br /&gt;
This will be your first functioning mission. It seems a big jump, to go from the fully documented, completely pre-scripted mission of the walkthrough to a completely new, never before seen mission that comes straight out of your head. But it doesn&#039;t have to be. This mission can, and probably should, be very simple - have the player defending a stricken capship while the escape pods are prepared. This could, in theory, be done with no sexps beyond those that control the arrival and departure of the various ships in the mission. Of course, a mission this simple is not ideal, so perhaps having the aim of the mission to defend the same capship until a transport can dock to repair its engines? This requires a higher degree of sexping, though not by much. If you&#039;re feeling confident, add a twist - the repaired capship comes under attack from a pair of enemy capital ships, and have the player switch from taking out bombers to taking out turrets, while the home ship manoeuvres to escape. Or completely disregard this and do a totally different scenario. All you need to do is become confident replicating the steps you learned in the Walkthrough - things like messaging, mission goals, waypoints, AI commands - without a guide telling you precisely what you need to do.&lt;br /&gt;
&lt;br /&gt;
-TIP - Don&#039;t skimp on this mission - make it as complete as you can. Include a briefing and debrief, mission goals, background, check the music and title all fit - often completed missions can be adapted for use later on, no matter how simple they will appear once your FREDding skill has improved.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 3 - Research==&lt;br /&gt;
&lt;br /&gt;
OK. By now, you&#039;re comfortable with what you learned in the Walkthrough, it&#039;s time to expand on your knowledge by researching what others have done. Use VPView to extract Volition missions from Root.vp and have a look at how they did certain things. There are lots of more complex things, like Knossos jumping, or having the player follow waypoints, that the walkthrough does not cover. You could also try looking at the missions from various campaigns that have been released. Things like Derelict and Warzone that had few mods often relied on inventive FREDding to add spice to their missions, and these tactics are still just as or even more valid now, despite the multitude of available mods. Youâ€™ll also want to check out the various tips and tricks that were written up way back in the day for FRED1, which are hosted on Freespacewatch. These may seem dated, but much of the core information about mission continuity and ambience remains vitally important for any FREDder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 4 â€“ Linking missions together==&lt;br /&gt;
&lt;br /&gt;
STOP! By this point, youâ€™re probably starting to feel confident with FRED, and youâ€™ve probably started to get some really good ideas for campaigns you can do â€“ big, bold, impressive campaigns thatâ€™re going to explain Capella, sort out Bosch and cure cancer. OK, Iâ€™m going to say this bluntly - Do not do this. You are not the first to have this idea, and you will not be the first to fail if you start it. That said, I do think a campaign is a good idea here. Building a campaign forces you to think about consequences, to link your missions together, to develop characters in your wingmen â€“ all very useful traits in a FREDder. But for godâ€™s sake, donâ€™t try to make Inferno or BWO your first project. I recommend building a campaign, no more than 4 or 5 missions long, with no staff other than yourself, and no mods that you canâ€™t make yourself or download already done. Hell, Iâ€™d recommend you use no mods at all, but Iâ€™d be the first to admit that the FS2 isnâ€™t ideal for certain types of missions â€“ FS2 has no Vasudan or light installations, a woeful selection of civilian craft, and really skimps on certain parts of the Vasudan fleet. Stuff like the GVSc Imhoteph from the Scroll of Atankharzim team, or the GTI Archeron by Robin Varley can be indispensable for certain situations. Iâ€™m not saying you need these ships, but if your campaign calls for them, Iâ€™m not saying leave them out either.&lt;br /&gt;
&lt;br /&gt;
There are a few things you need to think about while you build your campaign â€“ the first is obviously the story â€“ you need to make something that keeps the player interested, and that is believable, as well as presenting enough challenges so that it canâ€™t be completed in five minutes. If thinking up plots isnâ€™t your forte, then don&#039;t worry - in many cases V has done the work for you. There are plenty of referenced battles and combats, in the briefings, Command briefings, debriefings and messages used in the main campaign, where the player is told about events in the NTF war, but never experiences them, such as large parts of the Colossusâ€™ trek through the NTF systems, or the early days of the battle of Deneb. Creating missions from these stories not only makes things easier by eliminating the need for any mods whatsoever, but also enriches the overall FS community by providing a bit of background to the story that we all know so well.&lt;br /&gt;
&lt;br /&gt;
Planning your missions beforehand can help combat all three of these, and letâ€™s be honest - itâ€™s a lot of fun. Also, keep in mind that youâ€™re probably still learning to FRED â€“ it might be a good idea to insert an asteroid or nebula mission (nebulae can be disguised as the atmosphere of Gas Giants if your campaigns timeline puts you out of reach of the Shivanâ€™s nebula). These arenâ€™t essential, of course, but learning to use these effectively will expand your FREDding possibilities exponentially, and add just a little more buzz to your campaign. Keep in mind also that this campaign is meant as much for your learning as it is to be played. While it may not be perfectly plausible from the point of view of a single squadron, try to vary your missions a bit. A successful heavy assault mission needs to be designed very differently to, say an interceptor mission, and recon missions are a class unto themselves. You may not be able to fit all of the various mission types into your campaign structure of course, but a little bit of variation is always a good idea.&lt;br /&gt;
&lt;br /&gt;
-TIP â€“ Try to avoid subspace missions your first time out, unless you have a really, really good reason to put your player there. Subspace is very difficult to get right, and has a lot of drawbacks, outlined in another Volitionwatch article. If you can do it well, thatâ€™s great, but keep in mind, itâ€™s very, very difficult to do well&lt;br /&gt;
&lt;br /&gt;
-NB â€“ making a campaign is in no way essential to learning to FRED â€“ whatâ€™s important is the experience youâ€™d gain working with the various environments and commands in FRED, and the interesting situations campaigns often lead to. If you donâ€™t want to commit to what is a decent sized project (even three missions will probably see you sitting in front of a computer for twelve or so hours, plus time for testing.) then donâ€™t. Single missions are just as effective here as a minicampaign, and in many ways even more â€“ you donâ€™t need to worry about linking the various missions together, nor come up with plot plausible reasons to see your player plunging into a nebula or asteroid field.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 5 â€“ Test, Test, Test.==&lt;br /&gt;
&lt;br /&gt;
Beta testing is one of the most boring parts of FREDding, and, in some ways, one of the hardest. I hate doing it myself, especially since I test roughly every 5 or 10 changes, which means Iâ€™ll generally test each mission at least a dozen times during FREDding, generally a lot more. However, thereâ€™s nothing as irritating as a poorly tested mission, and almost nothing so obvious. Everything you release should be exhaustively tested, and if possible by other people. If youâ€™re doing a campaign, try to get it tested at both the mission by mission level and at the final product, if possible. Your testers will give you bug reports, but also on how the story&#039;s moving along, or how the speech is going. Most of these problems can be fixed with a few clicks of the mouse or a few word changes in your messages, but itâ€™s these that can tip a good mission over the line into a great mission.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind difficulty when Beta testing. Youâ€™ll often hear FREDders talk about balance in a mission, that elusive point where it is just enough of a challenge to get the player involved and enjoying himself without being frustratingly difficult. Balance is affected by almost everything in a mission, in varying degrees. Seemingly small things, like the orientation of a capship, or the distance a wing of fighters arrives from the heat of battle, can alter the balance as much as the more obvious things such as the players available ship and weapon loadout (Allowing your pilot to use Helioses to take out freighters is not recommended )&lt;br /&gt;
&lt;br /&gt;
Well done pilot - you now have all the expertise youâ€™ll need to become a fully fledged member of the FREDding community, with a campaign release under your belt (you were planning to release, right?) and the potential to do pretty much anything. With the possible exception of BWO, thereâ€™s not a campaign out there thatâ€™d turn down applications from FREDders, or you can start your own project, large or small, and add to the FS universe that way. With the SCP and FSO thereâ€™s a myriad of new concepts and abilities coming to FRED, and, despite everything youâ€™ll probably have done by this point, thereâ€™ll always be a lot to learn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Links===&lt;br /&gt;
&lt;br /&gt;
Everything mentioned above, and a few other useful resources, will be listed here.&lt;br /&gt;
&lt;br /&gt;
[http://www.volitionwatch.com/articles/ Volitionwatch Articles Index ] Some useful articles, which, despite their age, can still be very relevant to FREDders. Pay particular attention to:&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=13 What Makes a Good Mission?]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=26 FRED and the Battle of Endor Syndrome ]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=27 Tunnel Vision: Why Subspace Mission?]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=25 The Problem With User-Created Levels]&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fredzone FREDZone] A useful resource for FRED information.&lt;br /&gt;
&lt;br /&gt;
GTI Archeron by Robin Varley&lt;br /&gt;
&lt;br /&gt;
[http://www.fileplanet.com/dl.aspx?3dactionplanet/freespace/acheron.zip GTI Archeron by Robin Varley] - A well built light installation mod that fills a void in the FS2 Shipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/scroll/download.html GVSC Imhotep from The Scroll of Atankharzim] - Vasudan science ship - another void in the FS2 shipset neatly filled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For any questions regarding FRED not covered by this or the other Wiki documents, try the [HLP forums|http://dynamic4.gamespy.com/~freespace/forums]. You can also contact me, Black Wolf, through a Private Message on HLP, or by emailing the_lone_black_wolf@hotmail.com&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mission_design&amp;diff=520</id>
		<title>Mission design</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mission_design&amp;diff=520"/>
		<updated>2005-06-07T20:35:36Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;[[5 Easy steps towards your FREDucation]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[FRED Tips]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[References]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Backgrounds]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Plot Development]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mission Chatter]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[The World of SEXPs]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[The FRED Academy]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Battle of Endor-scheme]]&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ancients&amp;diff=781</id>
		<title>Ancients</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ancients&amp;diff=781"/>
		<updated>2005-06-07T20:08:09Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Ancients=&lt;br /&gt;
&lt;br /&gt;
Several millenia ago, a proud and expansive empire reached its pinnacle. Subjugating and enslaving other advanced races, defeating all their enemies and colonizing worlds we have not even heard of, these things made them the most powerful and the only empire in the galaxy of FreeSpace. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But then, something happened what the Ancients had not been expecting and were not prepared for...&lt;br /&gt;
&lt;br /&gt;
The Ancients met a powerful enemy, an enemy that was the last of their foes. A foe they did not understand: the [[Shivans]]. It was commonly believed all throught their empire that the [[Shivans]] are the cosmic destroyers who have the noble task of removing their greed empire and punish them for their crimes against all living creatures. &amp;lt;br&amp;gt;&lt;br /&gt;
Little is known about the war itself, but what we know is enough...&lt;br /&gt;
&lt;br /&gt;
The [[Shivans]] destroyed the heart and pride of the Ancients: their military fleet. Then, they bombarded their colonized planets with weapons nobody had ever seen... with weapons that are more powerful than any of theirs. It was no doubt they can only lose in this battle. The only question that remained: will we at least survive? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The answer came quickly...&lt;br /&gt;
&lt;br /&gt;
It did not take much time for the [[Shivans]] to reach the Ancient homeworld and stab this race into the heart. By doing so, the Cosmic Destroyers sealed the fate of their enemy. The Ancients had little hope left for survival, albeit efforts had been made. They achieved results in their efforts, but they had no way to use their knowledge against their enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More precisely, this knowledge made the [[Shivans]] defeated, but they were not the Ancients who delivered that blow.&lt;br /&gt;
&lt;br /&gt;
They discovered the weakness in the Destroyers&#039; defences, they found a way that could have saved their civilisation. But the Cosmic Destroyers were too powerful and when this information was discovered, it was already too late. The Ancients had been extinguished like insects and fleas. None of them survived. As far as we know...&lt;br /&gt;
&lt;br /&gt;
Three thousand years later, the Cosmic Destroyers returned and once again, they threatened the Galaxy. They fought their way toward the homeworlds of their enemies. Once again. It seemed they would win the war and overcome their enemies again. But the Ancients managed to pass their knowledge to the future civilizations. What they knew three millenia ago brought salvation to two other races: The [[Terrans]] and the [[Vasudans]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Shivans]] suffered defeat. The fact that who helped the most in defeating the [[Shivans]] is the question of aspect now. Did the Ancients help these two younger races or did they finish what the ancients had been unable to? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This debate will continue until the [[Shivans]] return and complete their revenge...&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ancients&amp;diff=51</id>
		<title>Ancients</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ancients&amp;diff=51"/>
		<updated>2005-06-07T20:07:12Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Ancients=&lt;br /&gt;
&lt;br /&gt;
Several millenia ago, a proud and expansive empire reached its pinnacle. Subjugating and enslaving other advanced races, defeating all their enemies and colonizing worlds we have not even heard of, these things made them the most powerful and the only empire in the galaxy of FreeSpace. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But then, something happened what the Ancients had not been expecting and were not prepared for...&lt;br /&gt;
&lt;br /&gt;
The Ancients met a powerful enemy, an enemy that was the last of their foes. A foe they did not understand: the [[Shivans]]. It was commonly believed all throught their empire that the [[Shivans]] are the cosmic destroyers who have the noble task of removing their greed empire and punish them for their crimes against all living creatures. &amp;lt;br&amp;gt;&lt;br /&gt;
Little is known about the war itself, but what we know is enough...&lt;br /&gt;
&lt;br /&gt;
The [[Shivans]] destroyed the heart and pride of the Ancients: their military fleet. Then, they bombarded their colonized planets with weapons nobody had ever seen... with weapons that are more powerful than any of theirs. It was no doubt they can only lose in this battle. The only question that remained: will we at least survive? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The answer came quickly...&lt;br /&gt;
&lt;br /&gt;
It did not take much time for the [[Shivans]] to reach the Ancient homeworld and stab this race into the heart. By doing so, the Cosmic Destroyers sealed the fate of their enemy. The Ancients had little hope left for survival, albeit efforts had been made. They achieved results in their efforts, but they had no way to use their knowledge against their enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More precisely, this knowledge made the [[Shivans]] defeated, but they were not the Ancients who delivered that blow.&lt;br /&gt;
&lt;br /&gt;
They discovered the weakness in the Destroyers&#039; defences, they found a way that could have saved their civilisation. But the Cosmic Destroyers were too powerful and when this information was discovered, it was already too late. The Ancients had been extinguished like insects and fleas. None of them survived. As far as we know...&lt;br /&gt;
&lt;br /&gt;
Three thousand years later, the Cosmic Destroyers returned and once again, they threatened the Galaxy. They fought their way toward the homeworlds of their enemies. Once again. It seemed they would win the war and overcome their enemies again. But the Ancients managed to pass their knowledge to the future civilizations. What they knew three millenia ago brought salvation to two other races: The [[Terrans]] and the [[Vasudans]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Shivans]] suffered defeat. The fact that who helped the most in defeating the [Shivans] is the question of aspect now. Did the Ancients help these two younger races or did they finish what the ancients had been unable to? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This debate will continue until the [[Shivans]] return and complete their revenge...&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Shivans&amp;diff=108</id>
		<title>Shivans</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Shivans&amp;diff=108"/>
		<updated>2005-06-07T20:04:54Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shivans=&lt;br /&gt;
&lt;br /&gt;
==Physiognomy==&lt;br /&gt;
[http://freespace.volitionwatch.com/techfs/jeremy/shivans.jpg]&lt;br /&gt;
Shivans have multiple eyes, some of which seem to have the function of compound eyes, not unlike some varieties of insects.  Shivans also have five legs, and can run equally well over a floor or over a ceiling.  It has been hypothesized that Shivans may have spent their evolutionary process in a zero-gravity environment.  Each Shivan leg ends in a very strong claw, capable of crushing even the sturdiest of known alloys.  Parts of their thorax seem to act as compartments, such as ones that might be found on a space suit.  It has been suggested that what we have actually seen have been either robots or organic creatures in some sort of exo-skeleton.  However, we have, at present, no reason to support either hypothesis.&lt;br /&gt;
&lt;br /&gt;
Their insect like carapace does not appear original to the creature&#039;s physiognomy, suggesting the Shivans are a cybernetic fusion of biology and technology. The integrated plasma weapon also exhibits properties of an organic artificial fusion. The weapon may be a kind of focusing device powered by the energy of the being itself, though this point is the subject of heated cotroversy. These details are cited as evidence that the Shivans could not have evolved as the Terran or Vasudan species had, but that they were likely constructed by another entity.&lt;br /&gt;
&lt;br /&gt;
Only a handful of Shivans have ever been captured, and all research on live specimens ended with the GTI&#039;s Hades rebellion in 2336. The results of these studies remain highly classified.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Despite what information we&#039;ve been able to obtain, Shivans still remain, on many levels, an enigma to both the [[Terrans]] and the [[Vasudans]].  Their origin and their destination remain unknown.  While many have offered up possible explanations as to why the Shivans seem focused on the destruction of all other sentient species, we still do not know why they seem bent on total xenocide.&lt;br /&gt;
&lt;br /&gt;
Though the Shivans are obviously xenocidal, their motives and origins have yet to be determined. According to Ancient artifacts, the Shivans seem to possess some kind of sensitivity to subspace disturbances. We do not know if the Shivans returned to this corner of the galaxy by chance, by cycle or pattern, or by their detection of Terran-Vasudan subspace travel.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Xenobiologists know very little about Shivan society. A leading hypothesis is the hive mind theory, arguing that Shivan society is broken down in specialized functions driven by a collective intelligence. The most convincing evidence supporting this theory is the behavior of Shivan forces following the destruction of the Lucifer, the turning point of [[The Great War]]. Other experts caution against attributing insectoid properties to the Shivans, regardless of their appearance and behavior. Shivan communication seems to occur in the electromagnetic spectrum; [[Admiral Aken Bosch]]&#039;s ETAK project was successful in decoding their transmissions, but all data concerning that project has been classified at the highest level.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Shivan technology has proven baffling for both Terran and Vasudan scientists. Although their weapons and technology by necessity obey the same physical laws, the systems of Shivan craft seem to be fully integrated with the pilot&#039;s biology, making it difficult-but still possible-to use their spacecraft for espionage. Additionally, reverse-engineering Shivan technology has led to tremendous advances in shielding, beam weaponry, and other weapons systems. Shivans seem to depend more on primary weapons than secondaries, evidenced by their bombers&#039; low payload capacity. Shivans also rely on their heavy shielding and use little armor plating on their fighters.&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Shivans&amp;diff=50</id>
		<title>Shivans</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Shivans&amp;diff=50"/>
		<updated>2005-06-07T20:04:32Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shivans=&lt;br /&gt;
&lt;br /&gt;
==PHYSIOGNOMY==&lt;br /&gt;
[http://freespace.volitionwatch.com/techfs/jeremy/shivans.jpg]&lt;br /&gt;
Shivans have multiple eyes, some of which seem to have the function of compound eyes, not unlike some varieties of insects.  Shivans also have five legs, and can run equally well over a floor or over a ceiling.  It has been hypothesized that Shivans may have spent their evolutionary process in a zero-gravity environment.  Each Shivan leg ends in a very strong claw, capable of crushing even the sturdiest of known alloys.  Parts of their thorax seem to act as compartments, such as ones that might be found on a space suit.  It has been suggested that what we have actually seen have been either robots or organic creatures in some sort of exo-skeleton.  However, we have, at present, no reason to support either hypothesis.&lt;br /&gt;
&lt;br /&gt;
Their insect like carapace does not appear original to the creature&#039;s physiognomy, suggesting the Shivans are a cybernetic fusion of biology and technology. The integrated plasma weapon also exhibits properties of an organic artificial fusion. The weapon may be a kind of focusing device powered by the energy of the being itself, though this point is the subject of heated cotroversy. These details are cited as evidence that the Shivans could not have evolved as the Terran or Vasudan species had, but that they were likely constructed by another entity.&lt;br /&gt;
&lt;br /&gt;
Only a handful of Shivans have ever been captured, and all research on live specimens ended with the GTI&#039;s Hades rebellion in 2336. The results of these studies remain highly classified.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Despite what information we&#039;ve been able to obtain, Shivans still remain, on many levels, an enigma to both the [[Terrans]] and the [[Vasudans]].  Their origin and their destination remain unknown.  While many have offered up possible explanations as to why the Shivans seem focused on the destruction of all other sentient species, we still do not know why they seem bent on total xenocide.&lt;br /&gt;
&lt;br /&gt;
Though the Shivans are obviously xenocidal, their motives and origins have yet to be determined. According to Ancient artifacts, the Shivans seem to possess some kind of sensitivity to subspace disturbances. We do not know if the Shivans returned to this corner of the galaxy by chance, by cycle or pattern, or by their detection of Terran-Vasudan subspace travel.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Xenobiologists know very little about Shivan society. A leading hypothesis is the hive mind theory, arguing that Shivan society is broken down in specialized functions driven by a collective intelligence. The most convincing evidence supporting this theory is the behavior of Shivan forces following the destruction of the Lucifer, the turning point of [[The Great War]]. Other experts caution against attributing insectoid properties to the Shivans, regardless of their appearance and behavior. Shivan communication seems to occur in the electromagnetic spectrum; [[Admiral Aken Bosch]]&#039;s ETAK project was successful in decoding their transmissions, but all data concerning that project has been classified at the highest level.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Shivan technology has proven baffling for both Terran and Vasudan scientists. Although their weapons and technology by necessity obey the same physical laws, the systems of Shivan craft seem to be fully integrated with the pilot&#039;s biology, making it difficult-but still possible-to use their spacecraft for espionage. Additionally, reverse-engineering Shivan technology has led to tremendous advances in shielding, beam weaponry, and other weapons systems. Shivans seem to depend more on primary weapons than secondaries, evidenced by their bombers&#039; low payload capacity. Shivans also rely on their heavy shielding and use little armor plating on their fighters.&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Terrans&amp;diff=105</id>
		<title>Terrans</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Terrans&amp;diff=105"/>
		<updated>2005-06-07T20:02:58Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Terrans=&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran1.jpg]&lt;br /&gt;
==Physiognomy==&lt;br /&gt;
Terrans, or humans, are bipedal, carbon-based life forms that evolved from primates several thousand years ago on the third planet in the [Sol] system. They have an internal skeleton that supports and protects all their internal organs, musculature, and external skin. Compared to Vasudans or Shivans, or even many terrestrial animals, humans are physically weak, able to lift only slightly more than their own body weight. Humans have circumvented this weakness by using their powerful brains to develop tools that give them advantages over their environments, and by reasoning to outsmart their competitors. This intelligence and versatility has given the Terran species the flexibility it needed to adapt to the various threats it has faced, and allowed Terrans to evolve from tribal, nomadic primates (not entirely unlike their progenitors) to a spacefaring race.&lt;br /&gt;
&lt;br /&gt;
==HISTORY==&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran2.jpg] The Terran homeworld of Earth is the third planet in the Sol system, and is well suited to life. Vast oceans cover two thirds of the planet, and a protective atmosphere guards the planet from radiation. The landscape varies between grassy plains, lush forests, frozen wastes and barren deserts. Terran history has been one of turmoil and strife, due to the conflicting instincts of social grouping and independence.&lt;br /&gt;
&lt;br /&gt;
The first great age of Earth was that of Antiquity, circa 200 BCE. The Roman Empire, which conquered much of the continent of Europe, was the ancestor of much of present Terran language and culture. The ancient Greeks were the greatest philosophers, scientists and artisans of their day, and most Terran starships were later named after the gods of this culture. Ancient Egyptians formed the basis for Egyptian nomenclature, as their culture thrived in the desert of northern Africa. These were the first nation-states on which Terran government was ultimately based.&lt;br /&gt;
&lt;br /&gt;
The fall of Rome by barbarian invaders circa 500 CE marked the beginning of the Dark Ages, a time where most of the grandeur of Rome was lost. Civilizations such as the Mongols, the Aztecs, and the Chinese rose and declined. The fragmented states of Europe fought constantly amongst themselves, and developed newer and deadlier technologies with which to defeat their enemies.&lt;br /&gt;
&lt;br /&gt;
Islamic scientists preserved most of the knowledge of Greece and Rome that was rediscovered in the Renaissance over one thousand years later. Transportation during this time grew to the point where global travel became possible. During the 17th and 18th centuries Europeans discovered, and frequently annihilated, other cultures across the planet in other continents. Colonists settled and prospered over the planet, and the first truly global empire was the British Empire during the 19th century.&lt;br /&gt;
&lt;br /&gt;
The 20th century saw great sweeping technological advancements that made instantaneous communication possible over the entire planet, but it also saw the first incidences of global warfare. The most profound of these wars took place in the middle of the century and involved almost every nation on the planet. Over 20 million Terrans were killed in the Second World War, and terrible weapons, including nuclear weapons, were developed and used. Out of this drive to overcome the enemy came the First Space Age, with the first orbiting satellites and lunar landings made. However, the collapse of one global power brought a period of relative peace up to the end of the century.&lt;br /&gt;
&lt;br /&gt;
The 21st century began with a new technology, the Internet. With this any Terran could tap into the network of computers and their users all over the planet and discover any information they might want. This tool was used and abused in various ways to inform and educate the populous at an increasing rate. By the end of the century, the vast majority of collected Terran knowledge had been spread throughout the globe, and most of the economic and health problems that had plagued humanity since its earliest days were solved, adn the nation-state evolved into a global-state.&lt;br /&gt;
&lt;br /&gt;
By the 22nd century, Earth&#039;s population had exceeded 10 billion. Despite the advancements, Earth could no longer support the needs of its people. Development of the Lunar and Martian colonies was stepped up, and the Second Space Age began. Huge terraforming processes were began and artificial gravity space stations were constructed, with most nations uniting in a common endeavor to save humanity. The population of Mars and Luna grew to the thousands, then the millions. With space travel, the Terran species furthered its growth, both in material ways and in immaterial, philosophical ways.&lt;br /&gt;
&lt;br /&gt;
Exploration of the outer reaches of the Solar system was made a priority in the 23rd century, after the discovery of primitive life forms on the moon of Europa. During the expansive colonization projects, larger and larger space stations and starships grew more efficient. By the latter part of the century mining operations in the asteroid belt beyond Mars and on the moons of Jupiter and Saturn was commonplace, but the speed of light limited Terran exploration. Not until the discovery of Subspace in 2316 did the galaxy open up for real colonization, conquest, and exploitation. The system-state evolved into the inter-system state, and with the formation of the Galactic Terran Alliance, a galactic-state.&lt;br /&gt;
&lt;br /&gt;
==CULTURE==&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran3.jpg] Terran culture is founded on the premise of social equality of all Terrans. After witnessing historical atrocities performed by humans solely on the basis that a physical trait or heretige made them somehow inferior, Terran governments forcibly induced human psychological conditioning in the early 22nd century. While unifying the Terran culture as a whole, this also had the unwanted side effects of arrogance and hostility toward alien races.&lt;br /&gt;
&lt;br /&gt;
Terrans are permitted to choose their own careers, and do what they enjoy within the limits of safety. Customs vary widely depending on the original nationality of the individual. Clothing is always worn and is frequently stylized depending on the occasion. Terran language is based on American English, which was a homogenization of several older languages. Religion is entirely dependant on the individual, with little government interference.&lt;br /&gt;
&lt;br /&gt;
While the individual human is usually polite, reasonable, and educated, as a group they can often exhibit irrational behavior. Politicians and dictators in the past have exploited these traits for their own gain.&lt;br /&gt;
&lt;br /&gt;
==TECHNOLOGY==&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran4.jpg] Terran ship design has not far departed from the utilitarian cylindrical segments and boxes that made up the first Terran spaceships and space stations. Dull greys and beiges were hallmarks of Terran design through the 24th century. They were utilitarian and cheap to produce, with embellishment limited to stripes of paint and squadron insignia. Despite this, Terran design aesthetics have held to the military-industrial themes. Legendary warships like the Apollo, Medusa, and Orion are considered by many to represent the finest in unadulterated Terran design. The familiar lines and sturdy blocks are reassuring reminders of the durability and power of the ships. After Vasudan and Shivan technologies began being implemented, Terran design took a softer turn. Fighters and bombers became the hot-rods of their generation, with the sleek Hercules Mark II, Artemis, and Deimos adorning many a Terran teenager&#039;s wall.&lt;br /&gt;
&lt;br /&gt;
Weaponry on Terran starships is very diverse, reflecting both Terran adaptability for different circumstances and the philosophy that pilots should be able to customize their loadout to their own tastes. All-purpose weapons such as the Subach HL-7, Avenger, and Prometheus are complemented by weapons that have a special effect upon their targets, like the kinetic effect of the Flail rifle and the energy-draining abilities of the Lamprey. Guns with ammunition were used throughout the Unification War until the pulse cannons now in use were developed. Early energy-based weapons were distinctly gaseous in their aural signatures and visual identifications, due to the use of gases like argon and nitrogen used to intensify the laser pulses. Later weaponry used during the second Shivan conflict put more of an emphasis on plasma and electromagnetic weapons, such as the Circe.&lt;br /&gt;
&lt;br /&gt;
Terran missile design is mostly dependant on brute force, rather than finesse. Heavy ordinance like the Phoenix line of heavy missiles and the Cyclops torpedo annihilate large targets, as Terrans prefer to use their primary weapons against smaller, faster targets. Many of the lighter missiles, such as the Interceptor, used by Terran fighters were only made possible through Vasudan improvements in aspect lock times and engine speeds.&lt;br /&gt;
&lt;br /&gt;
The heavy photon beam cannons now mounted on all Terran warships were initially reverse-engineered from the superweapons mounted on the Lucifer in 2335 by the GTI engineers working on Project Hades. The ill-fated rebellion of these engineers the next year in their bid to overthrow the GTA led to the classification of the weaponry for several years. Once functional beam weaponry was proven to be practical, reliable, and superbly useful, a Vasudan variant was developed for deployment on the Sobek class of corvettes. These &#039;slash&#039; beams maximized the spread of the beam fire on a wide arc across the target&#039;s hull, increasing the chances of disabling subsystems and turrets. Both Slash beams and Line-of-Sight (LOS) beams are now standard on all Terran warships.&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Terrans&amp;diff=49</id>
		<title>Terrans</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Terrans&amp;diff=49"/>
		<updated>2005-06-07T20:02:38Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Terrans=&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran1.jpg]&lt;br /&gt;
=Physiognomy=&lt;br /&gt;
Terrans, or humans, are bipedal, carbon-based life forms that evolved from primates several thousand years ago on the third planet in the [Sol] system. They have an internal skeleton that supports and protects all their internal organs, musculature, and external skin. Compared to Vasudans or Shivans, or even many terrestrial animals, humans are physically weak, able to lift only slightly more than their own body weight. Humans have circumvented this weakness by using their powerful brains to develop tools that give them advantages over their environments, and by reasoning to outsmart their competitors. This intelligence and versatility has given the Terran species the flexibility it needed to adapt to the various threats it has faced, and allowed Terrans to evolve from tribal, nomadic primates (not entirely unlike their progenitors) to a spacefaring race.&lt;br /&gt;
&lt;br /&gt;
==HISTORY==&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran2.jpg] The Terran homeworld of Earth is the third planet in the Sol system, and is well suited to life. Vast oceans cover two thirds of the planet, and a protective atmosphere guards the planet from radiation. The landscape varies between grassy plains, lush forests, frozen wastes and barren deserts. Terran history has been one of turmoil and strife, due to the conflicting instincts of social grouping and independence.&lt;br /&gt;
&lt;br /&gt;
The first great age of Earth was that of Antiquity, circa 200 BCE. The Roman Empire, which conquered much of the continent of Europe, was the ancestor of much of present Terran language and culture. The ancient Greeks were the greatest philosophers, scientists and artisans of their day, and most Terran starships were later named after the gods of this culture. Ancient Egyptians formed the basis for Egyptian nomenclature, as their culture thrived in the desert of northern Africa. These were the first nation-states on which Terran government was ultimately based.&lt;br /&gt;
&lt;br /&gt;
The fall of Rome by barbarian invaders circa 500 CE marked the beginning of the Dark Ages, a time where most of the grandeur of Rome was lost. Civilizations such as the Mongols, the Aztecs, and the Chinese rose and declined. The fragmented states of Europe fought constantly amongst themselves, and developed newer and deadlier technologies with which to defeat their enemies.&lt;br /&gt;
&lt;br /&gt;
Islamic scientists preserved most of the knowledge of Greece and Rome that was rediscovered in the Renaissance over one thousand years later. Transportation during this time grew to the point where global travel became possible. During the 17th and 18th centuries Europeans discovered, and frequently annihilated, other cultures across the planet in other continents. Colonists settled and prospered over the planet, and the first truly global empire was the British Empire during the 19th century.&lt;br /&gt;
&lt;br /&gt;
The 20th century saw great sweeping technological advancements that made instantaneous communication possible over the entire planet, but it also saw the first incidences of global warfare. The most profound of these wars took place in the middle of the century and involved almost every nation on the planet. Over 20 million Terrans were killed in the Second World War, and terrible weapons, including nuclear weapons, were developed and used. Out of this drive to overcome the enemy came the First Space Age, with the first orbiting satellites and lunar landings made. However, the collapse of one global power brought a period of relative peace up to the end of the century.&lt;br /&gt;
&lt;br /&gt;
The 21st century began with a new technology, the Internet. With this any Terran could tap into the network of computers and their users all over the planet and discover any information they might want. This tool was used and abused in various ways to inform and educate the populous at an increasing rate. By the end of the century, the vast majority of collected Terran knowledge had been spread throughout the globe, and most of the economic and health problems that had plagued humanity since its earliest days were solved, adn the nation-state evolved into a global-state.&lt;br /&gt;
&lt;br /&gt;
By the 22nd century, Earth&#039;s population had exceeded 10 billion. Despite the advancements, Earth could no longer support the needs of its people. Development of the Lunar and Martian colonies was stepped up, and the Second Space Age began. Huge terraforming processes were began and artificial gravity space stations were constructed, with most nations uniting in a common endeavor to save humanity. The population of Mars and Luna grew to the thousands, then the millions. With space travel, the Terran species furthered its growth, both in material ways and in immaterial, philosophical ways.&lt;br /&gt;
&lt;br /&gt;
Exploration of the outer reaches of the Solar system was made a priority in the 23rd century, after the discovery of primitive life forms on the moon of Europa. During the expansive colonization projects, larger and larger space stations and starships grew more efficient. By the latter part of the century mining operations in the asteroid belt beyond Mars and on the moons of Jupiter and Saturn was commonplace, but the speed of light limited Terran exploration. Not until the discovery of Subspace in 2316 did the galaxy open up for real colonization, conquest, and exploitation. The system-state evolved into the inter-system state, and with the formation of the Galactic Terran Alliance, a galactic-state.&lt;br /&gt;
&lt;br /&gt;
==CULTURE==&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran3.jpg] Terran culture is founded on the premise of social equality of all Terrans. After witnessing historical atrocities performed by humans solely on the basis that a physical trait or heretige made them somehow inferior, Terran governments forcibly induced human psychological conditioning in the early 22nd century. While unifying the Terran culture as a whole, this also had the unwanted side effects of arrogance and hostility toward alien races.&lt;br /&gt;
&lt;br /&gt;
Terrans are permitted to choose their own careers, and do what they enjoy within the limits of safety. Customs vary widely depending on the original nationality of the individual. Clothing is always worn and is frequently stylized depending on the occasion. Terran language is based on American English, which was a homogenization of several older languages. Religion is entirely dependant on the individual, with little government interference.&lt;br /&gt;
&lt;br /&gt;
While the individual human is usually polite, reasonable, and educated, as a group they can often exhibit irrational behavior. Politicians and dictators in the past have exploited these traits for their own gain.&lt;br /&gt;
&lt;br /&gt;
==TECHNOLOGY==&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran4.jpg] Terran ship design has not far departed from the utilitarian cylindrical segments and boxes that made up the first Terran spaceships and space stations. Dull greys and beiges were hallmarks of Terran design through the 24th century. They were utilitarian and cheap to produce, with embellishment limited to stripes of paint and squadron insignia. Despite this, Terran design aesthetics have held to the military-industrial themes. Legendary warships like the Apollo, Medusa, and Orion are considered by many to represent the finest in unadulterated Terran design. The familiar lines and sturdy blocks are reassuring reminders of the durability and power of the ships. After Vasudan and Shivan technologies began being implemented, Terran design took a softer turn. Fighters and bombers became the hot-rods of their generation, with the sleek Hercules Mark II, Artemis, and Deimos adorning many a Terran teenager&#039;s wall.&lt;br /&gt;
&lt;br /&gt;
Weaponry on Terran starships is very diverse, reflecting both Terran adaptability for different circumstances and the philosophy that pilots should be able to customize their loadout to their own tastes. All-purpose weapons such as the Subach HL-7, Avenger, and Prometheus are complemented by weapons that have a special effect upon their targets, like the kinetic effect of the Flail rifle and the energy-draining abilities of the Lamprey. Guns with ammunition were used throughout the Unification War until the pulse cannons now in use were developed. Early energy-based weapons were distinctly gaseous in their aural signatures and visual identifications, due to the use of gases like argon and nitrogen used to intensify the laser pulses. Later weaponry used during the second Shivan conflict put more of an emphasis on plasma and electromagnetic weapons, such as the Circe.&lt;br /&gt;
&lt;br /&gt;
Terran missile design is mostly dependant on brute force, rather than finesse. Heavy ordinance like the Phoenix line of heavy missiles and the Cyclops torpedo annihilate large targets, as Terrans prefer to use their primary weapons against smaller, faster targets. Many of the lighter missiles, such as the Interceptor, used by Terran fighters were only made possible through Vasudan improvements in aspect lock times and engine speeds.&lt;br /&gt;
&lt;br /&gt;
The heavy photon beam cannons now mounted on all Terran warships were initially reverse-engineered from the superweapons mounted on the Lucifer in 2335 by the GTI engineers working on Project Hades. The ill-fated rebellion of these engineers the next year in their bid to overthrow the GTA led to the classification of the weaponry for several years. Once functional beam weaponry was proven to be practical, reliable, and superbly useful, a Vasudan variant was developed for deployment on the Sobek class of corvettes. These &#039;slash&#039; beams maximized the spread of the beam fire on a wide arc across the target&#039;s hull, increasing the chances of disabling subsystems and turrets. Both Slash beams and Line-of-Sight (LOS) beams are now standard on all Terran warships.&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Vasudans&amp;diff=106</id>
		<title>Vasudans</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Vasudans&amp;diff=106"/>
		<updated>2005-06-07T20:01:41Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Vasudans=&lt;br /&gt;
&lt;br /&gt;
==Physiognonmy==&lt;br /&gt;
[http://freespace.volitionwatch.com/techfs/jeremy/vasudans.jpg]&lt;br /&gt;
Vasudans, much like [[Terrans]], are carbon based bipeds, standing upright with their two arms and hands used to manipulate tools. These similarities have done much to heal Terran-Vasudan relations and share technologies based on relative compatibility. Usually standing at least two meters tall, Vasudans have brown, mottled skin, powerful muscles and a durable biological system to help them withstand starvation and drought.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vasudans originate on the fourth planet of the Vasuda Prime system, the only planet in that system that is capable of supporting life.  The fourth planet of the Vasuda Prime system (also known as Vasuda Prime) is a relatively hostile world.  Both of the twin continents of Vasuda Prime are almost entirely desert, and most of the above-ground water is, even by Vasudan standards, undrinkable.  In order to adapt to these surroundings, Vasudans developed quite rapidly.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Vasudans are a civilization of philosophers, artists, and scholars. They immerse themselves in the teachings of those who came before them, perceiving history not as a linear chronology of events but as a space inhabited by both the living and the dead.&lt;br /&gt;
&lt;br /&gt;
Vasudan society is complex and filled with peril for the outsider ignorant of their culture.  Vasudans have a range of social tests and protocols, such as The Conversation.  A Terran mishandling of The Conversation is presumed to be one of the major causes of [The 14-Year War].  Prior to the ascension of [Khonsu II], The Vasudan government was parliamentary in nature, presided over by the Imperial family and the Ambassadors, who are quasi-royal go-betweens for the Parliament and the Imperium.&lt;br /&gt;
&lt;br /&gt;
To the Terran outsider, Vasudan society appears convoluted and ritualistic. The Vasudans themselves may seem arrogant, treacherous, and superstitious. On the other hand, Vasudans tend to view Terrans as aggressive, paranoid, and stupid. Thirty years of peaceful interaction between Terrans and Vasudans has helped to deconstruct these stereotypes.&lt;br /&gt;
&lt;br /&gt;
The crowning achievement of the Vasudan civilization is its language. For the average Terran, the formalities governing its usage are beyond comprehension. Syntax and vocabulary are dictated by such factors as the speaker&#039;s age, rank, and caste, the time of day and the phase of the Vasudan calendar, and the relative spatial position of the speaker to the Emperor. This is further compounded by the existence of several alphabets, dozens of verb tenses, and thousands of dialects. A translation device is standard on all GTVA communications systems, enabling Terrans and Vasudans to understand each other.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Vasudan space exploration has been driven primarily by the need to find planets capable of sustaining their species.  As resources on Vasuda Prime have diminished, the drive to colonize has intensified among Vasudans in recent decades.&lt;br /&gt;
&lt;br /&gt;
Because the Vasudan homeworld was primarily desert, the Terrans used Egyptian names to designate Vasudan warships during the Terran-Vasudan War and the Great War. After the defeat of the Shivans, the Vasudans insisted on maintaining this convention. The Emperor strongly identified with the history of Ancient Egypt, particularly the longevity of its civilization. Following their Emperor&#039;s example, Vasudans will take on what they call a Terran name from the myths and history of Ancient Egypt.&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Terrans&amp;diff=48</id>
		<title>Terrans</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Terrans&amp;diff=48"/>
		<updated>2005-06-07T20:00:26Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terrans==&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran1.jpg]&lt;br /&gt;
=Physiognomy=&lt;br /&gt;
Terrans, or humans, are bipedal, carbon-based life forms that evolved from primates several thousand years ago on the third planet in the [Sol] system. They have an internal skeleton that supports and protects all their internal organs, musculature, and external skin. Compared to Vasudans or Shivans, or even many terrestrial animals, humans are physically weak, able to lift only slightly more than their own body weight. Humans have circumvented this weakness by using their powerful brains to develop tools that give them advantages over their environments, and by reasoning to outsmart their competitors. This intelligence and versatility has given the Terran species the flexibility it needed to adapt to the various threats it has faced, and allowed Terrans to evolve from tribal, nomadic primates (not entirely unlike their progenitors) to a spacefaring race.&lt;br /&gt;
&lt;br /&gt;
=HISTORY=&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran2.jpg] The Terran homeworld of Earth is the third planet in the Sol system, and is well suited to life. Vast oceans cover two thirds of the planet, and a protective atmosphere guards the planet from radiation. The landscape varies between grassy plains, lush forests, frozen wastes and barren deserts. Terran history has been one of turmoil and strife, due to the conflicting instincts of social grouping and independence.&lt;br /&gt;
&lt;br /&gt;
The first great age of Earth was that of Antiquity, circa 200 BCE. The Roman Empire, which conquered much of the continent of Europe, was the ancestor of much of present Terran language and culture. The ancient Greeks were the greatest philosophers, scientists and artisans of their day, and most Terran starships were later named after the gods of this culture. Ancient Egyptians formed the basis for Egyptian nomenclature, as their culture thrived in the desert of northern Africa. These were the first nation-states on which Terran government was ultimately based.&lt;br /&gt;
&lt;br /&gt;
The fall of Rome by barbarian invaders circa 500 CE marked the beginning of the Dark Ages, a time where most of the grandeur of Rome was lost. Civilizations such as the Mongols, the Aztecs, and the Chinese rose and declined. The fragmented states of Europe fought constantly amongst themselves, and developed newer and deadlier technologies with which to defeat their enemies.&lt;br /&gt;
&lt;br /&gt;
Islamic scientists preserved most of the knowledge of Greece and Rome that was rediscovered in the Renaissance over one thousand years later. Transportation during this time grew to the point where global travel became possible. During the 17th and 18th centuries Europeans discovered, and frequently annihilated, other cultures across the planet in other continents. Colonists settled and prospered over the planet, and the first truly global empire was the British Empire during the 19th century.&lt;br /&gt;
&lt;br /&gt;
The 20th century saw great sweeping technological advancements that made instantaneous communication possible over the entire planet, but it also saw the first incidences of global warfare. The most profound of these wars took place in the middle of the century and involved almost every nation on the planet. Over 20 million Terrans were killed in the Second World War, and terrible weapons, including nuclear weapons, were developed and used. Out of this drive to overcome the enemy came the First Space Age, with the first orbiting satellites and lunar landings made. However, the collapse of one global power brought a period of relative peace up to the end of the century.&lt;br /&gt;
&lt;br /&gt;
The 21st century began with a new technology, the Internet. With this any Terran could tap into the network of computers and their users all over the planet and discover any information they might want. This tool was used and abused in various ways to inform and educate the populous at an increasing rate. By the end of the century, the vast majority of collected Terran knowledge had been spread throughout the globe, and most of the economic and health problems that had plagued humanity since its earliest days were solved, adn the nation-state evolved into a global-state.&lt;br /&gt;
&lt;br /&gt;
By the 22nd century, Earth&#039;s population had exceeded 10 billion. Despite the advancements, Earth could no longer support the needs of its people. Development of the Lunar and Martian colonies was stepped up, and the Second Space Age began. Huge terraforming processes were began and artificial gravity space stations were constructed, with most nations uniting in a common endeavor to save humanity. The population of Mars and Luna grew to the thousands, then the millions. With space travel, the Terran species furthered its growth, both in material ways and in immaterial, philosophical ways.&lt;br /&gt;
&lt;br /&gt;
Exploration of the outer reaches of the Solar system was made a priority in the 23rd century, after the discovery of primitive life forms on the moon of Europa. During the expansive colonization projects, larger and larger space stations and starships grew more efficient. By the latter part of the century mining operations in the asteroid belt beyond Mars and on the moons of Jupiter and Saturn was commonplace, but the speed of light limited Terran exploration. Not until the discovery of Subspace in 2316 did the galaxy open up for real colonization, conquest, and exploitation. The system-state evolved into the inter-system state, and with the formation of the Galactic Terran Alliance, a galactic-state.&lt;br /&gt;
&lt;br /&gt;
=CULTURE=&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran3.jpg] Terran culture is founded on the premise of social equality of all Terrans. After witnessing historical atrocities performed by humans solely on the basis that a physical trait or heretige made them somehow inferior, Terran governments forcibly induced human psychological conditioning in the early 22nd century. While unifying the Terran culture as a whole, this also had the unwanted side effects of arrogance and hostility toward alien races.&lt;br /&gt;
&lt;br /&gt;
Terrans are permitted to choose their own careers, and do what they enjoy within the limits of safety. Customs vary widely depending on the original nationality of the individual. Clothing is always worn and is frequently stylized depending on the occasion. Terran language is based on American English, which was a homogenization of several older languages. Religion is entirely dependant on the individual, with little government interference.&lt;br /&gt;
&lt;br /&gt;
While the individual human is usually polite, reasonable, and educated, as a group they can often exhibit irrational behavior. Politicians and dictators in the past have exploited these traits for their own gain.&lt;br /&gt;
&lt;br /&gt;
=TECHNOLOGY=&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fsurp/database/images/terran4.jpg] Terran ship design has not far departed from the utilitarian cylindrical segments and boxes that made up the first Terran spaceships and space stations. Dull greys and beiges were hallmarks of Terran design through the 24th century. They were utilitarian and cheap to produce, with embellishment limited to stripes of paint and squadron insignia. Despite this, Terran design aesthetics have held to the military-industrial themes. Legendary warships like the Apollo, Medusa, and Orion are considered by many to represent the finest in unadulterated Terran design. The familiar lines and sturdy blocks are reassuring reminders of the durability and power of the ships. After Vasudan and Shivan technologies began being implemented, Terran design took a softer turn. Fighters and bombers became the hot-rods of their generation, with the sleek Hercules Mark II, Artemis, and Deimos adorning many a Terran teenager&#039;s wall.&lt;br /&gt;
&lt;br /&gt;
Weaponry on Terran starships is very diverse, reflecting both Terran adaptability for different circumstances and the philosophy that pilots should be able to customize their loadout to their own tastes. All-purpose weapons such as the Subach HL-7, Avenger, and Prometheus are complemented by weapons that have a special effect upon their targets, like the kinetic effect of the Flail rifle and the energy-draining abilities of the Lamprey. Guns with ammunition were used throughout the Unification War until the pulse cannons now in use were developed. Early energy-based weapons were distinctly gaseous in their aural signatures and visual identifications, due to the use of gases like argon and nitrogen used to intensify the laser pulses. Later weaponry used during the second Shivan conflict put more of an emphasis on plasma and electromagnetic weapons, such as the Circe.&lt;br /&gt;
&lt;br /&gt;
Terran missile design is mostly dependant on brute force, rather than finesse. Heavy ordinance like the Phoenix line of heavy missiles and the Cyclops torpedo annihilate large targets, as Terrans prefer to use their primary weapons against smaller, faster targets. Many of the lighter missiles, such as the Interceptor, used by Terran fighters were only made possible through Vasudan improvements in aspect lock times and engine speeds.&lt;br /&gt;
&lt;br /&gt;
The heavy photon beam cannons now mounted on all Terran warships were initially reverse-engineered from the superweapons mounted on the Lucifer in 2335 by the GTI engineers working on Project Hades. The ill-fated rebellion of these engineers the next year in their bid to overthrow the GTA led to the classification of the weaponry for several years. Once functional beam weaponry was proven to be practical, reliable, and superbly useful, a Vasudan variant was developed for deployment on the Sobek class of corvettes. These &#039;slash&#039; beams maximized the spread of the beam fire on a wide arc across the target&#039;s hull, increasing the chances of disabling subsystems and turrets. Both Slash beams and Line-of-Sight (LOS) beams are now standard on all Terran warships.&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Species&amp;diff=93</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Species&amp;diff=93"/>
		<updated>2005-06-07T19:59:39Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==SPECIES==&lt;br /&gt;
[[Terrans]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vasudans]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shivans]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ancients]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Corporations&amp;diff=219</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Corporations&amp;diff=219"/>
		<updated>2005-06-07T19:56:41Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: Non-canon info excluded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Corporaions of the Freespace Universe==&lt;br /&gt;
Credit to Galemp for most of this, based on canon information&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Terran contractors=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Triton Dynamics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;GTF Ulysses, GTF Erinyes, SF Mara (terrans), GTS Hygeia, GTFr Triton, GTI Ganymede, GTD Hades, GTCv Deimos, UD-8 Kayser, GTM-31 Disruptor Missile&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triton Dynamics was the second-largest contractor of the Great War, a wholly-owned subsidiary of Galactic Terran Intelligence Research and Development. Triton oversaw the design of many prototypes and advanced fighters, including the Ulysses fighter, Disruptor cannon and Stiletto missile, and was privileged to refit the captured Shivan Dragon fighter. Triton is the without question the most innovative and adaptive company around, renowned for its ability to make things work. The new Erinyes fighter, for example, can carry almost any primary or secondary weapon in its large weapon banks, and Triton adapts Vasudan and even Shivan technologies with ease. Triton Dynamicsâ€™ claim to infamy is its large part in the design and construction of the GTD Hades in Delta Serpentis. After the GTI rebellion was ended in 2336 and the collapse of the GTA, Triton became an independent corporation and is now a respectable manufacturer of both military and civilian designs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Subach-Innes&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Subach HL-7,GTM-12 Cyclops, GTFr Poseidon, GTT Argo&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The small-arms and land vehicle manufacturer Subach-Innes is a major seller to the GTVA army, producing many tanks, transports, and handheld weapons. Due to the high performance of their army models, Subach was the first choice for the GTVAâ€™s fighter-mounted weapons division when Bessimer-Kohn went out of business. Subach proved itself capable of the task by refining the xaser weaponry pioneered by Bessimer, and developed the phenomenally successful Subach HL-7 sidearm. The deployment of the Cyclops torpedo cemented Subachâ€™s hold on the GTVA weapons contract, and it is now experimenting in advanced subspace and meson-based technologies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bessimer-Kohn&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;GTSG Watchdog, GTSG Cerberus, GTSG Alastor, GTS Centaur&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bessimer-Kohn was a sister corporation to Han-Ronald, and the single largest weapons manufacturer during the Great War. Energy weapons and reactor producer Bessimer and Sons merged with missile and ballistic weapons manufacturer Kohn Industries shortly after the start of the Unification War, and sold its weaponry to anyone who would buy it. Their plasma turrets were cheap and energy efficient, and installed on every Fenris, Leviathan, and Orion that came off the lines. Their Fury missiles, as well as the MX and Phoenix series of missiles, were standard on Terran fighters long before first contact with the Vasudans. Bessimer-Kohn also produced the Watchdog, Cerberus, and Alastor sentry guns, as well as the Centaur support ship. Plasma turret factories ran at full-tilt until the development of beam weaponry and flak cannons. Bessimer-Kohn suddenly found itself with a huge surplus of unwanted and useless plasma turrets, and with the demise of Han-Ronald, the once-mighty corporation went bankrupt. The GTVA military acquired its assets and divided them up between contractors Subach-Innes and Mesa Corp. The only Bessimer-Kohn weapons still in service are the Hornet missile, Prometheus cannon, and Alastor sentry gun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AGAY Fluctuators&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGAY Fluctuators handles power management systems for most GTVA ships, though RNI uses their own designs. AGAY developed the Energy Transfer System now in use on all Terran and Vasudan fighters and bombers, following the widespread use of energy-based primary weapons. AGAY&#039;s designs also assist in reactor overloads, power storage, and enery transfer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RNI systems&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;GTF Hercules Mark II, GTF Myrmidon, GTB Boanerges, GTSG Mjolnir, GTC Aeolus, GTG Zephyrus&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RNI was a short-lived corporation based in the GTVA colony of Laramis. After Han-Ronaldâ€™s decay, the new GTVA decided to find a new contractor to design their fleet from the ground up. The surprising choice of RNI Systems, previously known only for their lightweight alloys and mining colonies, was sound on paper but ultimately doomed. RNI recruited a new generation of architects, shipwrights, and engineers fresh out of university and set them to work, designing and manufacturing the wildly successful Hercules Mark II and Myrmidon fighters, and the famous Aeolus escort cruiser. Sadly, RNI never turned a profit on their military investments. Initial enthusiasm by the military tacticians was diluted by the excessive cost of the upgrades, and Aeolus production was stopped after only twenty-four units. Additionally, many of RNIâ€™s top designers went on to more promising careers at Nankam, leaving the corporation without any staff or financial resources. The RNI assets were purchased by Subach-Innes in 2367, but allowed the corporation to remain as an independently functioning satellite. RNI still manufactures the craft designed in its heyday, but has few new models in development, instead concentrating on mining, metallurgy, and alloys.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Han-Ronald Corp.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;GTF Hercules, GTF Loki, GTF Apollo, GTF Valkyrie, GTB Artemis, GTB Medusa, GTB Ursa, GTC Fenris, GTC Leviathan, GTD Orion, GTI Arcadia&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When someone mentions Terran starship design, they&#039;re probably talking about Han-Ronald Corporation, the largest manufacturer of Terran spacecraft during the Great War. Every Terran warship that saw battle against the Shivans in that conflict, with the exception of the Ulysses fighter and Athena bomber, was designed and manufactured by Han-Ronald. The partnership with arms manufacturer Bessimer-Kohn led to significant decreases in subsystem installation costs, one of the keys to its success. Han-Ronald has had strong ties to the GTA military ever since the introduction, and phenomenal success of, the Fenris cruiser in the late days of the Unification War. Since the GTA military invested heavily in Sol-based Han-Ronald, the loss of Sol in 2335 brought significant financial difficulties on the corporation. While the design team completed the Loki scout fighter and was later responsible for the mediocre GTB Artemis, it never recovered from that crippling blow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Morgan Technologies&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Morgan Technologies was a research and development conglomerate in the [[Tau Sigma]] colonies, assisting in terraforming and colonization efforts there. At some point in the events surrounding the Derelict incident, Morgan went rogue and began outright attacks against GTVA installations, convoys, and warships. Their motivation remains unknown, and their flagship, the MTD Augira, is still at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dynamic Metamer&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;GTB Athena, GTB Zeus, GTFr Chronos, GTDr Amazon, GTT Elysium, GTSC Faustus, GTM Hippocrates&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the few devoted civilian corporations to turn out a military design, Dynamic Metamer provided drones, transports, and cargo containers for civilian purposes since before the discovery of Subspace. Why the GTA gave Dynamic Metamer the contract for the GTB Athena is unknown, but for a time it was a popular choice among bomber pilots for its decent armor and vast afterburner capacity. Dynamic Metamer was unfamiliar with the more advanced GTA weapons systems, however, and the bomber was mothballed after technicians discovered they couldnâ€™t mount Prometheus, Banshee, or Tsunami weapons on it. The company risked losing its first military contract, which had brought in more money in one year than the sales of the Elysium ever had, and asked Triton Dynamics to assist in the design of a replacement bomber. As a result the GTI gained sole ownership of the Zeus strike bomber, capable of mounting the most advanced weaponry they could develop. The Zeus saved Dynamic Metamer their strike bomber contract, but a number of factors, including the development of beam cannons, the Maxim gun, and advanced assault fighters, drained demand for light bombers. After many of the Zeus bombers in service defected to the NTF, Dynamic Metamer sold off the rest of the rights to Triton Dynamics and elected to return to the civilian market.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Comet propulsion systems&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comet&#039;s engine designs are unremarkable, slow, sturdy and reliable. Most GTVA capital ships use Comet engine systems because of their compartmentalized systems. Repair crews can isolate, circumvent, repair, or replace engine components in minutes instead of hours, making high-risk rescue missions possible. Many GTVA lives and capital ships have been saved by the choice of Comet&#039;s engines. High-performance fighter engines, however, are better left to Nankam and Triton.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nankam Aeronautical&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;GTF Ares, GTF Pegasus, GTF Perseus, Artemis DH powerplant, GTD Hecate, GTA Charybdis&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nankam fills the niche in the SOC that was once Triton Dynamicsâ€™ role in the GTI. Once a manufacturer of high-performance aircraft for atmospheric combat, Nankam was heavily subsidized by the SOC to develop fighters that would outperform standard GTVA craft. The Charybdis AWACS, Pegasus stealth fighter, and various upgrades to the Artemis and Hercules II show promise in Nankamâ€™s future with the SOC. Much like the SOC reaches into every branch of the GTVA, Nankam is a consultant for many of Subach-Innes and Triton Dynamicsâ€™ latest designs. The Perseus fighter was successful enough to reach general deployment, and Nankam also had a large part in the design of the Hecate destroyer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;STX Exploration&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STX Exploration is a Resource and Mining company, headquartered in Vega but with outposts in resource rich systems all over the GTVA, as far apart as Barnards Star and Mirfak. Though not a weapons or munitions company, it was STX&#039;s research in remote-controlled explosive devices that prompted GTVA scientists to begin upgrading the old MX-50 heat seeking missile to the Rockeye MX-64. STX has always maintained a good relationship with the GTVA, providing much of the raw material required for warship construction, and also as a significant contributer of purified deuterium to power the fusion drives of the fleet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Snapka/Flegel Weapons Systems&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapons control systems are Snapkaâ€™s specialty, enabling dozens of weapon turrets and beam artillery emplacements to track and attack their targets with a minimum of technical difficulty. Their revolutionary beam cannon fire control system, colloquially known as â€˜Beam-Free-All,â€™ was the greatest success for the company. BFA weapons subsystems were installed on the Colossus and every Hecate and Deimos that was ever produced, as well as on many retrofitted Orion-class destroyers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Johnson Munitions&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Fusion Mortar, N-1 Harbinger&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a supplier to the GTA and later GTVA terrestrial military, Johnson Munitions pales in comparison to Subach-Innes in terms of size. However, their mortar and mobile artillery emplacements still have a place in the GTVA armies, and Johnson was contracted to build the missile launcher batteries of the Colossus.&lt;br /&gt;
&lt;br /&gt;
=Vasudan contractors:=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mekhu Enterprises&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;GVF Seth, PVF Anubis, GVB Sekhmet, GVS Nephtys, PVFr Bast, GVFr Bes, GVG Anuket, PVC Aten, Mekhu HL-7&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mekhu is an extremely diverse Vasudan corporation, extending into military and civilian affairs alike. Providing everything from foodstuffs to insurance services, freighters to computer systems, family-owned Mekhu has served the Vasudan people for nearly 400 years. Mekhu exerts considerable political influence, and was a strong supporter of Khonsu II during his ascension. The diversity of the corporation helped it succeed where many Terran contractors failed, and the Vasudan renaissance of the post-war era is due in no small part to excellent planning by Mekhuâ€™s board of directors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Akheton Corporation&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;GVF Horus, GVF Serapis, GVB Osiris, GVB Bakha, GVF Ptah, GVD Hatshepsut, GVA Setekh, GVCv Sobek, GVI Cairo, Akheton SDG&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Akhetonâ€™s designs are far more militaristic in nature than Mekhuâ€™s, yet more graceful than Sahr&#039;s, resulting in a perfect blend of Vasudan design and functionality. Preferring finesse to brute force, Akheton has produced many beautiful, fast, and technologically advanced designs for the Vasudan military, and is the envy of many Terran contractors. New designs such as the Serapis, Bakha, and Sobek consistently amaze the Vasudan military with their effectiveness, and tacticians love the way the capabilities of the warships match the strategies they have chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sahr Corporation&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;GVF Thoth, GVF Tauret, PVB Amun, Seth powerplant, GVFr Satis, PVD Typhon, GVC Mentu, GVT Isis&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sahr is the heavyweight of the three main Vasudan contractors, producing heavily armed and armored designs for offensive missions. Sahr engineers first discovered the benefits of collapsed molybdenum armor and became a large supplier of armor plating to both the Terran and Vasudan militaries. Sahrâ€™s primary shipyards in Altair were captured when the Hammer of Light gained control of that system in 2335, and the heavy machinery and experimental weapons developed by Sahr kept the system in HoL hands for some time. The system was liberated in Operation Templar, and Sahrâ€™s new designs for the Tauret assault fighter and Mentu cruiser serve the alliance well.&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Battle_of_Endor_Syndrome&amp;diff=121</id>
		<title>Battle of Endor Syndrome</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Battle_of_Endor_Syndrome&amp;diff=121"/>
		<updated>2005-06-07T19:47:00Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battle of Endor-scheme missions==&lt;br /&gt;
&lt;br /&gt;
=What do we mean as Battle of Endor-scheme missions?=&lt;br /&gt;
The Battle of Endor is a historic and very important battle in the Star Wars universe, which is unique among many science fiction films and universes. The Battle of Endor involved several dozen warships and hundreds of fighters at each side. If you ever hear somebody from the ~FreeSpace community mention about a Battle of Endor-type mission, he is thinking about a mission which involves several warships(often big ones, corvettes and larger) facing each other with space teeming with fighters. In ~FreeSpace, people are advised not to choose this type of mission for massive reasons. They are listed below.&lt;br /&gt;
&lt;br /&gt;
=Why should not I make such missions?=&lt;br /&gt;
Here are the few, but convincing reasons why you should not:&lt;br /&gt;
*Frame per second: Not everybody has a machine that is capable of handling such a large number of craft. This problem is even worse if the person in question [[FreeSpace Open]], which increases the hardware demand when its enhanced graphical features have been turned on.&lt;br /&gt;
*The FreeSpace engine: There is not much that can be said here/ The engine is not designed for massive battles. The AI malfunctions, warships collide, fighters become less accurate and even less intellignet than they are usually.&lt;br /&gt;
**Another note on the engine: The Retail engine (not [[FreeSpace Open]]) tends to crash when there is such a large load on the engine. [[FreeSpace Open]] is less sensitive, but even that programme cannot handle these types of missions very well. If it could, we would have fewer problems.&lt;br /&gt;
*Beam weapons: Beam battles are neat and everything in FreeSpace, but having numerous warships shooting at each other at the same time is considered overkill. At the least, the player might accidentally run into a beam weapon and die at once, but warships tend to unintentionally hit their friendlies and that &#039;drops mission balance into the dustbin.&#039;&lt;br /&gt;
*Mission designer&#039;s nightmare: If you are a precise and circumspecting mission designer, you will find making such missions terribly painful and nerve-wracking. Testing these missions is not the easiest thing to do, either.&lt;br /&gt;
&lt;br /&gt;
=I still insist on doing a Battle of Endor-scheme mission, what should I do=&lt;br /&gt;
Go ahead, with time and experience you will discover for yourself why this is a bad idea.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
[http://www.volitionwatch.com/articles/ArticleDisp.php?ID=26 Article about the Battle of Endor scheme at VolitionWatch]&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Battle_of_Endor_Syndrome&amp;diff=46</id>
		<title>Battle of Endor Syndrome</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Battle_of_Endor_Syndrome&amp;diff=46"/>
		<updated>2005-06-07T19:45:27Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battle of Endor-scheme missions==&lt;br /&gt;
&lt;br /&gt;
=What do we mean as Battle of Endor-scheme missions?=&lt;br /&gt;
The Battle of Endor is a historic and very important battle in the Star Wars universe, which is unique among many science fiction films and universes. The Battle of Endor involved several dozen warships and hundreds of fighters at each side. If you ever hear somebody from the ~FreeSpace community mention about a Battle of Endor-type mission, he is thinking about a mission which involves several warships(often big ones, corvettes and larger) facing each other with space teeming with fighters. In ~FreeSpace, people are advised not to choose this type of mission for massive reasons. They are listed below.&lt;br /&gt;
&lt;br /&gt;
=Why should not I make such missions?=&lt;br /&gt;
Here are the few, but convincing reasons why you should not:&lt;br /&gt;
*Frame per second: Not everybody has a machine that is capable of handling such a large number of craft. This problem is even worse if the person in question [FreeSpace Open], which increases the hardware demand when its enhanced graphical features have been turned on.&lt;br /&gt;
*The FreeSpace engine: There is not much that can be said here/ The engine is not designed for massive battles. The AI malfunctions, warships collide, fighters become less accurate and even less intellignet than they are usually.&lt;br /&gt;
**Another note on the engine: The Retail engine (not [[FreeSpace Open]]) tends to crash when there is such a large load on the engine. [[FreeSpace Open]] is less sensitive, but even that programme cannot handle these types of missions very well. If it could, we would have fewer problems.&lt;br /&gt;
*Beam weapons: Beam battles are neat and everything in FreeSpace, but having numerous warships shooting at each other at the same time is considered overkill. At the least, the player might accidentally run into a beam weapon and die at once, but warships tend to unintentionally hit their friendlies and that &#039;drops mission balance into the dustbin.&#039;&lt;br /&gt;
*Mission designer&#039;s nightmare: If you are a precise and circumspecting mission designer, you will find making such missions terribly painful and nerve-wracking. Testing these missions is not the easiest thing to do, either.&lt;br /&gt;
&lt;br /&gt;
=I still insist on doing a Battle of Endor-scheme mission, what should I do=&lt;br /&gt;
Go ahead, with time and experience you will discover for yourself why this is a bad idea.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
[http://www.volitionwatch.com/articles/ArticleDisp.php?ID=26 Article about the Battle of Endor scheme at VolitionWatch]&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mission_design&amp;diff=55</id>
		<title>Mission design</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mission_design&amp;diff=55"/>
		<updated>2005-06-07T19:44:14Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;[[FRED Tips]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[References]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Backgrounds]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Plot Development]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mission Chatter]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[The World of SEXPs]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[The FRED Academy]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Battle of Endor-scheme]]&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FRED_Academy&amp;diff=61</id>
		<title>FRED Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FRED_Academy&amp;diff=61"/>
		<updated>2005-06-07T19:43:12Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===FRED Academy===&lt;br /&gt;
==What is the FRED Academy and what is its purpose?==&lt;br /&gt;
The FRED Academy is an attempt by the community to help develop the skills of new [[FREDders]]. Too often new people join the community and work for a little while on a campaign before getting bored by the solitude of working on a mod singlehanded and leave.&lt;br /&gt;
The idea of the academy is to let these people work as part of a team on their first few missions while similtainiously helping improve their skills.&lt;br /&gt;
People who just want to brush up their FREDding skills are also welcome to join too.&lt;br /&gt;
&lt;br /&gt;
The Academy will also serve as a place where the hosted campaigns can spot talented new FREDders and sign them up&lt;br /&gt;
&lt;br /&gt;
==How does the Academy work?==&lt;br /&gt;
Basically the [[FREDders]] write missions for one of the campaigns described in the FRED Academy main thread. The missions are then playtested by the other members of the Academy and passers-by looking for missions to play. They post their impressions of the mission. What worked, what didn&#039;t and if any bugs were found.&lt;br /&gt;
In addition to this general testing missions will also be tested by some of the more able [[FREDders]] in the community. Not only will these people spot bugs etc but they will be on hand to advise how to correct them.&lt;br /&gt;
&lt;br /&gt;
==How can I enter the FRED Academy?==&lt;br /&gt;
&amp;lt;b&amp;gt;FOLLOW INSTRUCTIONS:&amp;lt;/b&amp;gt;&lt;br /&gt;
*Go to the [http://www.3dap.com/hlp/ Hard Light Productions forum] and register, if you have not registered yet&lt;br /&gt;
*Go to the FreeSpace Campaigns forum&lt;br /&gt;
*View the thread named FRED Academy and read all the necessary info&lt;br /&gt;
*If you decide to enrol, post in the thread, mentioning your intentions of joining&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
*You can contact karajorma by sending him a Private message via Hard Light Productions&lt;br /&gt;
*You can also contact an other member of the Community, TopAce by sending a message via ICQ to #235325080 or send him a PM via Hard Light Productions&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FRED_Academy&amp;diff=44</id>
		<title>FRED Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FRED_Academy&amp;diff=44"/>
		<updated>2005-06-07T19:41:56Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===FRED Academy===&lt;br /&gt;
==What is the FRED Academy and what is its purpose?==&lt;br /&gt;
The FRED Academy is an attempt by the community to help develop the skills of new FREDders. Too often new people join the community and work for a little while on a campaign before getting bored by the solitude of working on a mod singlehanded and leave.&lt;br /&gt;
The idea of the academy is to let these people work as part of a team on their first few missions while similtainiously helping improve their skills.&lt;br /&gt;
People who just want to brush up their FREDding skills are also welcome to join too.&lt;br /&gt;
&lt;br /&gt;
The Academy will also serve as a place where the hosted campaigns can spot talented new FREDders and sign them up&lt;br /&gt;
&lt;br /&gt;
==How does the Academy work?==&lt;br /&gt;
Basically the [FREDders] write missions for one of the campaigns described in the FRED Academy main thread. The missions are then playtested by the other members of the Academy and passers-by looking for missions to play. They post their impressions of the mission. What worked, what didn&#039;t and if any bugs were found.&lt;br /&gt;
In addition to this general testing missions will also be tested by some of the more able [FREDders] in the community. Not only will these people spot bugs etc but they will be on hand to advise how to correct them.&lt;br /&gt;
&lt;br /&gt;
==How can I enter the FRED Academy?==&lt;br /&gt;
&amp;lt;b&amp;gt;FOLLOW INSTRUCTIONS:&amp;lt;/b&amp;gt;&lt;br /&gt;
*Go to the [http://www.3dap.com/hlp/ Hard Light Productions forum] and register, if you have not registered yet&lt;br /&gt;
*Go to the FreeSpace Campaigns forum&lt;br /&gt;
*View the thread named FRED Academy and read all the necessary info&lt;br /&gt;
*If you decide to enrol, post in the thread, mentioning your intentions of joining&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
*You can contact karajorma by sending him a Private message via Hard Light Productions&lt;br /&gt;
*You can also contact an other member of the Community, TopAce by sending a message via ICQ to #235325080 or send him a PM via Hard Light Productions&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mission_design&amp;diff=45</id>
		<title>Mission design</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mission_design&amp;diff=45"/>
		<updated>2005-06-07T19:40:41Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;[[FRED Tips]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[References]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Backgrounds]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Plot Development]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mission Chatter]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[The World of SEXPs]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[The FRED Academy]]&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mission_design&amp;diff=42</id>
		<title>Mission design</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mission_design&amp;diff=42"/>
		<updated>2005-06-07T19:33:21Z</updated>

		<summary type="html">&lt;p&gt;81.182.82.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;[[FRED Tips]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[References]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Backgrounds]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Plot Development]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mission Chatter]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[The World of SEXPs]]&lt;/div&gt;</summary>
		<author><name>81.182.82.204</name></author>
	</entry>
</feed>