Happy Armistice Day (Remembrance Day)!
Posts by Schloss Charlottenburg
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Leonids are returning once again! It will be a perfect moment to prepare a telescope and pay a visit to a local observatory. The meteor shower is expected to reach its peak around the same time and dates annually.
Leonid meteor shower 2025: when and where to see it in the UK | Royal Observatory Greenwich
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Today is the 4th anniversary of our website!
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Hello tgbuckley482, welcome to the forums!
Firstly, am I correct in assuming that you have acquired the latest OpenUA Standalone Package (version build 2025-03-09) from our verified sources here, and currently attempting to launch the Metropolis Dawn expansion campaigns using the batch files provided directly inside the package itself?
The custom batch files that are designed to launch the Metropolis Dawn expansion campaigns inside the OpenUA Standalone Package are technically substitutes for the official Metropolis Dawn shortcuts, which are automatically generated when MD is installed via using the official Metropolis Dawn installer file, but for UA_source.exe instead Ua_xp.exe in order to launch the game via OpenUA engine. Their locations should not be changed either.
Normally these batch files should work without any issues regardless of Windows versions (they have been tested extensively already before). In fact, this is the first time an issue like this was reported. From your descriptions here however, it appears the command lines are not working as intended.
Since there is no precedent information available, we will have to apply some general trial-and-error approaches and methods to resolve this case.
Please try the following options (in no particular order):---
Launch the batch files with elevated privileges (Right-click -> 'Run as administrator').
Rename the batch files extension from .bat to .cmd and try launching them again.
- Launch the batch files from the command prompt (CMD.exe) directly inside the game's root folder.
Move the location of the OpenUA Standalone Package folder to somewhere else, especially into a directory that is not protected by UAC settings.
Create two shortcuts of UA_source.exe manually inside the game folder, right-click on them and open their Properties tabs, and then add each of the following environment option arguments at the end of their Target fields:
-env Ghor_env
-env Taer_envSo the following results in Target fields of each shortcut will look like:
...\UA_source.exe" -env Ghor_env
...\UA_source.exe" -env Taer_envSave both changes and try launching these new shortcut files.
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Please report back in this thread if none of the above methods worked for you.
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Today marks the third anniversary of the passing of Her Majesty Queen Elizabeth II. Her legacy of unwavering dedication, service, and grace throughout her historic reign will be remembered forever.
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Continuing from the commemoration of VE Day 80th Anniversary earlier this year, VJ Day 80th Anniversary marks the date World War II has officially ended, which also coincides with the 75th birthday of the Princess Royal.
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Happy 27th Anniversary/Birthday, Urban Assault!
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On 4 July, Mark Snow, the famous American composer of the X-Files Theme and the figure behind the musical score of Urban Assault together with Sylvius Lack, has passed away in his home at the age of 78.
The majority of works and compositions of Mark Snow were primarily featured on theatrical films and televison series. But he had also worked on 3 video game titles, with one of them being Urban Assault.
Here is an archived interview with Mark Snow organised by the third-party game website Games.net (whose domain now redirects to PCWorld) back in 1998 regarding his participation in the development of Urban Assault, which also marked his first involvement in the production of a video game title.
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Interview: Mark Snow (Page 1/3)
by Joe McCloud - posted 3/13/1998
For those of you familiar with either the X-Files or Millennium, the name Mark Snow probably rings an eerie bell. If not, shame on you! Snow, who writes the shows' music, produces scores that excite and disturb us, absorbing millions of fans into the world of the supernatural. He's also an international chart-topper (with "Materia Primoris": The X-Files Theme) and a seven-time Emmy nominee for his work on the X-Files. Now, Snow is taking his expertise to a new medium by composing the musical score for Microsoft's upcoming action/strategy game Urban Assault.
After learning of Snow's involvement with the game, I jumped at the chance to interview him. In the following pages, he explains how and where he got started writing music, how he created the X-Files theme, and his thoughts on Urban Assault and writing music for today's videogames. Enjoy!
Interview: Mark Snow (Page 2/3)by Joe McCloud - posted 3/13/1998
Games.net: I'll begin by asking where you studied music and what musical forms have influenced you in the journey to find your distinct sound. I'm no music expert, but I picked up a hint of Gregorian undertones in some of the tracks from your Truth and the Light CD. Was this intentional, or am I, as Scully would say, searching for false truths covered by the lies that support them?
Mark Snow: I was a student at the Juilliard School of Music from '64 to '68. My instruments were the oboe and percussion, and I played in many small orchestras in and out of New York City. I also put together a rock group called the New York Rock And Roll Ensemble, made up of Juilliard students including my then-roommate, Michael Kamen, now a well-known film composer. My main musical influences were early music--Medieval and Renaissance, and yes, Gregorian chants--as well as all of the Baroque and early Classical periods. Bach, Handel, Monteverdi, Vivaldi, and early Mozart were major influences. I sort of skipped the late Classical and Romantics to the modern composers. Major influences were Stravinsky, Bartok, Webern, Copland, Shostokovich, and Ravel, to name a few. Not to mention all pop and alternative groups that have come and gone through the years.
Games.net: Have you always had a passion for music? At what point did you say to yourself, "Yeah, this is what I want to do for a living"?
Mark Snow: All of this was taking place in New York City. After the band broke up, my wife forced me to move to California to pursue my dream of being a film and TV composer. Her sister, Tyne Daly [of Cagney & Lacy fame], was helpful in getting me to meet producers and directors.
Games.net: When Microsoft approached you to compose the music in Urban Assault, what was your initial reaction? Did you embrace the idea of producing a score for a PC game, or were you hesitant at first? Furthermore, because of your involvement on both the X-Files and Millennium, when did you even find the time to work on Urban Assault?
Mark Snow: For the last few years I've noticed that PC games have been really gaining respectability and becoming quite the cool thing! I also found that many serious film composers were involved in the bigger games, so when Sanford Ponder approached me, I was very receptive! I have great respect for Sanford and found his tastes were similar to mine, musically and aesthetically. So I jumped in and was able to fit Anarchy [the code name for Urban Assault] into my busy schedule. It was fun, and I hope to be able to do more work like this.
Interview: Mark Snow (Page 3/3)by Joe McCloud - posted 3/13/1998
Games.net: How did you approach this project? Did you play the game and get ideas from what the look and feel of the title delivered, or did you simply read a description of Urban Assault and create something based on the game's vision?
Mark Snow: My approach was to treat the game's music as a film score and not a videogame score, and hopefully to give it a serious musical sound that would make it that much more compelling, rather than providing cheap, corny synthesizer rhythm tracks.
Games.net: Being a fairly dedicated X-Files fan myself, I was curious as to how it feels working with Chris Carter and the cast on such a phenomenal show. Have you ever had the opportunity to view a taping, and if so, are there any funny anecdotes you have from being on the set?
Mark Snow: In coming up with the theme [for the X-Files], at first CC [Chris Carter] sent over tons of his favorite music and said: "I like the guitar in this one, the drums in this one, the voice in this one, etc. etc.... So, now write a theme!" Yikes! I made four passes and they were all rejected--politely, of course. Then I said to him, "Let me try on my own and see what happens." And the rest is history--Emmy awards, hit records, etc. Actually, I never see the actors or go to the set in Vancouver.
Games.net: With the movie coming out this summer, you must be really excited. I've read that you've composed scores for a number of television shows and miniseries in the past, but will this mark the first time you've worked on a feature film?
Mark Snow: This isn't the first time I've worked on a feature film, but the other films I've done scores for are too unmemorable to talk about. Actually, I owe CC my life, since he's resurrected my career from Hart to Hart, T.J. Hooker, and Love Boat to X-Files and beyond! On April 14, a movie called The Day Lincoln Was Shot will air on the TNT network. I composed the score last summer, and Lance Henriksen from Millennium plays Lincoln. Very cool movie and soundtrack!
Games.net: One last question: Graphics have always been the driving force behind games, while music, for the most part, has always been stuck playing second fiddle (excuse the lame pun). Given, graphic quality may be the shiny factor behind why an individual purchases a game in the first place, but how essential do you think music is in helping deliver an overall immersive gaming experience?
Mark Snow: As I said before, I think the music I did for UA will give it a compelling sense of importance and realism to make it seem like you're interacting with a major feature film. Let's hope so. And maybe someday it WILL be a movie.
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Archived from 1998.
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Today marks the 350th anniversary of Royal Observatory Greenwich! Historically founded on 22 June 1675 under the royal decree by King Charles II, the Royal Observatory in Greenwich Park is a premier scientific institution that pioneered modern astronomy and also hosts the only planetarium in London.
The site is most famous for being the home of Greenwich Mean Time (GMT) as well as the locus of the astronomic Prime Meridian line. It will also host multiple events this year, and therefore it is a perfect moment to visit here; especially during the annual seasons of meteor shower with a telescope!
350 years of Royal Observatory GreenwichCelebrate the anniversary of one of the most important scientific sites in the worldwww.rmg.co.uk -
To mark the 80th Anniversary of VE Day, a Service of Thanksgiving celebration is scheduled to take place at Westminster Abbey.
Alexander Churchill, the great-great-grandson of wartime prime minister Sir Winston Churchill, will attend to light a candle of peace at the ceremony today.
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To commemorate the 80th Anniversary of the Victory in Europe Day at 8 May, an important public ceremony event will take place in Central London today.
This ceremony will include a large military procession marching from the Sir Winston Churchill Statue in Parliament Square Garden to Queen Victoria Memorial via Admiralty Arch and The Mall, as well as RAF flypast over Buckingham Palace with one of the aircraft being a functional Avro Lancaster bomber from World War II.
In addition, Tower of London will be adorned with 30000 ceramic poppies for remembrance of the past events.
VE Day 80 - Join the party in a shared moment of celebration!On 8 May 2025, we mark the 80th anniversary of VE Day, our nation will unite to celebrate 80 years of peace since the end of World War II in Europe.ve80.comTomorrow also marks the second anniversary of the Coronation of His Majesty King Charles III, and Royal Horse Artillery will perform Royal Gun Salutes at Hyde Park.
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Happy Easter! 96 years later from today, there will be a certain set of events taking place ('Easter Egg').
The date of St George's Day has been changed to 28 April for this year due to the Easter week as well.
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A rare celestial occurrence that involves the alignment of total seven celestial objects (Mercury, Venus, Mars, Jupiter, Saturn, Uranus and Neptune) and Moon will be taking place in the night sky tonight, forming the 'planetary parade' in the process.
I can recommend paying a visit to local observatories (such as Royal Observatory Greenwich) to watch this phenomenon!
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Hi Ydro, welcome back. I'm pleased to know that the above information was helpful!
Thanks for taking my suggestions into account once again. I also wholeheartedly agree that including the detailed information about the AI energy system mechanics and inner workings will be beneficial for level designers. I will have to see if I can test the new version of the level creator soon.
Regarding the unit availability and *.rst files: These files are the restart cache files that are newly generated and parsed each time the certain level is accessed by the user (via clicking Start Mission button at the mission briefing screen). As its name implies, they are mainly used for loading the level data when restarting the level (via Restart Mission button).
It is true that the *.rst files contain separate entries for tracking the unit availability of the enemy factions in the level, but since these files are newly parsed each time the level is accessed by the user, it would be normally refreshed accordingly if the corresponding level definition file was updated to not include any prototype enabling data for the enemy factions in the same level.
However, I have not checked if the different *.rst files generated with different level ID numbers can also affect the unit availability of the factions in the other levels. It would be surprising if they had any effect in this manner, but I don't remember testing it before. The *.rst files are also temporary in nature and replaced by *.fin files once the level is completed, which do not contain any unit availability data.
Back to the AI energy mechanics topics, it wouldn't be that difficult to implement the custom options in OpenUA for disabling the numerous unique handicaps and restrictions that are exclusively applied to the AI players only. In fact, I created an experimental prototype binary patch for the original game executables in order to achieve this task many years ago, but I never released it publicly.
It was partly due to our inclination at taking cautious measures when it comes to sharing any modified game executables that can drastically alter the gameplay logics or behaviours. Still, I can see the merits of such a functionality in the future OpenUA versions as a part of the game modification options and features.
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The English Levelbuilder document file has been uploaded at the following FTP link:
https://metropolisdawn.de/downloads/levelbuildere.zip
(To Ydro: I apologise for hijacking the thread!)
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You're very welcome, I'm glad to know it was helpful! It's also wonderful to hear about your new campaign project as well. In that case, the level file won't be strictly necessary and I can highly recommend experimenting with various AI host station parameters and their environments. Tuning AI host stations in order to better accommodate the individual level layouts and settings has always been an important task when designing levels.
I wish you all the best in your project, and please let us know if you have any further questions or require further assistance. In the meantime, I will search for the official English Levelbuilder document file and temporarily upload it to the website FTP section. This Levelbuilder file contains every key information you need to know about when designing your own custom levels (via text editors originally) and so it is a valuable reference material.
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Hello Stellaritely, welcome to the forums!
The total sizes of squadrons or the amounts of units that AI host stations will assign into certain tasks are determined by numerous factors, including the types of activities and the frequencies in their AI host station action module parameters, the total energy sizes on the targets or the 'weight' of the intended target objects, or the ratios between their current energy generation capacity (income) to their allowed activity budgets, and so on.
For example, AI host stations will prefer to assign a larger attacking force if they are performing heavy-duty operations such as base conquest or anti-host station type actions, since host stations are usually well-protected in their bases and have a large energy reservoir size. Meanwhile, for defensive or reconnaissance actions the AI host stations will usually create a smaller force that can be managed more flexibly and reactively.
There are also situations where the AI host stations might have high activity budgets for multiple types of actions, but do not have sufficient energy generation capacity to meet that quota due to lacking sectors or too many power stations under their control. This problem is also caused by the unit cost energy upkeep/maintenance mechanics that are unique to the AI host stations, which I just covered in my above post earlier.
Adjusting the AI host station action parameters (budget values) is the most straightforward method to control the behaviours of the AI host stations in levels. It would be helpful if you could provide us with more details on what levels you are modifying, since the official levels have customised AI parameter settings for each AI host station. You may also want to assign higher energy or recharge values if their host stations are low on energy.
Finally, in order to change the mission names and mission briefings, you will have to modify the 'language.dll' file (or 'language.lng' file if you are using OpenUA) that is located inside the Locale folder of the game directory. The mission titles and text are stored inside the individual language localisation files. The language.dll file can be edited with tools such as Resource Hacker, whilst language.lng file can be edited with text editors.
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(Re-posted with the updated information for accuracy.)
These are rather technical topics and there are a lot to cover, which is the reason why I was initially hesitant to bring this topic up here. In summary, the AI energy system works completely different from the user energy system. So comparing their mechanics in an arbitrary environment does not yield good insight on their inner workings.
To start with, the user host station energy battery conversion ratio is [Energy/100*4] from the script value, in order to allocate the amount of total energy into the 3 separate energy batteries of the user host stations with different purposes. So the total energy size of all batteries gives the user AI host station 3 times higher energy than its maximum battery size.
The script energy value is further divided by 4 here because initially there was 4th energy battery that was exclusively used for building construction during the development. The function of 4th energy battery was eventually merged into the creation energy battery in the final version of the game, but the logic remained.
In comparison, the AI host station energy battery conversion ratio is [Energy/100] from the script value, because there is no extra energy battery for the AI host stations. Unlike the user host station, it does not have any extra denominator value since the AI host station only has one monolithic energy battery for all purposes by design.
As a result, the AI host station will have a larger maximum energy battery size compared to the user host station from the identical script energy value. But their total energy reservoir sizes will be similar because the user host stations also have multiple (x3) energy batteries. Therefore, in your above test environment example the AI host station with 400000 script energy value had a maximum energy battery size of 4000, not 1000; which corresponds with the anecdote of your result.
Whilst this may appear like an advantage on surface, this is not necessarily true. AI host stations have other numerous restrictions because of limited resource management capacity - such as unable to separate the system life battery from the creation battery.
So creating units or buildings will always render them vulnerable, and combined with the other energy mechanism factors, it usually results in a situation where the AI host stations in the single-player campaigns are lacking energy most of time with their energy states at the lowest level.
Moreover, the AI host stations also have other hardcoded restrictions like the 2 seconds of unit creation delay, or inability to teleport their host stations unlike the user host stations. These are rather considerable restrictions especially when combined with the AI unit upkeep mechanics.
The main disadvantages of the AI host stations are prompted by the unique AI-specific unit upkeep/maintenance system which have tremendous effects on their general energy system mechanics. This topic is imperative for understanding how the AI energy system works, and how much disadvantages the AI host stations have compared to user host stations during the normal gameplay situations.
In single-player mode, the user can create any units at a fixed cost under any circumstances. The individual unit costs are static for the user, and they do not change no matter how many units the player creates and controls during the gameplay.
Meanwhile, the AI has a dynamic energy cost system for units. The individual unit costs for an AI host station increases linearly and proportionally to the total numbers of units that the AI host station currently controls. This mechanism is rather similar to the unit cost soft limits in multiplayer mode, but the detailed mechanics are different.
The dynamic unit cost system for the AI host station can be expressed in the following linear equation formula.
K = (k/2)+(kn/40)
or more simply,
K = k*(20+n)/40
Where 'K' is the current dynamic cost of the new unit for an AI host station; 'k' is the standard cost of the new unit; and 'n' is the current number of total units that an AI host station has control over.
The result is an arithmetic progression that can be expressed in a linear function with no defined limit. Therefore, the unit creation cost for AI host stations will continuously increase as they create and control more units and flak/radar stations on the battlefield.
For example, an AI host station can create its first 20 units cheaper than the normal unit cost, and its 20th unit (including all individual units and turrets currently present under their control) at a same energy price as the original unit cost. But from there on, the unit creation costs for AI will be higher than the standard values. As a result, the creation cost of its 100th unit will be 300% (+200% higher) of the normal cost.
Likewise, its 200th unit creation cost will require 550% (+450% higher) of creation energy than the standard unit cost value, which is prohibitively high in all regards. The increased unit costs for AI can be only reduced back if the existing units are destroyed. On the contrary, the construction costs for buildings remain identical for AI in all situations, same as the players.
This is why many AI host stations prefer to construct numerous flak stations around their bases in later missions, where their manufacture costs of normal units become excessively high to be practical. Still, the individual flak turrets (and the radar antennae) will contribute to the total number of units under the AI control, which will resultantly affect their attack capabilities in favour of defensive advantages the emplacements offer.
It is also worth noting that individual AI host stations possess independent command & control systems. So when there are multiple AI host stations present for a faction in a level, only one of these AI host stations will be responsible for controlling all pre-deployed squadrons and automated structure components in the level; which means the energy penalty for this 'master' AI host station will be usually greater than the other AI host stations in the same faction that only manage their own units, unless the pre-deployed assets are exhausted.
These designs are implemented in the game in order to manage and control both performance and difficulty of the missions at the same time. However, it is undeniable that it poses a significant handicap only to the AI as the player does not have any hardcoded restrictions by design.
Regarding the unit availability, the AI cannot create units that are not enabled in the level files in the campaign, as their vehicle and building availability is not tracked in the campaign and refreshed each time the level is loaded (as a part of the Startup files directives).
However, the AI can still reinforce same types of units into the existing squadron of the unit, even if the AI cannot create a new squadron of that unit in the level unless it is enabled under prototype enabling. This is probably what you have noticed during your test earlier.
You are free to include the Level Builder Word document file as reference material. But the correct name of that file should be 'Levelbuilder_English.doc', even if the file available on the FTP servers has a different name.
I hope the above information was useful, and please let me know if you have any further questions about this topic.
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Thank you very much for adding the tooltip and fixing the unit names!
Regarding the issue with missing units from the different Startup directive files, this problem occurs because StartupT.scr file does not include Taer.scr file, which contains the vehicle definitions for new Taerkasten units in Metropolis Dawn expansion.
This file is not included there because it is not a part of the standard initialisation files that are refreshed each time a level with the particular startup directive line is parsed during the campaign. This is an imperative mechanism in order to save and track the updated vehicle stats (via Technology Upgrades) within the user's progress without reverting them to default unit stats.
The same logic technically applies to StartupG.scr and Ghor.scr files, as well as StartupM.scr and Myk.scr files accordingly. However, since there are no new Ghorkov units in Metropolis Dawn expansion, and the Mykonian units always appear as the enemy faction in Metropolis Dawn single-player campaigns, both files are loaded properly into the editor in this context.
There should be various ways to circumvent this issue. One method would be adding an option alternate between the Metropolis Dawn dataset (all files in dataxp folder) and the original dataset (all files in DATA folder). Perhaps it would be also possible to load only the necessary files (from Metropolis Dawn data) separately so the new content can be displayed directly without parsing the files.
Additionally, may I have one more request regarding the tooltip? I think the difference between the energy reservoir mechanics of the user and AI host stations would be worth mentioning there. User host stations have three divided and separate energy reservoirs that are used for specific tasks, whereas AI host stations have one unified energy reservoir that is used for all tasks simultaneously.
I also believe a simple explanation about the special unit upkeep/maintenance mechanics that are exclusive to AI host stations would be helpful as well. But I'm afraid it could be considered excessive for a brief tooltip section. It may be also feasible to describe all these logics in a dedicated Help section.
Thanks in advance!