<?xml version="1.0"?>
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	<id>https://wiki.popre.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nexus</id>
	<title>Populous Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.popre.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nexus"/>
	<link rel="alternate" type="text/html" href="https://wiki.popre.net/Special:Contributions/Nexus"/>
	<updated>2026-05-01T08:31:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Header_Format&amp;diff=3182</id>
		<title>Header Format</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Header_Format&amp;diff=3182"/>
		<updated>2007-03-04T16:20:46Z</updated>

		<summary type="html">&lt;p&gt;Nexus: /* Markers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Header (.hdr) is a [[Populous]] Level File which contains the level&#039;s attributes.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
The three bytes starting at byte 0 defines which spells are available at the start of the level. Each of the eight bits of the byte represent one spell. If the bit is on the spell is available.&lt;br /&gt;
&lt;br /&gt;
===Byte 1===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex 27), [[Blast]] and [[Swarm]] are available. &lt;br /&gt;
&lt;br /&gt;
    00100111&lt;br /&gt;
    ||||||||--Leave on&lt;br /&gt;
    |||||||---Leave on&lt;br /&gt;
    ||||||----[[Blast]]&lt;br /&gt;
    |||||-----[[Lightning]]&lt;br /&gt;
    ||||------[[Tornado]]&lt;br /&gt;
    |||-------[[Swarm]]&lt;br /&gt;
    ||--------[[Invisibility]]&lt;br /&gt;
    |---------[[Hypnotise]]&lt;br /&gt;
&lt;br /&gt;
===Byte 2===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex 54), [[Earthquake]], [[Landbridge]] and [[Erode]] are available.&lt;br /&gt;
&lt;br /&gt;
    01010100&lt;br /&gt;
    ||||||||----[[Firestorm]]&lt;br /&gt;
    |||||||-----[[Ghost Army]]&lt;br /&gt;
    ||||||------[[Erode]]&lt;br /&gt;
    |||||-------[[Swamp]]&lt;br /&gt;
    ||||--------[[Landbridge]]&lt;br /&gt;
    |||---------[[Angel of Death]]&lt;br /&gt;
    ||----------[[Earthquake]]&lt;br /&gt;
    |-----------[[Flatten]]&lt;br /&gt;
&lt;br /&gt;
===Byte 3===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex F4), no spells are available. The other bits should be left unchanged.&lt;br /&gt;
&lt;br /&gt;
    11110100&lt;br /&gt;
        | ||----[[Volcano]]&lt;br /&gt;
        | |-----[[Convert]]&lt;br /&gt;
        |&lt;br /&gt;
        |-------[[Magical Shield]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
Building availability is handled in the same way as spells, but are kept in two bytes starting at byte 5.&lt;br /&gt;
&lt;br /&gt;
===Byte 5===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex 0D), [[Hut]] and [[Guard Tower]] are available. Leave other bits unchanged.&lt;br /&gt;
&lt;br /&gt;
    00001101&lt;br /&gt;
    ||||| |&lt;br /&gt;
    ||||| |-----[[Hut]]&lt;br /&gt;
    |||||&lt;br /&gt;
    |||||&lt;br /&gt;
    ||||--------[[Guard Tower]]&lt;br /&gt;
    |||---------[[Temple]]&lt;br /&gt;
    ||----------[[Spy Training Hut|Spy Hut]]&lt;br /&gt;
    |-----------[[Warrior Training Hut|Warrior Hut]]&lt;br /&gt;
&lt;br /&gt;
===Byte 6===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex FF), [[Firewarrior Hut]], [[Boat Hut]] and [[Balloon Hut]] are available.&lt;br /&gt;
&lt;br /&gt;
    11111111&lt;br /&gt;
    | |    |----[[Firewarrior Training Hut|Firewarrior Hut]]&lt;br /&gt;
    | |&lt;br /&gt;
    | |&lt;br /&gt;
    | |&lt;br /&gt;
    | |&lt;br /&gt;
    | |---------[[Boat Hut]]&lt;br /&gt;
    |&lt;br /&gt;
    |-----------[[Balloon Hut]]&lt;br /&gt;
&lt;br /&gt;
==Spells Not Charging==&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Fog of War and God Mode==&lt;br /&gt;
&lt;br /&gt;
Fog of War and God Mode are stored in Byte 98.&lt;br /&gt;
&lt;br /&gt;
===Byte 98===&lt;br /&gt;
&lt;br /&gt;
    00001101&lt;br /&gt;
          ||----[[Fog of War]]&lt;br /&gt;
          |-----[[God Mode]]&lt;br /&gt;
&lt;br /&gt;
==Landscape and Tree Style==&lt;br /&gt;
&lt;br /&gt;
The Landscape Style is 1 byte starting at byte 96 and the Tree Style is 1 byte starting at byte 97.&lt;br /&gt;
&lt;br /&gt;
===Byte 96===&lt;br /&gt;
&lt;br /&gt;
There are 36 landscape styles. In hex that is from 00 to 24.&lt;br /&gt;
&lt;br /&gt;
===Byte 97===&lt;br /&gt;
&lt;br /&gt;
There are 5 tree styles. In hex, they are 00, 03, 04, 05, 06.&lt;br /&gt;
&lt;br /&gt;
==Max Tribes==&lt;br /&gt;
&lt;br /&gt;
Maximum Tribes sets the number of enemy tribes that will appear on the level. In [[Single Player]] you must set this to the last colour on your level or 03 for all of them. Colours go in the order (Blue, Red, Yellow, Green). If you wanted to have only Blue and Yellow on a level, then the number must still be set to 02. In [[Multiplayer]] you just set this to how many players the level has minus one as you cannot omit colours. It is 1 byte long and starts at byte 88.&lt;br /&gt;
&lt;br /&gt;
===Byte 88===&lt;br /&gt;
&lt;br /&gt;
01 - Blue&lt;br /&gt;
02 - Blue &amp;amp; Red&lt;br /&gt;
03 - Blue, Red &amp;amp; Yellow&lt;br /&gt;
04 - Blue, Red, Yellow &amp;amp; Green&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
&lt;br /&gt;
AI Scripts are 3 bytes long and starts at byte 89. Each byte is for each colour (Red, Yellow, Green). You must type the script number in hex for it to link to that script. (Cpscr010.dat = 010 = 0A)&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Allies are kept in 4 bytes staring at byte 92.&lt;br /&gt;
&lt;br /&gt;
Blue = 01&lt;br /&gt;
Red = 02&lt;br /&gt;
Yellow = 04&lt;br /&gt;
Green = 08&lt;br /&gt;
&lt;br /&gt;
An ally equals the two colours together. To make yellow and blue allies you would add Blue(01) and Yellow(04) together which makes 05. Then put 05 for yellow and blue (05 02 05 08).&lt;br /&gt;
&lt;br /&gt;
==Level Name==&lt;br /&gt;
&lt;br /&gt;
The level name starts at offset 55 (37 in hex) and is 30 bytes (characters) long.&lt;br /&gt;
&lt;br /&gt;
==Markers==&lt;br /&gt;
&lt;br /&gt;
Markers are the 256*2 offsets, starting at offset 100 (in decimal).&lt;br /&gt;
Offset 100 being the x coordinate of marker 0, and Offset 101 being the y coordinate of marker 0.&lt;br /&gt;
&lt;br /&gt;
This goes in a pattern until all 256 (0 to 255) markers are used up.&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2713</id>
		<title>User:Dan</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2713"/>
		<updated>2006-12-31T01:19:57Z</updated>

		<summary type="html">&lt;p&gt;Nexus: Meh moved to Nexus: delete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Magical_Prison&amp;diff=2712</id>
		<title>Magical Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Magical_Prison&amp;diff=2712"/>
		<updated>2006-12-31T01:17:17Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Huts]]&lt;br /&gt;
{{Infobox Huts&lt;br /&gt;
|Hut = Prison&lt;br /&gt;
|Image = Prison.jpg&lt;br /&gt;
|Wood = N/A&lt;br /&gt;
|DX = 3&lt;br /&gt;
|DY = 3&lt;br /&gt;
}}&lt;br /&gt;
Magical Prisons are buildings which cannot be built. They can contain [[Shaman]]s that have to be rescued by other followers so she can cast spells again.&lt;br /&gt;
&lt;br /&gt;
Your [[Shaman]] is trapped in a [[Chumara]] prison on Level 15: [[Incarcerated]] and on a [[Undiscovered Worlds]] Level : [[Prisons]]. You also have their [[Shaman]] in a prison on this level.&lt;br /&gt;
&lt;br /&gt;
You can also have Prisons on [[multiplayer]]. But you cannot cast [[Lightning]] until all prisons are destroyed or it will cause the game to resync.&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Magical_Prison&amp;diff=2711</id>
		<title>Magical Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Magical_Prison&amp;diff=2711"/>
		<updated>2006-12-31T01:16:35Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Huts]]&lt;br /&gt;
{{Infobox Huts&lt;br /&gt;
|Hut = Prison&lt;br /&gt;
|Image = Prison.jpg&lt;br /&gt;
|Wood = N/A&lt;br /&gt;
|DX = 3&lt;br /&gt;
|DY = 3&lt;br /&gt;
}}&lt;br /&gt;
Magical Prisons are buildings which cannot be built. They can contain [[Shaman]]s that have to be rescued by other followers so she can cast spells again.&lt;br /&gt;
&lt;br /&gt;
Your [[Shaman]] is trapped in a [[Chumara]] prison on Level 15: [[Incarcerated]] and on a [[Undiscovered Worlds]] Level : [[Prisons]]. You also have their [[Shaman]] in a prison on this level.&lt;br /&gt;
&lt;br /&gt;
You can also have Prisons on [[multiplayer]].&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2708</id>
		<title>User:Dan</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2708"/>
		<updated>2006-12-31T01:05:05Z</updated>

		<summary type="html">&lt;p&gt;Nexus: Nexus moved to Meh: cba&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Header_Format&amp;diff=2707</id>
		<title>Header Format</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Header_Format&amp;diff=2707"/>
		<updated>2006-12-30T23:20:38Z</updated>

		<summary type="html">&lt;p&gt;Nexus: /* Level Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Header (.hdr) is a [[Populous]] Level File which contains the level&#039;s attributes.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
The three bytes starting at byte 0 defines which spells are available at the start of the level. Each of the eight bits of the byte represent one spell. If the bit is on the spell is available.&lt;br /&gt;
&lt;br /&gt;
===Byte 1===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex 27), [[Blast]] and [[Swarm]] are available. &lt;br /&gt;
&lt;br /&gt;
    00100111&lt;br /&gt;
    ||||||||--Leave on&lt;br /&gt;
    |||||||---Leave on&lt;br /&gt;
    ||||||----[[Blast]]&lt;br /&gt;
    |||||-----[[Lightning]]&lt;br /&gt;
    ||||------[[Tornado]]&lt;br /&gt;
    |||-------[[Swarm]]&lt;br /&gt;
    ||--------[[Invisibility]]&lt;br /&gt;
    |---------[[Hypnotise]]&lt;br /&gt;
&lt;br /&gt;
===Byte 2===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex 54), [[Earthquake]], [[Landbridge]] and [[Erode]] are available.&lt;br /&gt;
&lt;br /&gt;
    01010100&lt;br /&gt;
    ||||||||----[[Firestorm]]&lt;br /&gt;
    |||||||-----[[Ghost Army]]&lt;br /&gt;
    ||||||------[[Erode]]&lt;br /&gt;
    |||||-------[[Swamp]]&lt;br /&gt;
    ||||--------[[Landbridge]]&lt;br /&gt;
    |||---------[[Angel of Death]]&lt;br /&gt;
    ||----------[[Earthquake]]&lt;br /&gt;
    |-----------[[Flatten]]&lt;br /&gt;
&lt;br /&gt;
===Byte 3===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex F4), no spells are available. The other bits should be left unchanged.&lt;br /&gt;
&lt;br /&gt;
    11110100&lt;br /&gt;
        | ||----[[Volcano]]&lt;br /&gt;
        | |-----[[Convert]]&lt;br /&gt;
        |&lt;br /&gt;
        |-------[[Magical Shield]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
Building availability is handled in the same way as spells, but are kept in two bytes starting at byte 5.&lt;br /&gt;
&lt;br /&gt;
===Byte 5===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex 0D), [[Hut]] and [[Guard Tower]] are available. Leave other bits unchanged.&lt;br /&gt;
&lt;br /&gt;
    00001101&lt;br /&gt;
    ||||| |&lt;br /&gt;
    ||||| |-----[[Hut]]&lt;br /&gt;
    |||||&lt;br /&gt;
    |||||&lt;br /&gt;
    ||||--------[[Guard Tower]]&lt;br /&gt;
    |||---------[[Temple]]&lt;br /&gt;
    ||----------[[Spy Training Hut|Spy Hut]]&lt;br /&gt;
    |-----------[[Warrior Training Hut|Warrior Hut]]&lt;br /&gt;
&lt;br /&gt;
===Byte 6===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex FF), [[Firewarrior Hut]], [[Boat Hut]] and [[Balloon Hut]] are available.&lt;br /&gt;
&lt;br /&gt;
    11111111&lt;br /&gt;
    | |    |----[[Firewarrior Training Hut|Firewarrior Hut]]&lt;br /&gt;
    | |&lt;br /&gt;
    | |&lt;br /&gt;
    | |&lt;br /&gt;
    | |&lt;br /&gt;
    | |---------[[Boat Hut]]&lt;br /&gt;
    |&lt;br /&gt;
    |-----------[[Balloon Hut]]&lt;br /&gt;
&lt;br /&gt;
==Spells Not Charging==&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Fog of War and God Mode==&lt;br /&gt;
&lt;br /&gt;
Fog of War and God Mode are stored in Byte 98.&lt;br /&gt;
&lt;br /&gt;
===Byte 98===&lt;br /&gt;
&lt;br /&gt;
    00001101&lt;br /&gt;
          ||----[[Fog of War]]&lt;br /&gt;
          |-----[[God Mode]]&lt;br /&gt;
&lt;br /&gt;
==Landscape and Tree Style==&lt;br /&gt;
&lt;br /&gt;
The Landscape Style is 1 byte starting at byte 96 and the Tree Style is 1 byte starting at byte 97.&lt;br /&gt;
&lt;br /&gt;
===Byte 96===&lt;br /&gt;
&lt;br /&gt;
There are 36 landscape styles. In hex that is from 00 to 24.&lt;br /&gt;
&lt;br /&gt;
===Byte 97===&lt;br /&gt;
&lt;br /&gt;
There are 5 tree styles. In hex, they are 00, 03, 04, 05, 06.&lt;br /&gt;
&lt;br /&gt;
==Max Tribes==&lt;br /&gt;
&lt;br /&gt;
Maximum Tribes sets the number of enemy tribes that will appear on the level. In [[Single Player]] you must set this to the last colour on your level or 03 for all of them. Colours go in the order (Blue, Red, Yellow, Green). If you wanted to have only Blue and Yellow on a level, then the number must still be set to 02. In [[Multiplayer]] you just set this to how many players the level has minus one as you cannot omit colours. It is 1 byte long and starts at byte 88.&lt;br /&gt;
&lt;br /&gt;
===Byte 88===&lt;br /&gt;
&lt;br /&gt;
01 - Blue&lt;br /&gt;
02 - Blue &amp;amp; Red&lt;br /&gt;
03 - Blue, Red &amp;amp; Yellow&lt;br /&gt;
04 - Blue, Red, Yellow &amp;amp; Green&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
&lt;br /&gt;
AI Scripts are 3 bytes long and starts at byte 89. Each byte is for each colour (Red, Yellow, Green). You must type the script number in hex for it to link to that script. (Cpscr010.dat = 010 = 0A)&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Allies are kept in 4 bytes staring at byte 92.&lt;br /&gt;
&lt;br /&gt;
Blue = 01&lt;br /&gt;
Red = 02&lt;br /&gt;
Yellow = 04&lt;br /&gt;
Green = 08&lt;br /&gt;
&lt;br /&gt;
An ally equals the two colours together. To make yellow and blue allies you would add Blue(01) and Yellow(04) together which makes 05. Then put 05 for yellow and blue (05 02 05 08).&lt;br /&gt;
&lt;br /&gt;
==Level Name==&lt;br /&gt;
&lt;br /&gt;
The level name starts at offset 55 (37 in hex) and is 30 bytes (characters) long.&lt;br /&gt;
&lt;br /&gt;
==Markers==&lt;br /&gt;
&lt;br /&gt;
Markers are the first 256*2 offsets.&lt;br /&gt;
Offset 0 being the x coordinate of marker 0, and Offset 1 being the y coordinate of marker 0.&lt;br /&gt;
&lt;br /&gt;
This goes in a pattern until all 256 (0 to 255) markers are used up.&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Header_Format&amp;diff=2706</id>
		<title>Header Format</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Header_Format&amp;diff=2706"/>
		<updated>2006-12-30T23:19:26Z</updated>

		<summary type="html">&lt;p&gt;Nexus: /* Markers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Header (.hdr) is a [[Populous]] Level File which contains the level&#039;s attributes.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
The three bytes starting at byte 0 defines which spells are available at the start of the level. Each of the eight bits of the byte represent one spell. If the bit is on the spell is available.&lt;br /&gt;
&lt;br /&gt;
===Byte 1===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex 27), [[Blast]] and [[Swarm]] are available. &lt;br /&gt;
&lt;br /&gt;
    00100111&lt;br /&gt;
    ||||||||--Leave on&lt;br /&gt;
    |||||||---Leave on&lt;br /&gt;
    ||||||----[[Blast]]&lt;br /&gt;
    |||||-----[[Lightning]]&lt;br /&gt;
    ||||------[[Tornado]]&lt;br /&gt;
    |||-------[[Swarm]]&lt;br /&gt;
    ||--------[[Invisibility]]&lt;br /&gt;
    |---------[[Hypnotise]]&lt;br /&gt;
&lt;br /&gt;
===Byte 2===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex 54), [[Earthquake]], [[Landbridge]] and [[Erode]] are available.&lt;br /&gt;
&lt;br /&gt;
    01010100&lt;br /&gt;
    ||||||||----[[Firestorm]]&lt;br /&gt;
    |||||||-----[[Ghost Army]]&lt;br /&gt;
    ||||||------[[Erode]]&lt;br /&gt;
    |||||-------[[Swamp]]&lt;br /&gt;
    ||||--------[[Landbridge]]&lt;br /&gt;
    |||---------[[Angel of Death]]&lt;br /&gt;
    ||----------[[Earthquake]]&lt;br /&gt;
    |-----------[[Flatten]]&lt;br /&gt;
&lt;br /&gt;
===Byte 3===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex F4), no spells are available. The other bits should be left unchanged.&lt;br /&gt;
&lt;br /&gt;
    11110100&lt;br /&gt;
        | ||----[[Volcano]]&lt;br /&gt;
        | |-----[[Convert]]&lt;br /&gt;
        |&lt;br /&gt;
        |-------[[Magical Shield]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
Building availability is handled in the same way as spells, but are kept in two bytes starting at byte 5.&lt;br /&gt;
&lt;br /&gt;
===Byte 5===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex 0D), [[Hut]] and [[Guard Tower]] are available. Leave other bits unchanged.&lt;br /&gt;
&lt;br /&gt;
    00001101&lt;br /&gt;
    ||||| |&lt;br /&gt;
    ||||| |-----[[Hut]]&lt;br /&gt;
    |||||&lt;br /&gt;
    |||||&lt;br /&gt;
    ||||--------[[Guard Tower]]&lt;br /&gt;
    |||---------[[Temple]]&lt;br /&gt;
    ||----------[[Spy Training Hut|Spy Hut]]&lt;br /&gt;
    |-----------[[Warrior Training Hut|Warrior Hut]]&lt;br /&gt;
&lt;br /&gt;
===Byte 6===&lt;br /&gt;
&lt;br /&gt;
In this example (Hex FF), [[Firewarrior Hut]], [[Boat Hut]] and [[Balloon Hut]] are available.&lt;br /&gt;
&lt;br /&gt;
    11111111&lt;br /&gt;
    | |    |----[[Firewarrior Training Hut|Firewarrior Hut]]&lt;br /&gt;
    | |&lt;br /&gt;
    | |&lt;br /&gt;
    | |&lt;br /&gt;
    | |&lt;br /&gt;
    | |---------[[Boat Hut]]&lt;br /&gt;
    |&lt;br /&gt;
    |-----------[[Balloon Hut]]&lt;br /&gt;
&lt;br /&gt;
==Spells Not Charging==&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Fog of War and God Mode==&lt;br /&gt;
&lt;br /&gt;
Fog of War and God Mode are stored in Byte 98.&lt;br /&gt;
&lt;br /&gt;
===Byte 98===&lt;br /&gt;
&lt;br /&gt;
    00001101&lt;br /&gt;
          ||----[[Fog of War]]&lt;br /&gt;
          |-----[[God Mode]]&lt;br /&gt;
&lt;br /&gt;
==Landscape and Tree Style==&lt;br /&gt;
&lt;br /&gt;
The Landscape Style is 1 byte starting at byte 96 and the Tree Style is 1 byte starting at byte 97.&lt;br /&gt;
&lt;br /&gt;
===Byte 96===&lt;br /&gt;
&lt;br /&gt;
There are 36 landscape styles. In hex that is from 00 to 24.&lt;br /&gt;
&lt;br /&gt;
===Byte 97===&lt;br /&gt;
&lt;br /&gt;
There are 5 tree styles. In hex, they are 00, 03, 04, 05, 06.&lt;br /&gt;
&lt;br /&gt;
==Max Tribes==&lt;br /&gt;
&lt;br /&gt;
Maximum Tribes sets the number of enemy tribes that will appear on the level. In [[Single Player]] you must set this to the last colour on your level or 03 for all of them. Colours go in the order (Blue, Red, Yellow, Green). If you wanted to have only Blue and Yellow on a level, then the number must still be set to 02. In [[Multiplayer]] you just set this to how many players the level has minus one as you cannot omit colours. It is 1 byte long and starts at byte 88.&lt;br /&gt;
&lt;br /&gt;
===Byte 88===&lt;br /&gt;
&lt;br /&gt;
01 - Blue&lt;br /&gt;
02 - Blue &amp;amp; Red&lt;br /&gt;
03 - Blue, Red &amp;amp; Yellow&lt;br /&gt;
04 - Blue, Red, Yellow &amp;amp; Green&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
&lt;br /&gt;
AI Scripts are 3 bytes long and starts at byte 89. Each byte is for each colour (Red, Yellow, Green). You must type the script number in hex for it to link to that script. (Cpscr010.dat = 010 = 0A)&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Allies are kept in 4 bytes staring at byte 92.&lt;br /&gt;
&lt;br /&gt;
Blue = 01&lt;br /&gt;
Red = 02&lt;br /&gt;
Yellow = 04&lt;br /&gt;
Green = 08&lt;br /&gt;
&lt;br /&gt;
An ally equals the two colours together. To make yellow and blue allies you would add Blue(01) and Yellow(04) together which makes 05. Then put 05 for yellow and blue (05 02 05 08).&lt;br /&gt;
&lt;br /&gt;
==Level Name==&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Markers==&lt;br /&gt;
&lt;br /&gt;
Markers are the first 256*2 offsets.&lt;br /&gt;
Offset 0 being the x coordinate of marker 0, and Offset 1 being the y coordinate of marker 0.&lt;br /&gt;
&lt;br /&gt;
This goes in a pattern until all 256 (0 to 255) markers are used up.&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2705</id>
		<title>User:Dan</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2705"/>
		<updated>2006-12-30T23:12:42Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2704</id>
		<title>User:Dan</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2704"/>
		<updated>2006-12-27T18:44:39Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the most hated player alive, and also the worst player.&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2690</id>
		<title>User:Dan</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=User:Dan&amp;diff=2690"/>
		<updated>2006-12-09T17:04:06Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nexus is the most hated player alive.&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Crisis_of_Faith&amp;diff=2468</id>
		<title>Crisis of Faith</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Crisis_of_Faith&amp;diff=2468"/>
		<updated>2006-09-19T15:28:50Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Levels&lt;br /&gt;
|Level = Crisis of Faith&lt;br /&gt;
|Image = Crisis_of_faith.jpg&lt;br /&gt;
|Mode = [[Singleplayer]]&lt;br /&gt;
|Players = 2&lt;br /&gt;
|Heads = 1&lt;br /&gt;
|VOK = 1&lt;br /&gt;
|Ally = N/A&lt;br /&gt;
|Difficulty = Beginner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic strategy for this level is to gather all starting followers, and rush the enemy.&lt;br /&gt;
Kill their shaman as quickly as possible with blasts to ensure she does not convert too many wildmen.&lt;br /&gt;
Instant victory, no building required.&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2456</id>
		<title>Attribute File</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2456"/>
		<updated>2006-08-25T14:27:46Z</updated>

		<summary type="html">&lt;p&gt;Nexus: Created By Nexus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computer Script&#039;s Attribute File&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File size : 144 bytes&lt;br /&gt;
&lt;br /&gt;
Any offsets stated on here are in decimal and not in hex unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
Actual values of offsets are as they appear in a hex editor&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Computer Player Name: Offset 49 | 31 bytes long&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
offset 81: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
blast changes it to 04&lt;br /&gt;
&lt;br /&gt;
lighting changes it to 08&lt;br /&gt;
&lt;br /&gt;
tornado changes it to 10&lt;br /&gt;
&lt;br /&gt;
swarm changes it to 20&lt;br /&gt;
&lt;br /&gt;
invisibility changes it to 40&lt;br /&gt;
&lt;br /&gt;
hypnotism changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
offset 82: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
firestorm changes it to 01&lt;br /&gt;
&lt;br /&gt;
ghost army changes it to 02&lt;br /&gt;
&lt;br /&gt;
erode changes it to 04&lt;br /&gt;
&lt;br /&gt;
swamp changes it to 08&lt;br /&gt;
&lt;br /&gt;
landbridge changes it to 10&lt;br /&gt;
&lt;br /&gt;
aod changes it to 20&lt;br /&gt;
&lt;br /&gt;
earthquake changes it to 40&lt;br /&gt;
&lt;br /&gt;
flatten changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
offset 83: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
volcano changes it to 01&lt;br /&gt;
&lt;br /&gt;
convert changes it to 02&lt;br /&gt;
&lt;br /&gt;
shield changes it to 08&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
offset 85: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
hut changes it to 02&lt;br /&gt;
&lt;br /&gt;
tower changes it to 10&lt;br /&gt;
&lt;br /&gt;
temple changes it to 20&lt;br /&gt;
&lt;br /&gt;
spy hut changes it to 40&lt;br /&gt;
&lt;br /&gt;
warrior changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
offset 86: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
fw changes it to 01&lt;br /&gt;
&lt;br /&gt;
boat changes it to 20&lt;br /&gt;
&lt;br /&gt;
balloon changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
attributes: 1 byte each | max val. FF/255 |&lt;br /&gt;
	&lt;br /&gt;
format: |attribute|offset|&lt;br /&gt;
&lt;br /&gt;
int_attr_expansion 				1&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_trains			2&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_trains			3&lt;br /&gt;
&lt;br /&gt;
int_attr_warrior_trains				4&lt;br /&gt;
&lt;br /&gt;
int_attr_firewarrior_trains			5&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_people			6&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_people			7&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_warrior_people			8&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_firewarrior_people		9&lt;br /&gt;
&lt;br /&gt;
int_attr_max_buildings_on_go			10&lt;br /&gt;
&lt;br /&gt;
int_attr_house_percentage			11&lt;br /&gt;
&lt;br /&gt;
int_attr_away_brave				12&lt;br /&gt;
&lt;br /&gt;
int_attr_away_warrior				13&lt;br /&gt;
&lt;br /&gt;
int_attr_away_religious				14&lt;br /&gt;
&lt;br /&gt;
int_attr_defense_rad_incr			15&lt;br /&gt;
&lt;br /&gt;
int_attr_max_defensive_actions			16&lt;br /&gt;
&lt;br /&gt;
int_attr_away_spy				17&lt;br /&gt;
&lt;br /&gt;
int_attr_away_firewarrior			18&lt;br /&gt;
&lt;br /&gt;
int_attr_attack_percentage			19&lt;br /&gt;
&lt;br /&gt;
int_attr_away_shaman				20&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_boat			21&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_balloon			22&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_use_boats				23&lt;br /&gt;
&lt;br /&gt;
int_attr_max_spy_attacks			24&lt;br /&gt;
&lt;br /&gt;
int_attr_enemy_spy_max_stand			25&lt;br /&gt;
&lt;br /&gt;
int_attr_max_attacks				26&lt;br /&gt;
&lt;br /&gt;
int_attr_empty_at_waypoint			27&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_check_frequency			28&lt;br /&gt;
&lt;br /&gt;
int_attr_retreat_value				29&lt;br /&gt;
&lt;br /&gt;
int_attr_base_under_attack_retreat		30&lt;br /&gt;
&lt;br /&gt;
int_attr_random_build_side			31&lt;br /&gt;
&lt;br /&gt;
int_attr_use_preacher_for_defence		32&lt;br /&gt;
&lt;br /&gt;
int_attr_shamen_blast				33&lt;br /&gt;
&lt;br /&gt;
int_attr_max_train_at_once			34&lt;br /&gt;
&lt;br /&gt;
int_attr_group_option				35&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_huts				36&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_huts			37&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_drivers			38&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_drivers			39&lt;br /&gt;
&lt;br /&gt;
int_attr_fight_stop_distance			40&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_discover_chance			41&lt;br /&gt;
&lt;br /&gt;
int_attr_count_preach_damage			42&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_group_at_dt			43&lt;br /&gt;
&lt;br /&gt;
int_attr_spell_delay				44&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_delete_useless_boat_house		45&lt;br /&gt;
&lt;br /&gt;
int_attr_boat_house_broken			46&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_auto_train_preachers		47&lt;br /&gt;
&lt;br /&gt;
int_attr_spare					48&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
Contributed by Nexus&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2455</id>
		<title>Attribute File</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2455"/>
		<updated>2006-08-25T14:27:22Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computer Script&#039;s Attribute File&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File size : 144 bytes&lt;br /&gt;
&lt;br /&gt;
Any offsets stated on here are in decimal and not in hex unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
Actual values of offsets are as they appear in a hex editor&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Computer Player Name: Offset 49 | 31 bytes long&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
offset 81: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
blast changes it to 04&lt;br /&gt;
&lt;br /&gt;
lighting changes it to 08&lt;br /&gt;
&lt;br /&gt;
tornado changes it to 10&lt;br /&gt;
&lt;br /&gt;
swarm changes it to 20&lt;br /&gt;
&lt;br /&gt;
invisibility changes it to 40&lt;br /&gt;
&lt;br /&gt;
hypnotism changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
offset 82: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
firestorm changes it to 01&lt;br /&gt;
&lt;br /&gt;
ghost army changes it to 02&lt;br /&gt;
&lt;br /&gt;
erode changes it to 04&lt;br /&gt;
&lt;br /&gt;
swamp changes it to 08&lt;br /&gt;
&lt;br /&gt;
landbridge changes it to 10&lt;br /&gt;
&lt;br /&gt;
aod changes it to 20&lt;br /&gt;
&lt;br /&gt;
earthquake changes it to 40&lt;br /&gt;
&lt;br /&gt;
flatten changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
offset 83: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
volcano changes it to 01&lt;br /&gt;
&lt;br /&gt;
convert changes it to 02&lt;br /&gt;
&lt;br /&gt;
shield changes it to 08&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
offset 85: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
hut changes it to 02&lt;br /&gt;
&lt;br /&gt;
tower changes it to 10&lt;br /&gt;
&lt;br /&gt;
temple changes it to 20&lt;br /&gt;
&lt;br /&gt;
spy hut changes it to 40&lt;br /&gt;
&lt;br /&gt;
warrior changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
offset 86: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
fw changes it to 01&lt;br /&gt;
&lt;br /&gt;
boat changes it to 20&lt;br /&gt;
&lt;br /&gt;
balloon changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
attributes: 1 byte each | max val. FF/255 |&lt;br /&gt;
	&lt;br /&gt;
format: |attribute|offset|&lt;br /&gt;
&lt;br /&gt;
int_attr_expansion 				1&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_trains			2&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_trains			3&lt;br /&gt;
&lt;br /&gt;
int_attr_warrior_trains				4&lt;br /&gt;
&lt;br /&gt;
int_attr_firewarrior_trains			5&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_people			6&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_people			7&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_warrior_people			8&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_firewarrior_people		9&lt;br /&gt;
&lt;br /&gt;
int_attr_max_buildings_on_go			10&lt;br /&gt;
&lt;br /&gt;
int_attr_house_percentage			11&lt;br /&gt;
&lt;br /&gt;
int_attr_away_brave				12&lt;br /&gt;
&lt;br /&gt;
int_attr_away_warrior				13&lt;br /&gt;
&lt;br /&gt;
int_attr_away_religious				14&lt;br /&gt;
&lt;br /&gt;
int_attr_defense_rad_incr			15&lt;br /&gt;
&lt;br /&gt;
int_attr_max_defensive_actions			16&lt;br /&gt;
&lt;br /&gt;
int_attr_away_spy				17&lt;br /&gt;
&lt;br /&gt;
int_attr_away_firewarrior			18&lt;br /&gt;
&lt;br /&gt;
int_attr_attack_percentage			19&lt;br /&gt;
&lt;br /&gt;
int_attr_away_shaman				20&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_boat			21&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_balloon			22&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_use_boats				23&lt;br /&gt;
&lt;br /&gt;
int_attr_max_spy_attacks			24&lt;br /&gt;
&lt;br /&gt;
int_attr_enemy_spy_max_stand			25&lt;br /&gt;
&lt;br /&gt;
int_attr_max_attacks				26&lt;br /&gt;
&lt;br /&gt;
int_attr_empty_at_waypoint			27&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_check_frequency			28&lt;br /&gt;
&lt;br /&gt;
int_attr_retreat_value				29&lt;br /&gt;
&lt;br /&gt;
int_attr_base_under_attack_retreat		30&lt;br /&gt;
&lt;br /&gt;
int_attr_random_build_side			31&lt;br /&gt;
&lt;br /&gt;
int_attr_use_preacher_for_defence		32&lt;br /&gt;
&lt;br /&gt;
int_attr_shamen_blast				33&lt;br /&gt;
&lt;br /&gt;
int_attr_max_train_at_once			34&lt;br /&gt;
&lt;br /&gt;
int_attr_group_option				35&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_huts				36&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_huts			37&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_drivers			38&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_drivers			39&lt;br /&gt;
&lt;br /&gt;
int_attr_fight_stop_distance			40&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_discover_chance			41&lt;br /&gt;
&lt;br /&gt;
int_attr_count_preach_damage			42&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_group_at_dt			43&lt;br /&gt;
&lt;br /&gt;
int_attr_spell_delay				44&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_delete_useless_boat_house		45&lt;br /&gt;
&lt;br /&gt;
int_attr_boat_house_broken			46&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_auto_train_preachers		47&lt;br /&gt;
&lt;br /&gt;
int_attr_spare					48&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2454</id>
		<title>Attribute File</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2454"/>
		<updated>2006-08-25T14:26:33Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computer Script&#039;s Attribute File&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File size : 144 bytes&lt;br /&gt;
&lt;br /&gt;
Any offsets stated on here are in decimal and not in hex unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Computer Player Name: Offset 49 | 31 bytes long&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
offset 81: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
blast changes it to 04&lt;br /&gt;
&lt;br /&gt;
lighting changes it to 08&lt;br /&gt;
&lt;br /&gt;
tornado changes it to 10&lt;br /&gt;
&lt;br /&gt;
swarm changes it to 20&lt;br /&gt;
&lt;br /&gt;
invisibility changes it to 40&lt;br /&gt;
&lt;br /&gt;
hypnotism changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
offset 82: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
firestorm changes it to 01&lt;br /&gt;
&lt;br /&gt;
ghost army changes it to 02&lt;br /&gt;
&lt;br /&gt;
erode changes it to 04&lt;br /&gt;
&lt;br /&gt;
swamp changes it to 08&lt;br /&gt;
&lt;br /&gt;
landbridge changes it to 10&lt;br /&gt;
&lt;br /&gt;
aod changes it to 20&lt;br /&gt;
&lt;br /&gt;
earthquake changes it to 40&lt;br /&gt;
&lt;br /&gt;
flatten changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
offset 83: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
volcano changes it to 01&lt;br /&gt;
&lt;br /&gt;
convert changes it to 02&lt;br /&gt;
&lt;br /&gt;
shield changes it to 08&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
offset 85: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
hut changes it to 02&lt;br /&gt;
&lt;br /&gt;
tower changes it to 10&lt;br /&gt;
&lt;br /&gt;
temple changes it to 20&lt;br /&gt;
&lt;br /&gt;
spy hut changes it to 40&lt;br /&gt;
&lt;br /&gt;
warrior changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
offset 86: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
fw changes it to 01&lt;br /&gt;
&lt;br /&gt;
boat changes it to 20&lt;br /&gt;
&lt;br /&gt;
balloon changes it to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
attributes: 1 byte each | max val. FF/255 |&lt;br /&gt;
	&lt;br /&gt;
format: |attribute|offset|&lt;br /&gt;
&lt;br /&gt;
int_attr_expansion 				1&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_trains			2&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_trains			3&lt;br /&gt;
&lt;br /&gt;
int_attr_warrior_trains				4&lt;br /&gt;
&lt;br /&gt;
int_attr_firewarrior_trains			5&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_people			6&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_people			7&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_warrior_people			8&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_firewarrior_people		9&lt;br /&gt;
&lt;br /&gt;
int_attr_max_buildings_on_go			10&lt;br /&gt;
&lt;br /&gt;
int_attr_house_percentage			11&lt;br /&gt;
&lt;br /&gt;
int_attr_away_brave				12&lt;br /&gt;
&lt;br /&gt;
int_attr_away_warrior				13&lt;br /&gt;
&lt;br /&gt;
int_attr_away_religious				14&lt;br /&gt;
&lt;br /&gt;
int_attr_defense_rad_incr			15&lt;br /&gt;
&lt;br /&gt;
int_attr_max_defensive_actions			16&lt;br /&gt;
&lt;br /&gt;
int_attr_away_spy				17&lt;br /&gt;
&lt;br /&gt;
int_attr_away_firewarrior			18&lt;br /&gt;
&lt;br /&gt;
int_attr_attack_percentage			19&lt;br /&gt;
&lt;br /&gt;
int_attr_away_shaman				20&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_boat			21&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_balloon			22&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_use_boats				23&lt;br /&gt;
&lt;br /&gt;
int_attr_max_spy_attacks			24&lt;br /&gt;
&lt;br /&gt;
int_attr_enemy_spy_max_stand			25&lt;br /&gt;
&lt;br /&gt;
int_attr_max_attacks				26&lt;br /&gt;
&lt;br /&gt;
int_attr_empty_at_waypoint			27&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_check_frequency			28&lt;br /&gt;
&lt;br /&gt;
int_attr_retreat_value				29&lt;br /&gt;
&lt;br /&gt;
int_attr_base_under_attack_retreat		30&lt;br /&gt;
&lt;br /&gt;
int_attr_random_build_side			31&lt;br /&gt;
&lt;br /&gt;
int_attr_use_preacher_for_defence		32&lt;br /&gt;
&lt;br /&gt;
int_attr_shamen_blast				33&lt;br /&gt;
&lt;br /&gt;
int_attr_max_train_at_once			34&lt;br /&gt;
&lt;br /&gt;
int_attr_group_option				35&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_huts				36&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_huts			37&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_drivers			38&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_drivers			39&lt;br /&gt;
&lt;br /&gt;
int_attr_fight_stop_distance			40&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_discover_chance			41&lt;br /&gt;
&lt;br /&gt;
int_attr_count_preach_damage			42&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_group_at_dt			43&lt;br /&gt;
&lt;br /&gt;
int_attr_spell_delay				44&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_delete_useless_boat_house		45&lt;br /&gt;
&lt;br /&gt;
int_attr_boat_house_broken			46&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_auto_train_preachers		47&lt;br /&gt;
&lt;br /&gt;
int_attr_spare					48&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2453</id>
		<title>Attribute File</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2453"/>
		<updated>2006-08-25T14:25:28Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computer Script&#039;s Attribute File&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File size : 144 bytes&lt;br /&gt;
&lt;br /&gt;
Any offsets stated on here are in decimal and not in hex unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Computer Player Name: Offset 49 | 31 bytes long&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
offset 81: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
blast changes it to 04&lt;br /&gt;
lighting changes it to 08&lt;br /&gt;
tornado changes it to 10&lt;br /&gt;
swarm changes it to 20&lt;br /&gt;
invisibility changes it to 40&lt;br /&gt;
hypnotism changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 82: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
firestorm changes it to 01&lt;br /&gt;
ghost army changes it to 02&lt;br /&gt;
erode changes it to 04&lt;br /&gt;
swamp changes it to 08&lt;br /&gt;
landbridge changes it to 10&lt;br /&gt;
aod changes it to 20&lt;br /&gt;
earthquake changes it to 40&lt;br /&gt;
flatten changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 83: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
volcano changes it to 01&lt;br /&gt;
convert changes it to 02&lt;br /&gt;
shield changes it to 08&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
offset 85: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
hut changes it to 02&lt;br /&gt;
tower changes it to 10&lt;br /&gt;
temple changes it to 20&lt;br /&gt;
spy hut changes it to 40&lt;br /&gt;
warrior changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 86: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
fw changes it to 01&lt;br /&gt;
boat changes it to 20&lt;br /&gt;
balloon changes it to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
attributes: 1 byte each | max val. FF/255 |&lt;br /&gt;
	&lt;br /&gt;
format: |attribute|offset|&lt;br /&gt;
&lt;br /&gt;
int_attr_expansion 				1&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_trains			2&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_trains			3&lt;br /&gt;
&lt;br /&gt;
int_attr_warrior_trains				4&lt;br /&gt;
&lt;br /&gt;
int_attr_firewarrior_trains			5&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_people			6&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_people			7&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_warrior_people			8&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_firewarrior_people		9&lt;br /&gt;
&lt;br /&gt;
int_attr_max_buildings_on_go			10&lt;br /&gt;
&lt;br /&gt;
int_attr_house_percentage			11&lt;br /&gt;
&lt;br /&gt;
int_attr_away_brave				12&lt;br /&gt;
&lt;br /&gt;
int_attr_away_warrior				13&lt;br /&gt;
&lt;br /&gt;
int_attr_away_religious				14&lt;br /&gt;
&lt;br /&gt;
int_attr_defense_rad_incr			15&lt;br /&gt;
&lt;br /&gt;
int_attr_max_defensive_actions			16&lt;br /&gt;
&lt;br /&gt;
int_attr_away_spy				17&lt;br /&gt;
&lt;br /&gt;
int_attr_away_firewarrior			18&lt;br /&gt;
&lt;br /&gt;
int_attr_attack_percentage			19&lt;br /&gt;
&lt;br /&gt;
int_attr_away_shaman				20&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_boat			21&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_balloon			22&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_use_boats				23&lt;br /&gt;
&lt;br /&gt;
int_attr_max_spy_attacks			24&lt;br /&gt;
&lt;br /&gt;
int_attr_enemy_spy_max_stand			25&lt;br /&gt;
&lt;br /&gt;
int_attr_max_attacks				26&lt;br /&gt;
&lt;br /&gt;
int_attr_empty_at_waypoint			27&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_check_frequency			28&lt;br /&gt;
&lt;br /&gt;
int_attr_retreat_value				29&lt;br /&gt;
&lt;br /&gt;
int_attr_base_under_attack_retreat		30&lt;br /&gt;
&lt;br /&gt;
int_attr_random_build_side			31&lt;br /&gt;
&lt;br /&gt;
int_attr_use_preacher_for_defence		32&lt;br /&gt;
&lt;br /&gt;
int_attr_shamen_blast				33&lt;br /&gt;
&lt;br /&gt;
int_attr_max_train_at_once			34&lt;br /&gt;
&lt;br /&gt;
int_attr_group_option				35&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_huts				36&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_huts			37&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_drivers			38&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_drivers			39&lt;br /&gt;
&lt;br /&gt;
int_attr_fight_stop_distance			40&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_discover_chance			41&lt;br /&gt;
&lt;br /&gt;
int_attr_count_preach_damage			42&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_group_at_dt			43&lt;br /&gt;
&lt;br /&gt;
int_attr_spell_delay				44&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_delete_useless_boat_house		45&lt;br /&gt;
&lt;br /&gt;
int_attr_boat_house_broken			46&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_auto_train_preachers		47&lt;br /&gt;
&lt;br /&gt;
int_attr_spare					48&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2452</id>
		<title>Attribute File</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2452"/>
		<updated>2006-08-25T14:24:45Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computer Script&#039;s Attribute File&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File size : 144 bytes&lt;br /&gt;
&lt;br /&gt;
Any offsets stated on here are in decimal and not in hex unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Computer Player Name: Offset 49 | 31 bytes long&lt;br /&gt;
&lt;br /&gt;
offset 81: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
blast changes it to 04&lt;br /&gt;
lighting changes it to 08&lt;br /&gt;
tornado changes it to 10&lt;br /&gt;
swarm changes it to 20&lt;br /&gt;
invisibility changes it to 40&lt;br /&gt;
hypnotism changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 82: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
firestorm changes it to 01&lt;br /&gt;
ghost army changes it to 02&lt;br /&gt;
erode changes it to 04&lt;br /&gt;
swamp changes it to 08&lt;br /&gt;
landbridge changes it to 10&lt;br /&gt;
aod changes it to 20&lt;br /&gt;
earthquake changes it to 40&lt;br /&gt;
flatten changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 83: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
volcano changes it to 01&lt;br /&gt;
convert changes it to 02&lt;br /&gt;
shield changes it to 08&lt;br /&gt;
offset 85: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
hut changes it to 02&lt;br /&gt;
tower changes it to 10&lt;br /&gt;
temple changes it to 20&lt;br /&gt;
spy hut changes it to 40&lt;br /&gt;
warrior changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 86: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
fw changes it to 01&lt;br /&gt;
boat changes it to 20&lt;br /&gt;
balloon changes it to 80&lt;br /&gt;
&lt;br /&gt;
attributes: 1 byte each | max val. FF/255 |&lt;br /&gt;
	&lt;br /&gt;
format: |attribute|offset|&lt;br /&gt;
&lt;br /&gt;
int_attr_expansion 				1&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_trains			2&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_trains			3&lt;br /&gt;
&lt;br /&gt;
int_attr_warrior_trains				4&lt;br /&gt;
&lt;br /&gt;
int_attr_firewarrior_trains			5&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_people			6&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_people			7&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_warrior_people			8&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_firewarrior_people		9&lt;br /&gt;
&lt;br /&gt;
int_attr_max_buildings_on_go			10&lt;br /&gt;
&lt;br /&gt;
int_attr_house_percentage			11&lt;br /&gt;
&lt;br /&gt;
int_attr_away_brave				12&lt;br /&gt;
&lt;br /&gt;
int_attr_away_warrior				13&lt;br /&gt;
&lt;br /&gt;
int_attr_away_religious				14&lt;br /&gt;
&lt;br /&gt;
int_attr_defense_rad_incr			15&lt;br /&gt;
&lt;br /&gt;
int_attr_max_defensive_actions			16&lt;br /&gt;
&lt;br /&gt;
int_attr_away_spy				17&lt;br /&gt;
&lt;br /&gt;
int_attr_away_firewarrior			18&lt;br /&gt;
&lt;br /&gt;
int_attr_attack_percentage			19&lt;br /&gt;
&lt;br /&gt;
int_attr_away_shaman				20&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_boat			21&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_balloon			22&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_use_boats				23&lt;br /&gt;
&lt;br /&gt;
int_attr_max_spy_attacks			24&lt;br /&gt;
&lt;br /&gt;
int_attr_enemy_spy_max_stand			25&lt;br /&gt;
&lt;br /&gt;
int_attr_max_attacks				26&lt;br /&gt;
&lt;br /&gt;
int_attr_empty_at_waypoint			27&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_check_frequency			28&lt;br /&gt;
&lt;br /&gt;
int_attr_retreat_value				29&lt;br /&gt;
&lt;br /&gt;
int_attr_base_under_attack_retreat		30&lt;br /&gt;
&lt;br /&gt;
int_attr_random_build_side			31&lt;br /&gt;
&lt;br /&gt;
int_attr_use_preacher_for_defence		32&lt;br /&gt;
&lt;br /&gt;
int_attr_shamen_blast				33&lt;br /&gt;
&lt;br /&gt;
int_attr_max_train_at_once			34&lt;br /&gt;
&lt;br /&gt;
int_attr_group_option				35&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_huts				36&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_huts			37&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_drivers			38&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_drivers			39&lt;br /&gt;
&lt;br /&gt;
int_attr_fight_stop_distance			40&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_discover_chance			41&lt;br /&gt;
&lt;br /&gt;
int_attr_count_preach_damage			42&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_group_at_dt			43&lt;br /&gt;
&lt;br /&gt;
int_attr_spell_delay				44&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_delete_useless_boat_house		45&lt;br /&gt;
&lt;br /&gt;
int_attr_boat_house_broken			46&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_auto_train_preachers		47&lt;br /&gt;
&lt;br /&gt;
int_attr_spare					48&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2451</id>
		<title>Attribute File</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2451"/>
		<updated>2006-08-25T14:24:27Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computer Script&#039;s Attribute File&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File size : 144 bytes&lt;br /&gt;
&lt;br /&gt;
Any offsets stated on here are in decimal and not in hex unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Computer Player Name: Offset 49 | 31 bytes long&lt;br /&gt;
&lt;br /&gt;
offset 81: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
blast changes it to 04&lt;br /&gt;
lighting changes it to 08&lt;br /&gt;
tornado changes it to 10&lt;br /&gt;
swarm changes it to 20&lt;br /&gt;
invisibility changes it to 40&lt;br /&gt;
hypnotism changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 82: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
firestorm changes it to 01&lt;br /&gt;
ghost army changes it to 02&lt;br /&gt;
erode changes it to 04&lt;br /&gt;
swamp changes it to 08&lt;br /&gt;
landbridge changes it to 10&lt;br /&gt;
aod changes it to 20&lt;br /&gt;
earthquake changes it to 40&lt;br /&gt;
flatten changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 83: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
volcano changes it to 01&lt;br /&gt;
convert changes it to 02&lt;br /&gt;
shield changes it to 08&lt;br /&gt;
offset 85: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
hut changes it to 02&lt;br /&gt;
tower changes it to 10&lt;br /&gt;
temple changes it to 20&lt;br /&gt;
spy hut changes it to 40&lt;br /&gt;
warrior changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 86: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
fw changes it to 01&lt;br /&gt;
boat changes it to 20&lt;br /&gt;
balloon changes it to 80&lt;br /&gt;
&lt;br /&gt;
attributes: 1 byte each | max val. FF/255 |	&lt;br /&gt;
format: |attribute|offset|&lt;br /&gt;
int_attr_expansion 				1&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_trains			2&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_trains			3&lt;br /&gt;
&lt;br /&gt;
int_attr_warrior_trains				4&lt;br /&gt;
&lt;br /&gt;
int_attr_firewarrior_trains			5&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_people			6&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_people			7&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_warrior_people			8&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_firewarrior_people		9&lt;br /&gt;
&lt;br /&gt;
int_attr_max_buildings_on_go			10&lt;br /&gt;
&lt;br /&gt;
int_attr_house_percentage			11&lt;br /&gt;
&lt;br /&gt;
int_attr_away_brave				12&lt;br /&gt;
&lt;br /&gt;
int_attr_away_warrior				13&lt;br /&gt;
&lt;br /&gt;
int_attr_away_religious				14&lt;br /&gt;
&lt;br /&gt;
int_attr_defense_rad_incr			15&lt;br /&gt;
&lt;br /&gt;
int_attr_max_defensive_actions			16&lt;br /&gt;
&lt;br /&gt;
int_attr_away_spy				17&lt;br /&gt;
&lt;br /&gt;
int_attr_away_firewarrior			18&lt;br /&gt;
&lt;br /&gt;
int_attr_attack_percentage			19&lt;br /&gt;
&lt;br /&gt;
int_attr_away_shaman				20&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_boat			21&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_balloon			22&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_use_boats				23&lt;br /&gt;
&lt;br /&gt;
int_attr_max_spy_attacks			24&lt;br /&gt;
&lt;br /&gt;
int_attr_enemy_spy_max_stand			25&lt;br /&gt;
&lt;br /&gt;
int_attr_max_attacks				26&lt;br /&gt;
&lt;br /&gt;
int_attr_empty_at_waypoint			27&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_check_frequency			28&lt;br /&gt;
&lt;br /&gt;
int_attr_retreat_value				29&lt;br /&gt;
&lt;br /&gt;
int_attr_base_under_attack_retreat		30&lt;br /&gt;
&lt;br /&gt;
int_attr_random_build_side			31&lt;br /&gt;
&lt;br /&gt;
int_attr_use_preacher_for_defence		32&lt;br /&gt;
&lt;br /&gt;
int_attr_shamen_blast				33&lt;br /&gt;
&lt;br /&gt;
int_attr_max_train_at_once			34&lt;br /&gt;
&lt;br /&gt;
int_attr_group_option				35&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_huts				36&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_huts			37&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_drivers			38&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_drivers			39&lt;br /&gt;
&lt;br /&gt;
int_attr_fight_stop_distance			40&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_discover_chance			41&lt;br /&gt;
&lt;br /&gt;
int_attr_count_preach_damage			42&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_group_at_dt			43&lt;br /&gt;
&lt;br /&gt;
int_attr_spell_delay				44&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_delete_useless_boat_house		45&lt;br /&gt;
&lt;br /&gt;
int_attr_boat_house_broken			46&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_auto_train_preachers		47&lt;br /&gt;
&lt;br /&gt;
int_attr_spare					48&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2450</id>
		<title>Attribute File</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2450"/>
		<updated>2006-08-25T14:23:55Z</updated>

		<summary type="html">&lt;p&gt;Nexus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computer Script&#039;s Attribute File&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File size : 144 bytes&lt;br /&gt;
&lt;br /&gt;
Any offsets stated on here are in decimal and not in hex unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Computer Player Name: Offset 49 | 31 bytes long&lt;br /&gt;
&lt;br /&gt;
offset 81: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
blast changes it to 04&lt;br /&gt;
lighting changes it to 08&lt;br /&gt;
tornado changes it to 10&lt;br /&gt;
swarm changes it to 20&lt;br /&gt;
invisibility changes it to 40&lt;br /&gt;
hypnotism changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 82: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
firestorm changes it to 01&lt;br /&gt;
ghost army changes it to 02&lt;br /&gt;
erode changes it to 04&lt;br /&gt;
swamp changes it to 08&lt;br /&gt;
landbridge changes it to 10&lt;br /&gt;
aod changes it to 20&lt;br /&gt;
earthquake changes it to 40&lt;br /&gt;
flatten changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 83: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
volcano changes it to 01&lt;br /&gt;
convert changes it to 02&lt;br /&gt;
shield changes it to 08&lt;br /&gt;
offset 85: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
hut changes it to 02&lt;br /&gt;
tower changes it to 10&lt;br /&gt;
temple changes it to 20&lt;br /&gt;
spy hut changes it to 40&lt;br /&gt;
warrior changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 86: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
fw changes it to 01&lt;br /&gt;
boat changes it to 20&lt;br /&gt;
balloon changes it to 80&lt;br /&gt;
&lt;br /&gt;
attributes: 1 byte each | max val. FF/255 |	|offset|&lt;br /&gt;
&lt;br /&gt;
int_attr_expansion 				1&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_trains			2&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_trains			3&lt;br /&gt;
&lt;br /&gt;
int_attr_warrior_trains				4&lt;br /&gt;
&lt;br /&gt;
int_attr_firewarrior_trains			5&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_spy_people			6&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_religious_people			7&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_warrior_people			8&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_firewarrior_people		9&lt;br /&gt;
&lt;br /&gt;
int_attr_max_buildings_on_go			10&lt;br /&gt;
&lt;br /&gt;
int_attr_house_percentage			11&lt;br /&gt;
&lt;br /&gt;
int_attr_away_brave				12&lt;br /&gt;
&lt;br /&gt;
int_attr_away_warrior				13&lt;br /&gt;
&lt;br /&gt;
int_attr_away_religious				14&lt;br /&gt;
&lt;br /&gt;
int_attr_defense_rad_incr			15&lt;br /&gt;
&lt;br /&gt;
int_attr_max_defensive_actions			16&lt;br /&gt;
&lt;br /&gt;
int_attr_away_spy				17&lt;br /&gt;
&lt;br /&gt;
int_attr_away_firewarrior			18&lt;br /&gt;
&lt;br /&gt;
int_attr_attack_percentage			19&lt;br /&gt;
&lt;br /&gt;
int_attr_away_shaman				20&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_boat			21&lt;br /&gt;
&lt;br /&gt;
int_attr_people_per_balloon			22&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_use_boats				23&lt;br /&gt;
&lt;br /&gt;
int_attr_max_spy_attacks			24&lt;br /&gt;
&lt;br /&gt;
int_attr_enemy_spy_max_stand			25&lt;br /&gt;
&lt;br /&gt;
int_attr_max_attacks				26&lt;br /&gt;
&lt;br /&gt;
int_attr_empty_at_waypoint			27&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_check_frequency			28&lt;br /&gt;
&lt;br /&gt;
int_attr_retreat_value				29&lt;br /&gt;
&lt;br /&gt;
int_attr_base_under_attack_retreat		30&lt;br /&gt;
&lt;br /&gt;
int_attr_random_build_side			31&lt;br /&gt;
&lt;br /&gt;
int_attr_use_preacher_for_defence		32&lt;br /&gt;
&lt;br /&gt;
int_attr_shamen_blast				33&lt;br /&gt;
&lt;br /&gt;
int_attr_max_train_at_once			34&lt;br /&gt;
&lt;br /&gt;
int_attr_group_option				35&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_huts				36&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_huts			37&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_boat_drivers			38&lt;br /&gt;
&lt;br /&gt;
int_attr_pref_balloon_drivers			39&lt;br /&gt;
&lt;br /&gt;
int_attr_fight_stop_distance			40&lt;br /&gt;
&lt;br /&gt;
int_attr_spy_discover_chance			41&lt;br /&gt;
&lt;br /&gt;
int_attr_count_preach_damage			42&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_group_at_dt			43&lt;br /&gt;
&lt;br /&gt;
int_attr_spell_delay				44&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_delete_useless_boat_house		45&lt;br /&gt;
&lt;br /&gt;
int_attr_boat_house_broken			46&lt;br /&gt;
&lt;br /&gt;
int_attr_dont_auto_train_preachers		47&lt;br /&gt;
&lt;br /&gt;
int_attr_spare					48&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2449</id>
		<title>Attribute File</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Attribute_File&amp;diff=2449"/>
		<updated>2006-08-25T14:22:18Z</updated>

		<summary type="html">&lt;p&gt;Nexus: Posted By Nexus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computer Script&#039;s Attribute File&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File size : 144 bytes&lt;br /&gt;
&lt;br /&gt;
Any offsets stated on here are in decimal and not in hex unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Computer Player Name: Offset 49 | 31 bytes long&lt;br /&gt;
&lt;br /&gt;
offset 81: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
blast changes it to 04&lt;br /&gt;
lighting changes it to 08&lt;br /&gt;
tornado changes it to 10&lt;br /&gt;
swarm changes it to 20&lt;br /&gt;
invisibility changes it to 40&lt;br /&gt;
hypnotism changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 82: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
firestorm changes it to 01&lt;br /&gt;
ghost army changes it to 02&lt;br /&gt;
erode changes it to 04&lt;br /&gt;
swamp changes it to 08&lt;br /&gt;
landbridge changes it to 10&lt;br /&gt;
aod changes it to 20&lt;br /&gt;
earthquake changes it to 40&lt;br /&gt;
flatten changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 83: some spells: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
volcano changes it to 01&lt;br /&gt;
convert changes it to 02&lt;br /&gt;
shield changes it to 08&lt;br /&gt;
offset 85: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
hut changes it to 02&lt;br /&gt;
tower changes it to 10&lt;br /&gt;
temple changes it to 20&lt;br /&gt;
spy hut changes it to 40&lt;br /&gt;
warrior changes it to 80&lt;br /&gt;
&lt;br /&gt;
offset 86: buildings: (each value is on its own and not added up, tested separately from the rest)&lt;br /&gt;
&lt;br /&gt;
fw changes it to 01&lt;br /&gt;
boat changes it to 20&lt;br /&gt;
balloon changes it to 80&lt;br /&gt;
&lt;br /&gt;
attributes: 1 byte each | max val. FF/255 |	|offset|&lt;br /&gt;
&lt;br /&gt;
int_attr_expansion 				1&lt;br /&gt;
int_attr_pref_spy_trains			2&lt;br /&gt;
int_attr_pref_religious_trains			3&lt;br /&gt;
int_attr_warrior_trains				4&lt;br /&gt;
int_attr_firewarrior_trains			5&lt;br /&gt;
int_attr_pref_spy_people			6&lt;br /&gt;
int_attr_pref_religious_people			7&lt;br /&gt;
int_attr_pref_warrior_people			8&lt;br /&gt;
int_attr_pref_firewarrior_people		9&lt;br /&gt;
int_attr_max_buildings_on_go			10&lt;br /&gt;
int_attr_house_percentage			11&lt;br /&gt;
int_attr_away_brave				12&lt;br /&gt;
int_attr_away_warrior				13&lt;br /&gt;
int_attr_away_religious				14&lt;br /&gt;
int_attr_defense_rad_incr			15&lt;br /&gt;
int_attr_max_defensive_actions			16&lt;br /&gt;
int_attr_away_spy				17&lt;br /&gt;
int_attr_away_firewarrior			18&lt;br /&gt;
int_attr_attack_percentage			19&lt;br /&gt;
int_attr_away_shaman				20&lt;br /&gt;
int_attr_people_per_boat			21&lt;br /&gt;
int_attr_people_per_balloon			22&lt;br /&gt;
int_attr_dont_use_boats				23&lt;br /&gt;
int_attr_max_spy_attacks			24&lt;br /&gt;
int_attr_enemy_spy_max_stand			25&lt;br /&gt;
int_attr_max_attacks				26&lt;br /&gt;
int_attr_empty_at_waypoint			27&lt;br /&gt;
int_attr_spy_check_frequency			28&lt;br /&gt;
int_attr_retreat_value				29&lt;br /&gt;
int_attr_base_under_attack_retreat		30&lt;br /&gt;
int_attr_random_build_side			31&lt;br /&gt;
int_attr_use_preacher_for_defence		32&lt;br /&gt;
int_attr_shamen_blast				33&lt;br /&gt;
int_attr_max_train_at_once			34&lt;br /&gt;
int_attr_group_option				35&lt;br /&gt;
int_attr_pref_boat_huts				36&lt;br /&gt;
int_attr_pref_balloon_huts			37&lt;br /&gt;
int_attr_pref_boat_drivers			38&lt;br /&gt;
int_attr_pref_balloon_drivers			39&lt;br /&gt;
int_attr_fight_stop_distance			40&lt;br /&gt;
int_attr_spy_discover_chance			41&lt;br /&gt;
int_attr_count_preach_damage			42&lt;br /&gt;
int_attr_dont_group_at_dt			43&lt;br /&gt;
int_attr_spell_delay				44&lt;br /&gt;
int_attr_dont_delete_useless_boat_house		45&lt;br /&gt;
int_attr_boat_house_broken			46&lt;br /&gt;
int_attr_dont_auto_train_preachers		47&lt;br /&gt;
int_attr_spare					48&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2434</id>
		<title>Face Off</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2434"/>
		<updated>2006-08-14T15:34:00Z</updated>

		<summary type="html">&lt;p&gt;Nexus: /* Attacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Levels&lt;br /&gt;
|Level = Face Off&lt;br /&gt;
|Image = FO_1.jpg&lt;br /&gt;
|Mode = [[Multiplayer]]&lt;br /&gt;
|Players = 4&lt;br /&gt;
|Heads = 5&lt;br /&gt;
|VOK = 0&lt;br /&gt;
|Ally = N/A&lt;br /&gt;
|Difficulty = Hard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_1.jpg|left|thumb|280px|Centre]]&lt;br /&gt;
Face Off is a common [[Multiplayer]] level and is played a lot. The aim of the level is basically to stop your enemies from building or defending on the hill, as it is  everyone&#039;s bases weakness point. It also contains 4 small islands with [[Obelisk]]s on. Two of them give you [[Spy Hut]] and the other two give you [[Boat Hut]].&lt;br /&gt;
&lt;br /&gt;
=Common Game=&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_2.jpg|right|thumb|200px|Blue&#039;s Base]]&lt;br /&gt;
Both teams head straight for the hill and try to knock the enemy [[Shaman]]&#039;s into the water using [[Blast]]. Finally two teams end up on the hill and start building defenses. After a while they will [[Earthquake]] the enemy bases one after another.&lt;br /&gt;
&lt;br /&gt;
Sometimes players who have trouble trying to attack the enemies will sidedoor to the island and then to the enemy base when the enemy is un-prepared.&lt;br /&gt;
&lt;br /&gt;
When a player is weak another attacker will send [[Warrior]]s to finish them off.&lt;br /&gt;
&lt;br /&gt;
=Hints and Tips=&lt;br /&gt;
&lt;br /&gt;
==Blasting the Hill==&lt;br /&gt;
&lt;br /&gt;
==Building the Base==&lt;br /&gt;
[[Image:FO_3.jpg|left|thumb|200px|Yellow&#039;s Base (Middle Built State)]]&lt;br /&gt;
&lt;br /&gt;
==Defending the Hill==&lt;br /&gt;
&lt;br /&gt;
When defending the hill, most players set up [[Firewarrior]] [[Patrolling|patrols]] all over, concentrating them on the places where the enemy [[Shaman]] is most likely to come up. It&#039;s also a good idea to have a bunch of [[Warrior]]s [[Patrolling]] in case the enemy gets their [[Warrior]]s up.&lt;br /&gt;
Sometimes people build [[Guard Tower|towers]] on the hill and fill them with [[Firewarrior]]s. &lt;br /&gt;
&lt;br /&gt;
Players will almost always defend the hill with their [[Shaman]] unless they go to make new land or defend a [[Sidedoor]], using [[Lightning]]. If there your ally&#039;s [[Firewarrior]]s on the hill, [[Blast]] the enemy [[Shaman]] up onto the hill and let the [[Firewarrior]]s finish her off. &lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
When attacking, you could use combinations of [[Earthquake]]s and [[Tornado]]es, most players prefer the use of [[Earthquake]] on this level.&lt;br /&gt;
If you struggle to get into the enemy settlement, the use of [[landbridge]] from the main central hill to one of your opponents&#039; entrance hills to make a walkway to get deeper into their base is recommended - just be sure to put some [[firewarrior]]s up there and be careful when walking along as it is easier to be knocked off/into the water.&lt;br /&gt;
===[[Sidedoor]]ing===&lt;br /&gt;
Use a diversion, keep the enemy [[shaman]] occupied or kill her before she can stop you, either [[landbridge]] from the back to the island with an [[obelisk]] on, or straight from one of your front hills to their frontal hill. Keep the entrances guarded, [[warrior]]s only need one [[patrol]] spot, [[firewarrior]]s should walk around as they fire further than when using the circle guard.&lt;br /&gt;
===Taking Back the Hill===&lt;br /&gt;
Sometimes it is not necessary to take back the hill, but if you do decide to, [[firestorm]]ing a heavily defended hill is recommended, and be sure to have spells such as [[lightning]] and [[tornado]] to take out [[tower]]s.&lt;br /&gt;
[[Image:FO_4.jpg|right|thumb|200px|An Attack from Green]]&lt;br /&gt;
...&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2433</id>
		<title>Face Off</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2433"/>
		<updated>2006-08-14T15:33:46Z</updated>

		<summary type="html">&lt;p&gt;Nexus: /* Attacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Levels&lt;br /&gt;
|Level = Face Off&lt;br /&gt;
|Image = FO_1.jpg&lt;br /&gt;
|Mode = [[Multiplayer]]&lt;br /&gt;
|Players = 4&lt;br /&gt;
|Heads = 5&lt;br /&gt;
|VOK = 0&lt;br /&gt;
|Ally = N/A&lt;br /&gt;
|Difficulty = Hard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_1.jpg|left|thumb|280px|Centre]]&lt;br /&gt;
Face Off is a common [[Multiplayer]] level and is played a lot. The aim of the level is basically to stop your enemies from building or defending on the hill, as it is  everyone&#039;s bases weakness point. It also contains 4 small islands with [[Obelisk]]s on. Two of them give you [[Spy Hut]] and the other two give you [[Boat Hut]].&lt;br /&gt;
&lt;br /&gt;
=Common Game=&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_2.jpg|right|thumb|200px|Blue&#039;s Base]]&lt;br /&gt;
Both teams head straight for the hill and try to knock the enemy [[Shaman]]&#039;s into the water using [[Blast]]. Finally two teams end up on the hill and start building defenses. After a while they will [[Earthquake]] the enemy bases one after another.&lt;br /&gt;
&lt;br /&gt;
Sometimes players who have trouble trying to attack the enemies will sidedoor to the island and then to the enemy base when the enemy is un-prepared.&lt;br /&gt;
&lt;br /&gt;
When a player is weak another attacker will send [[Warrior]]s to finish them off.&lt;br /&gt;
&lt;br /&gt;
=Hints and Tips=&lt;br /&gt;
&lt;br /&gt;
==Blasting the Hill==&lt;br /&gt;
&lt;br /&gt;
==Building the Base==&lt;br /&gt;
[[Image:FO_3.jpg|left|thumb|200px|Yellow&#039;s Base (Middle Built State)]]&lt;br /&gt;
&lt;br /&gt;
==Defending the Hill==&lt;br /&gt;
&lt;br /&gt;
When defending the hill, most players set up [[Firewarrior]] [[Patrolling|patrols]] all over, concentrating them on the places where the enemy [[Shaman]] is most likely to come up. It&#039;s also a good idea to have a bunch of [[Warrior]]s [[Patrolling]] in case the enemy gets their [[Warrior]]s up.&lt;br /&gt;
Sometimes people build [[Guard Tower|towers]] on the hill and fill them with [[Firewarrior]]s. &lt;br /&gt;
&lt;br /&gt;
Players will almost always defend the hill with their [[Shaman]] unless they go to make new land or defend a [[Sidedoor]], using [[Lightning]]. If there your ally&#039;s [[Firewarrior]]s on the hill, [[Blast]] the enemy [[Shaman]] up onto the hill and let the [[Firewarrior]]s finish her off. &lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
When attacking, you could use combinations of [[Earthquake]]s and [[Tornado]]es, most players prefer the use of [[Earthquake]] on this level.&lt;br /&gt;
If you struggle to get into the enemy settlement, the use of [[landbridge]] from the main central hill to one of your opponents&#039; entrance hills to make a walkway to get deeper into their base is recommended - just be sure to put some [[firewarrior]]s up there and be careful when walking along as it is easier to be knocked off/into the water.&lt;br /&gt;
===[[Sidedoor]]ing===&lt;br /&gt;
Use a diversion, keep the enemy [[shaman]] occupied or kill her before she can stop you, either [[landbridge]] from the back to the island with an [[obelisk]] on, or straight from one of your front hills to their frontal hill. Keep the entrances guarded, [[warrior]]s only need one [[patrol]] spot, [[firewarrior]]s should walk around as they fire further than when using the circle guard.&lt;br /&gt;
===Taking Back the Hill===&lt;br /&gt;
Sometimes it is not necessary to take back the [[hill]], but if you do decide to, [[firestorm]]ing a heavily defended hill is recommended, and be sure to have [[spell]]s such as [[lightning]] and [[tornado]] to take out [[tower]]s.&lt;br /&gt;
[[Image:FO_4.jpg|right|thumb|200px|An Attack from Green]]&lt;br /&gt;
...&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2432</id>
		<title>Face Off</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2432"/>
		<updated>2006-08-14T15:33:12Z</updated>

		<summary type="html">&lt;p&gt;Nexus: /* Attacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Levels&lt;br /&gt;
|Level = Face Off&lt;br /&gt;
|Image = FO_1.jpg&lt;br /&gt;
|Mode = [[Multiplayer]]&lt;br /&gt;
|Players = 4&lt;br /&gt;
|Heads = 5&lt;br /&gt;
|VOK = 0&lt;br /&gt;
|Ally = N/A&lt;br /&gt;
|Difficulty = Hard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_1.jpg|left|thumb|280px|Centre]]&lt;br /&gt;
Face Off is a common [[Multiplayer]] level and is played a lot. The aim of the level is basically to stop your enemies from building or defending on the hill, as it is  everyone&#039;s bases weakness point. It also contains 4 small islands with [[Obelisk]]s on. Two of them give you [[Spy Hut]] and the other two give you [[Boat Hut]].&lt;br /&gt;
&lt;br /&gt;
=Common Game=&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_2.jpg|right|thumb|200px|Blue&#039;s Base]]&lt;br /&gt;
Both teams head straight for the hill and try to knock the enemy [[Shaman]]&#039;s into the water using [[Blast]]. Finally two teams end up on the hill and start building defenses. After a while they will [[Earthquake]] the enemy bases one after another.&lt;br /&gt;
&lt;br /&gt;
Sometimes players who have trouble trying to attack the enemies will sidedoor to the island and then to the enemy base when the enemy is un-prepared.&lt;br /&gt;
&lt;br /&gt;
When a player is weak another attacker will send [[Warrior]]s to finish them off.&lt;br /&gt;
&lt;br /&gt;
=Hints and Tips=&lt;br /&gt;
&lt;br /&gt;
==Blasting the Hill==&lt;br /&gt;
&lt;br /&gt;
==Building the Base==&lt;br /&gt;
[[Image:FO_3.jpg|left|thumb|200px|Yellow&#039;s Base (Middle Built State)]]&lt;br /&gt;
&lt;br /&gt;
==Defending the Hill==&lt;br /&gt;
&lt;br /&gt;
When defending the hill, most players set up [[Firewarrior]] [[Patrolling|patrols]] all over, concentrating them on the places where the enemy [[Shaman]] is most likely to come up. It&#039;s also a good idea to have a bunch of [[Warrior]]s [[Patrolling]] in case the enemy gets their [[Warrior]]s up.&lt;br /&gt;
Sometimes people build [[Guard Tower|towers]] on the hill and fill them with [[Firewarrior]]s. &lt;br /&gt;
&lt;br /&gt;
Players will almost always defend the hill with their [[Shaman]] unless they go to make new land or defend a [[Sidedoor]], using [[Lightning]]. If there your ally&#039;s [[Firewarrior]]s on the hill, [[Blast]] the enemy [[Shaman]] up onto the hill and let the [[Firewarrior]]s finish her off. &lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
When attacking, you could use combinations of [[Earthquake]]s and [[Tornado]]es, most players prefer the use of [[Earthquake]] on this level.&lt;br /&gt;
If you struggle to get into the enemy settlement, the use of [[landbridge]] from the main central hill to one of your opponents&#039; entrance hills to make a walkway to get deeper into their base is recommended - just be sure to put some [[firewarrior]]s up there and be careful when walking along as it is easier to be knocked off/into the water.&lt;br /&gt;
===[[Sidedoor]]ing===&lt;br /&gt;
Use a diversion, keep the [[enemy]] [[shaman]] occupied or kill her before she can stop you, either [[landbridge]] from the back to the island with an [[obelisk]] on, or straight from one of your front hills to their frontal hill. Keep the entrances guarded, [[warrior]]s only need one [[patrol]] spot, [[firewarrior]]s should walk around as they fire further than when using the circle guard.&lt;br /&gt;
===Taking Back the Hill===&lt;br /&gt;
Sometimes it is not necessary to take back the hill, but if you do decide to, [[firestorm]]ing a heavily defended hill is recommended, and be sure to have spells such as [[lightning]] and [[tornado]] to take out [[tower]]s.&lt;br /&gt;
[[Image:FO_4.jpg|right|thumb|200px|An Attack from Green]]&lt;br /&gt;
...&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2431</id>
		<title>Face Off</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2431"/>
		<updated>2006-08-14T15:32:21Z</updated>

		<summary type="html">&lt;p&gt;Nexus: /* Attacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Levels&lt;br /&gt;
|Level = Face Off&lt;br /&gt;
|Image = FO_1.jpg&lt;br /&gt;
|Mode = [[Multiplayer]]&lt;br /&gt;
|Players = 4&lt;br /&gt;
|Heads = 5&lt;br /&gt;
|VOK = 0&lt;br /&gt;
|Ally = N/A&lt;br /&gt;
|Difficulty = Hard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_1.jpg|left|thumb|280px|Centre]]&lt;br /&gt;
Face Off is a common [[Multiplayer]] level and is played a lot. The aim of the level is basically to stop your enemies from building or defending on the hill, as it is  everyone&#039;s bases weakness point. It also contains 4 small islands with [[Obelisk]]s on. Two of them give you [[Spy Hut]] and the other two give you [[Boat Hut]].&lt;br /&gt;
&lt;br /&gt;
=Common Game=&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_2.jpg|right|thumb|200px|Blue&#039;s Base]]&lt;br /&gt;
Both teams head straight for the hill and try to knock the enemy [[Shaman]]&#039;s into the water using [[Blast]]. Finally two teams end up on the hill and start building defenses. After a while they will [[Earthquake]] the enemy bases one after another.&lt;br /&gt;
&lt;br /&gt;
Sometimes players who have trouble trying to attack the enemies will sidedoor to the island and then to the enemy base when the enemy is un-prepared.&lt;br /&gt;
&lt;br /&gt;
When a player is weak another attacker will send [[Warrior]]s to finish them off.&lt;br /&gt;
&lt;br /&gt;
=Hints and Tips=&lt;br /&gt;
&lt;br /&gt;
==Blasting the Hill==&lt;br /&gt;
&lt;br /&gt;
==Building the Base==&lt;br /&gt;
[[Image:FO_3.jpg|left|thumb|200px|Yellow&#039;s Base (Middle Built State)]]&lt;br /&gt;
&lt;br /&gt;
==Defending the Hill==&lt;br /&gt;
&lt;br /&gt;
When defending the hill, most players set up [[Firewarrior]] [[Patrolling|patrols]] all over, concentrating them on the places where the enemy [[Shaman]] is most likely to come up. It&#039;s also a good idea to have a bunch of [[Warrior]]s [[Patrolling]] in case the enemy gets their [[Warrior]]s up.&lt;br /&gt;
Sometimes people build [[Guard Tower|towers]] on the hill and fill them with [[Firewarrior]]s. &lt;br /&gt;
&lt;br /&gt;
Players will almost always defend the hill with their [[Shaman]] unless they go to make new land or defend a [[Sidedoor]], using [[Lightning]]. If there your ally&#039;s [[Firewarrior]]s on the hill, [[Blast]] the enemy [[Shaman]] up onto the hill and let the [[Firewarrior]]s finish her off. &lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
When attacking, you could use combinations of [[Earthquake]]s and [[Tornado]]es, most players prefer the use of [[Earthquake]] on this level.&lt;br /&gt;
If you struggle to get into the enemy settlement, the use of [[landbridge]] from the main central hill to one of your opponents&#039; entrance hills to make a walkway to get deeper into their base is recommended - just be sure to put some [[firewarrior]]s up there and be careful when walking along as it is easier to be knocked off/into the water.&lt;br /&gt;
===Sidedooring===&lt;br /&gt;
Use a diversion, keep the enemy [[shaman]] occupied or kill her before she can stop you, either [[landbridge]] from the back to the island with an [[obelisk]] on, or straight from one of your front hills to their frontal hill. Keep the entrances guarded, [[warrior]]s only need one [[patrol]] spot, [[firewarrior]]s should walk around as they fire further than when using the circle guard.&lt;br /&gt;
===Taking Back the Hill===&lt;br /&gt;
Sometimes it is not necessary to take back the hill, but if you do decide to, [[firestorm]]ing a heavily defended hill is recommended, and be sure to have spells such as [[lightning]] and [[tornado]] to take out [[tower]]s.&lt;br /&gt;
[[Image:FO_4.jpg|right|thumb|200px|An Attack from Green]]&lt;br /&gt;
...&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
	<entry>
		<id>https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2430</id>
		<title>Face Off</title>
		<link rel="alternate" type="text/html" href="https://wiki.popre.net/index.php?title=Face_Off&amp;diff=2430"/>
		<updated>2006-08-14T15:25:43Z</updated>

		<summary type="html">&lt;p&gt;Nexus: /* Attacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Levels&lt;br /&gt;
|Level = Face Off&lt;br /&gt;
|Image = FO_1.jpg&lt;br /&gt;
|Mode = [[Multiplayer]]&lt;br /&gt;
|Players = 4&lt;br /&gt;
|Heads = 5&lt;br /&gt;
|VOK = 0&lt;br /&gt;
|Ally = N/A&lt;br /&gt;
|Difficulty = Hard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_1.jpg|left|thumb|280px|Centre]]&lt;br /&gt;
Face Off is a common [[Multiplayer]] level and is played a lot. The aim of the level is basically to stop your enemies from building or defending on the hill, as it is  everyone&#039;s bases weakness point. It also contains 4 small islands with [[Obelisk]]s on. Two of them give you [[Spy Hut]] and the other two give you [[Boat Hut]].&lt;br /&gt;
&lt;br /&gt;
=Common Game=&lt;br /&gt;
&lt;br /&gt;
[[Image:FO_2.jpg|right|thumb|200px|Blue&#039;s Base]]&lt;br /&gt;
Both teams head straight for the hill and try to knock the enemy [[Shaman]]&#039;s into the water using [[Blast]]. Finally two teams end up on the hill and start building defenses. After a while they will [[Earthquake]] the enemy bases one after another.&lt;br /&gt;
&lt;br /&gt;
Sometimes players who have trouble trying to attack the enemies will sidedoor to the island and then to the enemy base when the enemy is un-prepared.&lt;br /&gt;
&lt;br /&gt;
When a player is weak another attacker will send [[Warrior]]s to finish them off.&lt;br /&gt;
&lt;br /&gt;
=Hints and Tips=&lt;br /&gt;
&lt;br /&gt;
==Blasting the Hill==&lt;br /&gt;
&lt;br /&gt;
==Building the Base==&lt;br /&gt;
[[Image:FO_3.jpg|left|thumb|200px|Yellow&#039;s Base (Middle Built State)]]&lt;br /&gt;
&lt;br /&gt;
==Defending the Hill==&lt;br /&gt;
&lt;br /&gt;
When defending the hill, most players set up [[Firewarrior]] [[Patrolling|patrols]] all over, concentrating them on the places where the enemy [[Shaman]] is most likely to come up. It&#039;s also a good idea to have a bunch of [[Warrior]]s [[Patrolling]] in case the enemy gets their [[Warrior]]s up.&lt;br /&gt;
Sometimes people build [[Guard Tower|towers]] on the hill and fill them with [[Firewarrior]]s. &lt;br /&gt;
&lt;br /&gt;
Players will almost always defend the hill with their [[Shaman]] unless they go to make new land or defend a [[Sidedoor]], using [[Lightning]]. If there your ally&#039;s [[Firewarrior]]s on the hill, [[Blast]] the enemy [[Shaman]] up onto the hill and let the [[Firewarrior]]s finish her off. &lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
When attacking, you could use combinations of Earthquakes and Tornadoes, most players prefer the use of Earthquake on this level.&lt;br /&gt;
If you struggle to get into the enemy settlement, the use of landbridge from the main central hill to one of your opponents entrance hills to make a walkway to get deeper into their base is recommended - just be sure to put some firewarriors up there and be careful when walking along as it is easier to be knocked off/into the water.&lt;br /&gt;
===Sidedooring===&lt;br /&gt;
Use a diversion, keep the enemy shaman occupied or kill her before she can stop you, either landbridge from the back to the island with an obelisk on, or straight from one of your front hills to their frontal hill. Keep the entrances guarded, warriors only need one patrol spot, firewarriors should walk around as they fire further than when using the circle guard.&lt;br /&gt;
===Taking Back the Hill===&lt;br /&gt;
Sometimes it is not necessary to take back the hill, but if you do decide to, firestorming a heavily defended hill is recommended, and be sure to have spells such as lightning and tornado to take out towers.&lt;br /&gt;
[[Image:FO_4.jpg|right|thumb|200px|An Attack from Green]]&lt;br /&gt;
...&lt;/div&gt;</summary>
		<author><name>Nexus</name></author>
	</entry>
</feed>