I'm looking in the new version and it doesn't have temple graphics either, the structures folder only has those 4 that I mentioned earlier. I've looked all though the art folder and it's not there. Figure out if you put them somewhere else. Did you loose them with data on your computer in that data loss you described? I was unaware that the debug art worked like that already, so if I understand this art references in the XML will not cause the program to crash if they don't exist? Just the other buggy stuff. Anywho I tried superspies it crashed and it's a dead project. The dude who took over it after Trojan Sheep (Lord Tirian) is involved in FfH2, so he's not likely to update. RevDCM has way too many options menus that we'd have to lop off and close the settings for. It would take weeks to get it ready to use for SR and unless we were to use some of the additions from it it would be largely not worth it. Particularly since the only components I realy wanted to add from it were the promotions/counterespionage stuff and the AI work, which from what I've seen is pretty decent. I must say the interface is pretty nice too, much better style than normal. What's this "subversion" you mentioned? a mod? I wouldn't mind lookin at it if that is the case. I looked it up on the search engine and couldn't find anything. Most of what I mentioned earlier about the UEUs is still doable regardless of what base SDK we put it on, the new missions may need to be re-wrote or pilfered from other code but I think this could be done with ease in comparison to locking up the RevDCM menus or anything like that.