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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=213.104.241.139</id>
	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-09T02:22:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7838</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7838"/>
		<updated>2005-10-05T22:22:45Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: /* NEWS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Guessmyname suddenly notices how many times he&#039;s misspelled shields*&lt;br /&gt;
&lt;br /&gt;
Aw shit&lt;br /&gt;
&lt;br /&gt;
== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
Added some other stuff, like the race4 lvl1 spacedock. Working to get it ingame&lt;br /&gt;
&lt;br /&gt;
More stuff. See below&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser &amp;quot;Dauntless&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Carrier Retrebution&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
RC Kamikaze craft&lt;br /&gt;
&lt;br /&gt;
AS Mine&lt;br /&gt;
&lt;br /&gt;
Lvl1 Space Dock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
Scout&lt;br /&gt;
&lt;br /&gt;
Frigate&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Gunship&lt;br /&gt;
&lt;br /&gt;
Solar Collector&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
lvl 1 Builder&lt;br /&gt;
&lt;br /&gt;
lvl 1 defense lasers&lt;br /&gt;
&lt;br /&gt;
Super Carrier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7837</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7837"/>
		<updated>2005-10-05T22:22:12Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: /* STUFF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Guessmyname suddenly notices how many times he&#039;s misspelled shields*&lt;br /&gt;
&lt;br /&gt;
Aw shit&lt;br /&gt;
&lt;br /&gt;
== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
Added some other stuff, like the race4 lvl1 spacedock. Working to get it ingame&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser &amp;quot;Dauntless&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Carrier Retrebution&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
RC Kamikaze craft&lt;br /&gt;
&lt;br /&gt;
AS Mine&lt;br /&gt;
&lt;br /&gt;
Lvl1 Space Dock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
Scout&lt;br /&gt;
&lt;br /&gt;
Frigate&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Gunship&lt;br /&gt;
&lt;br /&gt;
Solar Collector&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
lvl 1 Builder&lt;br /&gt;
&lt;br /&gt;
lvl 1 defense lasers&lt;br /&gt;
&lt;br /&gt;
Super Carrier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7836</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7836"/>
		<updated>2005-10-05T22:21:40Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: /* STUFF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Guessmyname suddenly notices how many times he&#039;s misspelled shields*&lt;br /&gt;
&lt;br /&gt;
Aw shit&lt;br /&gt;
&lt;br /&gt;
== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
Added some other stuff, like the race4 lvl1 spacedock. Working to get it ingame&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser &amp;quot;Dauntless&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Carrier Retrebution&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
RC Kamikaze craft&lt;br /&gt;
&lt;br /&gt;
AS Mine&lt;br /&gt;
&lt;br /&gt;
Lvl1 Space Dock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
Scout&lt;br /&gt;
&lt;br /&gt;
Frigate&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Gunship&lt;br /&gt;
&lt;br /&gt;
Solar Collector&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
lvl 1 Builder&lt;br /&gt;
&lt;br /&gt;
lvl 1 defense lasers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7835</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7835"/>
		<updated>2005-10-01T17:46:35Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: /* STUFF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Guessmyname suddenly notices how many times he&#039;s misspelled shields*&lt;br /&gt;
&lt;br /&gt;
Aw shit&lt;br /&gt;
&lt;br /&gt;
== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
Added some other stuff, like the race4 lvl1 spacedock. Working to get it ingame&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser &amp;quot;Dauntless&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Carrier Retrebution&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
RC Kamikaze craft&lt;br /&gt;
&lt;br /&gt;
AS Mine&lt;br /&gt;
&lt;br /&gt;
Lvl1 Space Dock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
Scout&lt;br /&gt;
&lt;br /&gt;
Frigate&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Gunship&lt;br /&gt;
&lt;br /&gt;
Solar Collector&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7834</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7834"/>
		<updated>2005-10-01T17:45:54Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: /* STUFF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Guessmyname suddenly notices how many times he&#039;s misspelled shields*&lt;br /&gt;
&lt;br /&gt;
Aw shit&lt;br /&gt;
&lt;br /&gt;
== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
Added some other stuff, like the race4 lvl1 spacedock. Working to get it ingame&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser &amp;quot;Dauntless&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Carrier Retrebution&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
RC Kamikaze craft&lt;br /&gt;
&lt;br /&gt;
AS Mine&lt;br /&gt;
&lt;br /&gt;
Lvl1 Space Dock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7833</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7833"/>
		<updated>2005-10-01T14:00:06Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Guessmyname suddenly notices how many times he&#039;s misspelled shields*&lt;br /&gt;
&lt;br /&gt;
Aw shit&lt;br /&gt;
&lt;br /&gt;
== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
Added some other stuff, like the race4 lvl1 spacedock. Working to get it ingame&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser &amp;quot;Dauntless&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
RC Kamikaze craft&lt;br /&gt;
&lt;br /&gt;
AS Mine&lt;br /&gt;
&lt;br /&gt;
Lvl1 Space Dock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7832</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7832"/>
		<updated>2005-10-01T13:48:28Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: /* STUFF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
Added some other stuff, like the race4 lvl1 spacedock. Working to get it ingame&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser &amp;quot;Dauntless&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
RC Kamikaze craft&lt;br /&gt;
&lt;br /&gt;
AS Mine&lt;br /&gt;
&lt;br /&gt;
Lvl1 Space Dock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7831</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7831"/>
		<updated>2005-10-01T13:46:40Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: /* NEWS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
Added some other stuff, like the race4 lvl1 spacedock. Working to get it ingame&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7830</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7830"/>
		<updated>2005-10-01T12:50:50Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7829</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7829"/>
		<updated>2005-10-01T12:50:19Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEWS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;announced&amp;quot; count?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OTHER STUFF ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7828</id>
		<title>Galaxy 662</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Galaxy_662&amp;diff=7828"/>
		<updated>2005-10-01T12:48:49Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE BEGINNING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not much to say really. I&#039;ve always been a fan of space modifications. I just think they&#039;re cool. So I decided to try my hand at making one.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve already figured out most of the balance, and had a design doc of sorts (I&#039;m constantly adding to it)&lt;br /&gt;
&lt;br /&gt;
So far I have about 7 models. All quite high poly. I have a race 4 - I haven&#039;t gotten around to making a plot or naming races yet. Also, first release will have race 4 and race 6 in it. Race 4 because it has some cool ideas in, and race 6 because they&#039;re probably going to be the easist for people to get to grips with - Battlecruiser, which I call the &amp;quot;Dauntless&amp;quot;. Two race 4 fighters (basic and advanced) ad a bomber, a race 6 constructor ship and two very heavily armed space stations to whom I have yet to assign a race. As the mod progressed I will add to this wiki page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UPDATES ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 4&lt;br /&gt;
&lt;br /&gt;
Fighter&lt;br /&gt;
&lt;br /&gt;
Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
Battlecruiser&lt;br /&gt;
&lt;br /&gt;
Bomber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race 6&lt;br /&gt;
&lt;br /&gt;
Constructor Fleet Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unassigned&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha&lt;br /&gt;
&lt;br /&gt;
Space Station Alpha Mk2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OTHER INFO ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Races will utilise there different types of shielding. One: Health Sheilding. Two: Repulsor shielding. Three: Hybrid.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds is where the unit starts off with its armoured state activated. The armoured state is the shield. When the unit goes below a certain health boundary, the shield is lost, and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
Repulsor Sheilds are repulsors, unsuprisingly. Hopefully we will be able to say what blocks what, instead of of just plasma all the time. I like this idea (which I came up with by the way):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have an &amp;quot;inner-circle&amp;quot; thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PLASMA;&#039;&#039;&lt;br /&gt;
&#039;&#039;MISSILE;&#039;&#039;&lt;br /&gt;
&#039;&#039;UNBLOCKABLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;RIFLE;&#039;&#039;&lt;br /&gt;
&#039;&#039;etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;weapontype=PLASMA;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;repulsetype=MISSILE;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think its obvious as to what I&#039;m trying to imply here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would allow better flexibility with weapon repulsors.&lt;br /&gt;
&lt;br /&gt;
Hybrid sheilds: Health and Repulse sheilds. Just not as powerful.&lt;br /&gt;
&lt;br /&gt;
Health Sheilds and ordinary health can also be arranged to make some interesting play styles, ie: really good sheilds but crap amounts of health could make for an interseting race (Race 1 infact) where just-built units are superior than badly wounded units. Also, if you keep the units above the &amp;quot;lose-shield threshold&amp;quot; and then repair them, they keep their shield bonus. Or ships that, when heavily damaged, send all power to their sheilds - the ship cannot do anything (ANYTHING) at all but has extremely high powered shields (read: Armoured State coming into play), that will allow it to survive until it can be repaired (ie, after the health goes up to a certain point it loses the armoured state and can do stuff again). If I can make them unable to move when in its armoured state, I will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammo. I may include ammo for certain weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheild ships: A variety of cheap, unarmed &amp;quot;Sheild ships&amp;quot; (Race 4 has the best)that do nothing more than generate relatively large repulse shields that can cover up a taskforce of small craft or parts of larger ships. A similar thing will be implemented for radar jammers, obviously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mines: Units can lay mines, but they will be weapons that hover until something (including your own units) fly into it. This will be a command-fire weapon, obviously. There will be minesweeper units however. (they will basically be units that take no damage from mines)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another Balance idea: A race has a fleet of small, fast and dirt-cheap units with peashooters that can cloak and are hard (not impossible, hard) to catch. They can also jam radars. However, all this takes up a lot of energy. Their defenses will be crap and they have no &amp;quot;sheild ships&amp;quot; to try and help defend stuff. Their energy buildings, while each creates a lot of energy, are very weak, making them easy to destroy. So while they fight (and possible start to win) at your base, you send your own little task force, hidden by sheild ships and jammers, to destroy their energy production facilities, thus causing the little craft to lose their stealthy advantages and be easily shot down by your fleets.&lt;br /&gt;
&lt;br /&gt;
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Targets: I&#039;d like to include (on larger ships though) a system wherein, for instance, the engines were hit several times (read: static-var McFiddlery) by specific weapons the ship&#039;s engines would be disabled and the thing would be inable to move. Or sheild generators. Hit them, bye-bye shield bonuses. This whole thing would require some updates to scripting (being able to stop units from moving and a HitByWeapon(piecename, weaponname) type function. Basically, this will not be implemented yet, simply because it cannot be implemented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side lasers: something I&#039;d like to try and implement. Basically these are powerful beam lasers on the side of ships and are to be used against other large ships or installations. To be fired, the ship must come alongside, leaving them open to return fire (unless of course you take out &#039;&#039;their&#039;&#039; side lasers - see &amp;quot;Targets&amp;quot;).&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14490</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14490"/>
		<updated>2005-10-01T11:42:06Z</updated>

		<summary type="html">&lt;p&gt;213.104.241.139: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Mods===&lt;br /&gt;
&lt;br /&gt;
Mods constitute additions to the game that change the way it works.  There is an Offcial [[Mod_specification]] that works with the lobby Client for mod switching, as well as some crude mods that constitute extra units and or changes to the client.&lt;br /&gt;
 &lt;br /&gt;
So far there is currently two working total conversions for Spring:  [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=993 StarWarsTA] and [http://www.planetannihilation.com/gundam/ Gundam Annihlation]&lt;br /&gt;
&lt;br /&gt;
There are at least 3 &amp;quot;Known Good&amp;quot; Mods in the Official Mod Format (all available from the [http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 File Univers &amp;quot;TA Spring&amp;gt;Mods&amp;quot; Page:&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 OTA + Evo + better BPs] - Technically a multi-mod pack, including the &amp;quot;OTA&amp;quot; (Classic TA Mode) and a number of visual updates.&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1305 Uberhack4.0 For Spring Beta 4] - Essentially a version of the old TA Uberhack balancing mod, includes a bunch of cool units like the solar-metal maker and the rapid fire plasma firing metal extractor.&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1312 SpiderPack v0.6 (For OTA and UH)] - A Units only Mod that adds the spider pack to the ARM construction Lab (possibly to balance the Krogoth)&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1445 World Domination for Spring 5.0b3] - A &amp;quot;Modern Warfare&amp;quot; Total Conversion.  Homepage [http://www.tadesigners.com/users/wd/].&lt;br /&gt;
&lt;br /&gt;
There are also some crude mods (because they don&#039;t follow the official format or include different versions of the spring executable) :&lt;br /&gt;
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*There&#039;s the rebalancing + huge unit pack mod: [http://www.planetannihilation.com/aa/  Absolute Annihilation]&lt;br /&gt;
&lt;br /&gt;
*There is Mini Spring (no version compatible with current spring build) which halves the scale of the models, ranges, etc.&lt;br /&gt;
&lt;br /&gt;
===List of Mods===&lt;br /&gt;
&lt;br /&gt;
You can download many of the following other, partially functioning Mods from: [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 File Universe] (If you&#039;re interested in editing mods or creating your own mods, see the [[Mod Development]] page):&lt;br /&gt;
&lt;br /&gt;
 	 &lt;br /&gt;
[[Absolute Annihilation]] v5.0 	&lt;br /&gt;
  	 &lt;br /&gt;
DM45Spring.exe 	&lt;br /&gt;
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[[EvoTA]] 	&lt;br /&gt;
  	 &lt;br /&gt;
[[Epic 40000]]&lt;br /&gt;
&lt;br /&gt;
[[Gundam Annihilation]] 	&lt;br /&gt;
  	 &lt;br /&gt;
[[MAD TA]] Buildpics for Spring 	&lt;br /&gt;
  	 &lt;br /&gt;
[[MiniSpring]] 	&lt;br /&gt;
  	 &lt;br /&gt;
[[Rhyoss]] for Spring 	&lt;br /&gt;
  	 &lt;br /&gt;
Spring [[SWTA]] Gnome Edition 0.60 	&lt;br /&gt;
  	 &lt;br /&gt;
[[SWTA]] &amp;amp; ImpAuth for Spring 5.03 (buggy) 	&lt;br /&gt;
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[[TA-WD]]&lt;br /&gt;
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[[UberHack]]&lt;br /&gt;
  	 &lt;br /&gt;
[[UTASP]] 5 Spring&lt;br /&gt;
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[[OTAR-EVAMP]]&lt;br /&gt;
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[[CZTA]] by Guessmyname&lt;br /&gt;
[[Galaxy 662]] also by Guessmyname&lt;br /&gt;
&lt;br /&gt;
Lego Spring-Still under discussion/development&lt;br /&gt;
&lt;br /&gt;
Back to [[Main_Page]]&lt;/div&gt;</summary>
		<author><name>213.104.241.139</name></author>
	</entry>
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