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		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Blox&amp;diff=2952</id>
		<title>Blox</title>
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		<updated>2007-07-05T21:58:16Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[BloX]]&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
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		<title>Spring guide</title>
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		<updated>2007-07-05T21:56:10Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ã¢â‚¬ËœÃ¢â‚¬â„¢Keep in mind that Spring is still in beta, therefore crashes can occur (a lot) and we (well, not me!) havenÃ¢â‚¬â„¢t got everything fixed yet.Ã¢â‚¬â„¢Ã¢â‚¬â„¢&lt;br /&gt;
&lt;br /&gt;
Before we start, letÃ¢â‚¬â„¢s have some background info.&lt;br /&gt;
&lt;br /&gt;
== TA: so what&#039;s so cool about this game? ==&lt;br /&gt;
&lt;br /&gt;
TA (Total Annihilation) was created by Cavedog (R.I.P) in 1997, about half a year before(!!!) Starcraft was released. It was revolutionary in many ways, with 3D graphics (but a fixed camera), good animations (aircraft barrel rolled and leaned when they turned etc.), 3D terrain and many units (150 in the original game.) But in my not so humble opinion, the 3 greatest things that set TA apart were...&lt;br /&gt;
&lt;br /&gt;
* Its physics! Every shot trajectory was calculated! An artillery shell could try to get over a hill and hit an aircraft, which exploded into bits, damaging other troops nearby, which could also explode and set forests on fire. Yeah, might not sound that big after 7 years, but back then we had Starcraft, which defied at least a half dozen laws of physics.&lt;br /&gt;
&lt;br /&gt;
(Example of the tentacle through space. Yeah, really realistic)&lt;br /&gt;
[http://fast.filespace.org/Kixxe/WTF.png Click here]&lt;br /&gt;
&lt;br /&gt;
* The order system! You could have 300 units waiting to be built, and when they were done, they could go and patrol an area and attack anyone in it. Order queues were limitless. You could build your whole base and drink tea while it was getting built. Construction units on patrol would repair damaged units, help build things and reclaim stuff (sucking it in and transforming it into resources.)&lt;br /&gt;
&lt;br /&gt;
* The resource system! Contrary to other RTS games, the resources in TA are infinite. What limits resource consumption is the rate at which they can be gathered. This sole fact would make for longer and more epic games, with hundreds or thousands of units fighting in the endgame.&lt;br /&gt;
&lt;br /&gt;
Pretty cool game. If you want, check out their old website for more info. [http://www.fileuniverse.com/Total_Annihilation_Mirror/totala/index.html Click here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyway, enough of my rambling, onto Spring!&lt;br /&gt;
&lt;br /&gt;
Now, as I told you, Spring was inspired by TA and has the same features TA had. Plus a few new thingsÃ¢â‚¬Â¦ check out the Spring features page for more info.&lt;br /&gt;
[http://taspring.clan-sy.com/wiki/Features Click here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
There are two types of resources in Spring, namely &#039;&#039;metal&#039;&#039; and &#039;&#039;energy&#039;&#039;. Each of these two resources can be collected in a number of different ways. The amount of each resource that you currently have stockpiled is represented by a coloured bar, one for each resource, along the upper edge of the screen. The rate at which you are presently collecting and consuming each of the two types is represented by a number and a + or - sign. If you are collecting at a faster rate then the rate at which you are consuming you will see your coloured bar grow as resources accumulate. Your stockpiled resources are being depleted whenever the coloured bar is shrinking. There are storage buildings which you can build for each type of resource and these will increase the amount of each which can be stored. Units and structures cost both metal and energy to build, while some units or structures also require energy to walk, shoot or operate in general.&lt;br /&gt;
&lt;br /&gt;
Metal is collected continuously from either a metal extractor, often called Ã¢â‚¬ËœmexesÃ¢â‚¬â„¢ which extract from certain areas of the map, or by using a metal maker, abbreviated as Ã¢â‚¬ËœMMÃ¢â‚¬â„¢ which convert energy into metal. Both will only operate so long as there is sufficient energy to power them. However, metal makers require a lot of energy. &lt;br /&gt;
A faster way to gather metal is by using either your commander or a construction bot to &#039;reclaim&#039; it from the remains of destroyed units and buildings! They can even reclaim buildings which have not been destroyed and they don&#039;t have to belong to your enemy to be reclaimed.&lt;br /&gt;
&lt;br /&gt;
Energy can be produced by a number of different buildings or it can be reclaimed (you can reclaim trees to gather energy). There are many different types of energy producers, including solar collectors and power plants, but they will be covered in another section.&lt;br /&gt;
&lt;br /&gt;
In a game, always Ã¢â‚¬Å“keep an eye on your metal and energy barÃ¢â‚¬Å“ because if one of them goes to zero, particularly energy, your building rate will stall,(metal makers and extractors will stop producing) and some units will be unable to fire their energy weapons (eg. LRPCs, Annihilators, Doomsday Machines). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==A Normal Spring Game==&lt;br /&gt;
&lt;br /&gt;
Anyway, now you will learn the basics of a normal Spring game, as I see it. &lt;br /&gt;
Every Spring game starts with all players only havingÃ¢â‚¬Â¦&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The COMMANDER&#039;&#039;&#039;! (Insert DUN DUN DUUUUUNN)&lt;br /&gt;
&lt;br /&gt;
The Commander is the unit you start with and the most important one in the game. He is unique and cannot be rebuilt. In fact, there is a mode where the game ends when the commander dies, so never leave him alone.&lt;br /&gt;
&lt;br /&gt;
The fastest builder, he can walk and build underwater, he makes a nuke-sized explosion when he dies, he has a laser and the privilege of a Disintegrator Gun (alias D-Gun). &lt;br /&gt;
The D-Gun is the single most powerful weapon in the whole game, which kills ANY (ANY, I mean it!) unit in one hit (friend or foe no difference, be careful!). Even if that sounds a like a little overkill, keep in mind that the Commander has a very limited range, is defenceless against any aircraft and long range artillery, and when submerged, he cannot shoot. (Subs! Onoz!)&lt;br /&gt;
&lt;br /&gt;
The Commander is used for setting up a base, and early base defences. The D-Gun should protect him against any level 1 unit that tries to kill him, so if you lose your Commander in the beginning of the gameÃ¢â‚¬Â¦ then you&#039;re dead. You lose your best (only?) builder and attacker, plus you have a nuke-sized explosion that may destroy half or all of your base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AnywayÃ¢â‚¬Â¦ if you&#039;re seeing everything in a top down perspective, click the Commander (type Ctrl+C if you can&#039;t find him) with left mouse button to select him.&lt;br /&gt;
&lt;br /&gt;
(If you have a crosshair as a mouse, press j. If your camera is zoomed out or all jerky, press ctrl+j until you find the OTA(Original Total Annihilation) camera.)&lt;br /&gt;
&lt;br /&gt;
Okay, letÃ¢â‚¬â„¢s now discuss &#039;&#039;&#039;how to build stuff&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Like any normal RTS, itÃ¢â‚¬â„¢s choose a unit and click a location, but there is more with Spring. Hold shift and click on different locations to make the unit build the same building there. Hold shift and drag and you will make a line of the building. Hold ctrl and shift to make boxes/rectangular shapes of buildings. Use these! Make a line of DT (Dragon Teeth, small piece of wall/cover) instead of clicking each and every one. The controls are there to help you.&lt;br /&gt;
This is called queuing up stuff. You can use almost every single command in a queue. Buildings can be queued to build lots of different units, and then the other orders in the behaviour of the unit. You can make them walk to something, or guard/follow a unit by pressing G and selecting the unit to guard. Try it.&lt;br /&gt;
Selecting a unit and pressing shift key will show the orders queue.&lt;br /&gt;
&lt;br /&gt;
Build 2 solar generators, or 4 wind generators to gather energy. Keep in mind that wind is pretty unstable, and that a number of maps (like lunar ones) have no wind at all! (The level of wind and tides in the map is indicated in the Map Selector in the Lobby).&lt;br /&gt;
&lt;br /&gt;
Now select the Metal extractors and the whole screen turns black and green. Okay, place one on the green stuff. (The greener, the better! Like broccoli!)&lt;br /&gt;
&lt;br /&gt;
Oh, and the minimap controls in spring are reversed. Meaning that you have to right-click to move the screen to the location. Once the new GUI is out and offical, this will be fixed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The TA Bestiary==&lt;br /&gt;
&lt;br /&gt;
Okay, time to describe the cool units that are at your disposal to make your enemies bleed. 8)&lt;br /&gt;
&lt;br /&gt;
(Disclaimer : This will discuss the types of units, not every unit. Therefore, if I say that vehicles have large armour, I donÃ¢â‚¬â„¢t mean artillery of course.)&lt;br /&gt;
&lt;br /&gt;
On to the first level 1 lab/plant to build. The categories areÃ¢â‚¬Â¦&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&lt;br /&gt;
These babies are all about armour. The level 1 units are pretty basic, with more armour and (build) speed and than their K-bot counterparts. Level 2 vehicles show even more of the same pattern: better armour than their K-bot counterparts. Level 2 also offers the mobile Flak unit, which is the only real level 2 mobile AA.&lt;br /&gt;
Their weakness is that they are clumsy, turn slowly, and most of them canÃ¢â‚¬â„¢t climb mountainsÃ¢â‚¬Â¦ at all. Leads to trouble when an explosion makes a crater; units survive but can get stuck in the crater. Or just when they are trying to get up a steep hill. But sooner or later, you&#039;ll learn what kind of destruction a rush of 30 Goliaths can do!&lt;br /&gt;
&lt;br /&gt;
===K-Bots===&lt;br /&gt;
&lt;br /&gt;
K-bots generally have less powerful weapons than tanks, and are also less heavily armoured.&lt;br /&gt;
So why build them in the first place?&lt;br /&gt;
Because they are cheaper!  And since they are cheaper, you can build more and outnumber your enemies. This doesnÃ¢â‚¬â„¢t work out that good in game though, since tanks ARE stronger. K-bots are also smaller, and will slip through DT and such alike easier than tanks.&lt;br /&gt;
And finally, the third advantage (which IMO is the biggest) of K-bots are that they can climb most mountains with ease! Climb by defences, up on mountains, through holes, these are all-purpose units.&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
&lt;br /&gt;
Planes are planes. In Spring, thereÃ¢â‚¬â„¢s a plane for every role. Bombers, fighters, gunships, flying radar, transports, stealth fighters and torpedo bombers. Planes are fast, and are not affected by terrain. There is no wall or relief that can stop a plane. You can just swoop into a base and take out AA with your gunship, and then bomb the crap out of their important structures. To stop them, you&#039;ve got to rely on Anti Air (AA) units.&lt;br /&gt;
&lt;br /&gt;
On the downside, planes are quite expensive to build and are relatively fragile. They are also the only units that have an anti unit against them (Except subs). When someone finds out you&#039;re building a large air fleet, they just cram their base full of AA and their army with mobile AA. And the only counter is more planes than their AA can handle, or a ground troop to take the AA down. A combined ground and air attack can be very destructive. Good luck!&lt;br /&gt;
&lt;br /&gt;
===Ships===&lt;br /&gt;
&lt;br /&gt;
Ships are good on a map with water. (DUH!) Ships come in many different kinds, but mostly for taking out other ships or bombing the crap out of land units in some way or another. The ships&#039; strength is their powerful weaponry and their long range. All ships made to take out land have long range. Ships also have lots of armour. Another thing thatÃ¢â‚¬â„¢s good about ships is that there is not much you can do to stop them because they are usually out of range. Once you see that the enemy has ships, either build a dock and a navy real fast or build planes and pray that he doesnÃ¢â‚¬â„¢t have too many AA ships. &lt;br /&gt;
Their weaknesses are slowness (especially when turning), they can be taken out by submarines, and of course they are confined to water, meaning that they are often stuck with units just outside of their reach.&lt;br /&gt;
&lt;br /&gt;
And they are *extremely* expensive, metal-wise.&lt;br /&gt;
&lt;br /&gt;
===Hovercraft===&lt;br /&gt;
&lt;br /&gt;
(These are counted as level 2 units, so I would not recommend them as the first to build unless itÃ¢â‚¬â„¢s the perfect map for them)&lt;br /&gt;
&lt;br /&gt;
Hovercrafts are a tank and a plane (some say ship, but I find planes to be more accurate for some reason O.o) mixed. Sure itÃ¢â‚¬â„¢s weaker than your average tank, and slower than your average plane. Whats their use? They are meant for swampy maps that means that both tanks and ships are a weakness, and offcourse since none can&#039;t be used, everyone just spams out AA since they think aircrafts are the only way. Great suprise for the enemy when 50 hovercrafts comes in agsint their flakkers and MT...&lt;br /&gt;
Long story short, Hovercrafts are good for those who like (or must) attack from the ground, but canÃ¢â‚¬â„¢t since there is too much water. &lt;br /&gt;
&lt;br /&gt;
Their weakness is their low climbing ability, and that they&#039;re weaker than a tank and slower than a plane. (DonÃ¢â‚¬â„¢t build them on a land map, tanks ARE better.)&lt;br /&gt;
&lt;br /&gt;
===Towers and Turrets===&lt;br /&gt;
&lt;br /&gt;
Like TA, Spring boasts an impressive range of plasma and laser towers, cannons and turrets. These cannons will undoubtly be essential parts of your offensive as well as defensive strategies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light laser tower (LLT)&#039;&#039;&#039;&lt;br /&gt;
A cheap and fast laser that hits almost every time. Mostly useful against level 1 units, but can be used in groups against level 2. They suffer from short range, so most long range weapons can kill them(Samsons, for example). Since they fire faster than their bigger brothers, LLTs are more useful against hordes of small weak units than a single strong one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy laser tower (HLT)&#039;&#039;&#039;&lt;br /&gt;
This is the only tower that works on those pesky level 2 units that just wonÃ¢â‚¬â„¢t die. These shoot slower, but with much more power than the LLT. They also have a longer range and can be quite effective against air attacks. They cost a fair amount and take a long time to build, but they are often worth it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Tower (MT)&#039;&#039;&#039;&lt;br /&gt;
The missile tower is good for planes or weak level 1 units. They shoot a weak rocket that almost hits their target every time. They have a fair range, but very low hp. They work on most level 2 planes as well, but should be backed up with Flack cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pop-up Cannons&#039;&#039;&#039;&lt;br /&gt;
Pop-up cannons are pretty cheap middle range gun. A guardian can outshoot them, but they are still a choice to use. When Ã¢â‚¬ËœÃ¢â‚¬â„¢offÃ¢â‚¬â„¢Ã¢â‚¬â„¢ they take 50% less damage! I heard that a closed popup can withstand a nuke! (If itÃ¢â‚¬â„¢s not a direct hit) In XTA you can build them with level 1 construction K-bot or whatever.  Sometimes individual wars between 2 or 4 pop-ups break out, where both sides try to kill the other&#039;s ones. Just remember to repair them, as with all PCÃ¢â‚¬Â¦&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Middle range Plasma Cannons (MRPC)&#039;&#039;&#039;&lt;br /&gt;
Guardians and such alike. These arenÃ¢â‚¬â„¢t for attacking, but they have a pretty long range, and are not too expensive. Plus their targeting is pretty fast, meaning they are practically made for defence and very lethal. Perfect to have on a hill close to a HLT and some MTÃ¢â‚¬Â¦&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Range Plasma Cannons (LRPC)&#039;&#039;&#039;&lt;br /&gt;
We are talking Big berthas, Intimidators and such alike. These babies got the RANGE and may be the ultimate weapon on small maps. The Big Bertha, yeah. An amazing unit. Not the ultimate, but several times cheaper and more accurate than a Buzz Saw/Vulcan, and its accuracy will improve with every kill. Not good at defending, since its slow targeting makes it impossible to hit moving targets. Try to build one on a small maps, or just build one close to the enemy and your Bertha will start pounding his base mercilessly. In fact, build several, with a lot of AA around them (and ground, if thatÃ¢â‚¬â„¢s possible) and you&#039;ll see your enemy&#039;s morale quickly fall to the ground. A LRPC expansion can sometimes become the winning factor of a game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very long range plasma Cannons (VLRC)&#039;&#039;&#039;&lt;br /&gt;
Buzzsaws are big, cost much, are huge energy suckers, are VERY inaccurate and are pretty slow on targeting. BUT, they have the DOUBLE range of a normal LRPC and shoot 4(!!!) shots at a time. This is the one thing to finish those ÃƒÂ¼ber porckers. &lt;br /&gt;
Defend these well, with lots of AA around and in a wide circle. They only have about 5000 hp, so killing them is easy if you donÃ¢â‚¬â„¢t have AAÃ¢â‚¬Â¦&lt;br /&gt;
In OTA however Vulcans/Buzzsaws have SLIGHTLY LESS range than LRPCs, so LRPCs are generally better because they are so cheaper and each are a seperate entity with a fair bit of life(around 2500 i think).&lt;br /&gt;
&lt;br /&gt;
The obvious way to kill LRC is to use planes, since they are fast enough to enter and kill it all.&lt;br /&gt;
&lt;br /&gt;
===The first steps===&lt;br /&gt;
&lt;br /&gt;
Now comes the tricky part. The first minute is always the same really, so what after that?&lt;br /&gt;
Well, itÃ¢â‚¬â„¢s hard to judge. But here are some paths that can be taken.&lt;br /&gt;
&lt;br /&gt;
1. Build many construction units and send them out to build mexxes and Geothermal Power Plants. Then a defence and maybe some DT.&lt;br /&gt;
&lt;br /&gt;
2. Build some construction units, and then start building defences. Follow the Ã¢â‚¬ËœÃ¢â‚¬â„¢line defenceÃ¢â‚¬â„¢Ã¢â‚¬â„¢ guide lines.&lt;br /&gt;
Build Fusion Power Plants and Metal makers, and then an army. After that, use the army how armies are used best.&lt;br /&gt;
This strategy is called PORCING, and is considered by many as BAD.&lt;br /&gt;
There are disadvantages with this. You canÃ¢â‚¬â„¢t use many metal extractors or Geos, so you have slim to no resources to build your base. A popular strategy is to kill the anti-nuke, and then blow the whole compact base to bits.&lt;br /&gt;
&lt;br /&gt;
3. Build a small army of 3-6 units and attack the enemy. The goal isnÃ¢â‚¬â„¢t to kill him, but to do as much damage as possible to his resources and hinder his economy. Mexxes are the most important, and then look for wind or solar generators.&lt;br /&gt;
Try to keep on attacking him, but remember to still tech up and build defences.&lt;br /&gt;
&lt;br /&gt;
Anyway, use your construction units to build defences of SOME kind. Take advantage of Geothermal gases. Yeah the smoking stuff. You can place Geo plants there for good, cheap and space saving energy. If youÃ¢â‚¬â„¢re expanding, use every Mex&#039; positions, and try to find a place to settle your defence line.&lt;br /&gt;
&lt;br /&gt;
When you can defend yourself from most level 1 units, start on your level 2 building.&lt;br /&gt;
&lt;br /&gt;
When itÃ¢â‚¬â„¢s done, ALWAYS build a construction unit first. Use it for your first mini Fusion. (Or build some mobile fusion at the vehicle plant if you&#039;re Arm)&lt;br /&gt;
Build level 2 units in the meantime.&lt;br /&gt;
Low on metal? Upgrade the finest of your Mexxes to Moho Mexxes. They are bigger and better (but they suck up energy).&lt;br /&gt;
You can also build a Moho Metal maker if you have enough energy to support it. (MMM :p)&lt;br /&gt;
Okay, if you made this far, you must really start thinking about how to defeat the enemy. Look for his weak spot. Maybe a K-bot assault from the mountains ? Maybe planes. Maybe using amphibious units. That part is for you to figure out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==STRATEGY==&lt;br /&gt;
&lt;br /&gt;
I read through this guide, and suddenly realizedÃ¢â‚¬Â¦ &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;where is the strategy?&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
So I fiddled this section up. Hope you&#039;ll learn something from it and thereby increase your Spring gaming experience.&lt;br /&gt;
&lt;br /&gt;
===Defence===&lt;br /&gt;
&lt;br /&gt;
AhÃ¢â‚¬Â¦ the overall defence. There are many different ways to make a good defence, but here are 4 oft seen approaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Compact defence!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common type of defence is a single line of defence, often with Dragon Teeth (DT) in front. Inside your base is some AA, and thatÃ¢â‚¬â„¢s about it. The good thing about this is that itÃ¢â‚¬â„¢s pretty easy and fast to set up, and you know where your territory ends, which can make the game much easier. Problem is, if something makes it past the line of defence, then youÃ¢â‚¬â„¢re screwed, unless youÃ¢â‚¬â„¢re building line after line of defence, or have some units to stop them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spread out defence!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I saw a guy pull this off one time, and he won by a large margin. The trick with this is to never really have a defined line of defence, just a Heavy Laser Tower (HLT) here, a radar there, some DT there, a mine here and thereÃ¢â‚¬Â¦&lt;br /&gt;
Basically, you expand every time you build a defence building, so in the end you have ENORMOUS space to move in. Since the defence is spread out, no one is gonna rush past it with some goliaths. You can have some units hide behind mountains and attack. He used Merls who he trapped in fortification walls. I tried to run past the defence with an army of 30 Bulldogs. His HLT and missile/plasma batteries stopped me before I even reached his final defence line.&lt;br /&gt;
Even though this defence is the best of them all, itÃ¢â‚¬â„¢s hard to build up, and requires lots of resources and time. IF youÃ¢â‚¬â„¢re able to pull it off, the only problem may be if they are fast enough to run by all of it, or if you donÃ¢â‚¬â„¢t have much AA and 30 Brawlers are comingÃ¢â‚¬Â¦&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No defenceÃ¢â‚¬Â¦ at all?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, this is an option. Okay, you may want some mines here and there, and some DT to stop them from running right through the door and AA in your base if they&#039;re building planes. But how do you defend with no defence?&lt;br /&gt;
With units; the whole concept is that you put all your effort into making units. This works pretty well, since when you see where the enemy is going to attack, you can MOVE your whole defence to that location.&lt;br /&gt;
The problem with this defence is that when you are attacking, you lose most of your defence. Sure, you can leave units behind, but I find it hard mentally to leave half the army at home when I am attacking. &lt;br /&gt;
If you manage to pull this off, and make enough units to both attack and defend, then you have not wasted any money on defence, and you have a strong army!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The All Out Defence&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- addendum by Cain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The opposite of the &amp;quot;no defence&amp;quot; strategy, mixed with the &amp;quot;spread out defence&amp;quot; strategy: the main concept is to invest resources in lots of level 1 build planes, and use them to quickly gather huge amounts of territory and resources, while keeping a lot of planes building/repairing turrets all over the map. This could be very effective on maps with few choke points where your defence can be concentrated in a small area, or mostly flat maps where the overlapping range of defensive structures will create a large grid of protected territory. The concept is to expand the defence line until you can shoot straight into the enemy base. When using this strategy, it is wise to have a lot of level 2 aircraft defending the construction point, as you will need to constantly move your mobile defences around the map, protecting under-contruction defensive areas. I usually end up with a hundred builder planes and 20 to 50 Brawlers floating around... keep them away from Kroghot!&lt;br /&gt;
&lt;br /&gt;
These are the defensive strategies I have found effective.&lt;br /&gt;
&lt;br /&gt;
Also, one thing to remember is to eliminate the largest threat first. If youÃ¢â‚¬â„¢re relying on DT, take out the FARK or construction planes first.&lt;br /&gt;
&lt;br /&gt;
Okay, you&#039;ve built a good defence.&lt;br /&gt;
The next thing you should do is attempt to get into the mindset of your enemy.  Put yourself in his shoes, and determine how he would most likely proceed given your defensive strategy.  Would he attempt a gunship raid, or launch an attack from a defenceless mountain position?  Once you know what his most likely plan of attack will be, rethink your defences with this in mind.  If there is an area that is defenceless under your current strategy, and you believe it is a prime spot for your enemy to attack, set up some sort of defence there as well.&lt;br /&gt;
&lt;br /&gt;
===Moving===&lt;br /&gt;
Moving or attacking is pretty easy right? Just move from point a to point b and attack cÃ¢â‚¬Â¦&lt;br /&gt;
Nope.&lt;br /&gt;
First, you have to have your units move TOGETHER. . If some are trailing behind, then you just have to wait a little for them. A way of having your units stick together is to take a pretty slow unit, like a Can, and have others guard it.&lt;br /&gt;
Pressing control while moving units will make them keep their position in the formation, but not their speed. (they will spread out along the way, but &#039;&#039;try&#039;&#039; to get back into the position they were in when reaching the destination)&lt;br /&gt;
The &#039;&#039;Simple formation&#039;&#039; is also a way of doing this, and the units will automatically form a couple of lines, often with the right units first, too!&lt;br /&gt;
Transports are useful for moving units, but use the air transports (Valkyrie /Atlas) intelligently and protect them. The other transportation units are harder to use, since they take more time to load/unload.&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
&lt;br /&gt;
When attacking, remember what each unit&#039;s role is in the fight. Farks are used to repair important units that have been damaged. Bulldogs are meant to take damage and give damage back. Merls are used to shoot missiles from a distance, and donÃ¢â‚¬â„¢t require a clear LOS (line of sight). The question is what to repair. Merls die quickly, so one shot = dead. Knowing this, your first instinct might be to repair a Bulldog instead. Bulldogs are often the first thing that the enemy targets, and thus their HP often drops too rapidly to repair. Therefore, it is often wise to repair the middle-range units; not the giant HP monsters, not the units with a weak defence and strong/useful attack, but the average units that have acceptable HP and are not an enemy&#039;s first choice when selecting targets. One exception to this is mobile artillery. While it only has enough HP to survive one or two attacks, its attacks are well worth it, and the enemy still may not target them first, giving them a chance to deal massive damage.&lt;br /&gt;
&lt;br /&gt;
===Army vs Army===&lt;br /&gt;
&lt;br /&gt;
Many units attacking one unit is the best thing you can do, as when you kill one of their units, they lose one source of firepower. Focusing your fire is very important. Using focus fire in a group of weak units is very effective. Focus fire is, however, less effective on HP powerhouses.&lt;br /&gt;
When youÃ¢â‚¬â„¢re facing an army, always try to attack from behind or the side. Keep your units a little spread out when attacking. Not to far, but just so that area of effect weapons donÃ¢â‚¬â„¢t do as much damage. Have your HP powerhouses at the front, or at the front and sides. Keep em pretty close together but not side by side. Having your units spread out in this manner allows the units in the back to attack, and prevents splash damage units such as Zippers and Pyros from damaging many of your units at once.&lt;br /&gt;
&lt;br /&gt;
This is the normal way of attacking an enemy army. There is the classical pincher movement tooÃ¢â‚¬Â¦&lt;br /&gt;
In this, you run one third of your HP powerhouses to the left, one third to the right and have the last third stay where they are. &lt;br /&gt;
This gives you 3 advantages: &lt;br /&gt;
*it&#039;s easier to get past the units and attack their weak units, or just run past them into the base&lt;br /&gt;
*you do more damage, since their units will have to change their target all the time and can&#039;t escape&lt;br /&gt;
*it makes it MUCH harder for the enemy to run away or try to get past you.&lt;br /&gt;
&lt;br /&gt;
===Army vs Base===&lt;br /&gt;
&lt;br /&gt;
Okay, you may have made it past the ground troops, but the fight is not over (unless your enemy used up his units to defend.) Now you must face his base defence, and act depending on the type of defence he hasÃ¢â‚¬Â¦&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Line defence&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gather your army and set up for battle a bit away from his base, and get ready to move in. Have the FARKS guard your main HP powerhouses, so they are in the front but can still hide behind em. Everything else behind that. When attacking, have several units attacking the HLT and plasma batteries, and use the FARKS to reclaim his Dragon Teeth. When you have a hole in the DT wall, just run into the heart of the base like a maniac. Split your tanks into 2 groups, 1 guarding your long range/high damage units and the other going into the heart of the base. Find the Fusion reactors with your second group of tanks, and try to move the other big group to a place that is easy to defend while hitting the Fusions. Behind buildings is perfect! Kill as much as you can, or kill everything ^^ &lt;br /&gt;
If there are several lines of defence, make a hole in each DT wall and repeat the same tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spread out defence&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ArghÃ¢â‚¬Â¦ The tough one. While the individual towers are easy to beat, you canÃ¢â‚¬â„¢t run past his defences unless you enjoy suicide. (and if you do, ctrl+a and then ctrl+d will do the trick. A slice of the wrist works well, too.)&lt;br /&gt;
Use your army to begin killing the defence step by step, structure by structure. Keep building units, and moving them into the fray (you can use air transports with the repeat command and make them drop the units a little ways from the fight). Once you start getting close to his last line of defence, think of it as a line defence and act accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Units defence&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Think army vs army. DonÃ¢â‚¬â„¢t rush past them with all your units. Your units will spread out and try to go through holes in the enemyÃ¢â‚¬â„¢s formation. In a word, they are dead meat. If you MUST get to the base, have half of the tanks go around the units.&lt;br /&gt;
&lt;br /&gt;
===Naval Battles===&lt;br /&gt;
&lt;br /&gt;
Naval battles are hard to predict if you donÃ¢â‚¬â„¢t play island maps a lot, since there are many factors to take into account. Since land units are removed, you have to think in a WHOLE new perspective. No land means that only Sea, Air and Hover units can fight (and LRC of course).&lt;br /&gt;
Anyway, try to have air units scouting land and sea, and determine how much AA the enemy has. Ships roam around assaulting other ships, with a mix of subs, sub killers, AA ships and normal ships. Hovercrafts are the unit to use when assaulting land thatÃ¢â‚¬â„¢s a little far from shore. Provide them with an escort consisting of planes and/or ships.&lt;br /&gt;
&lt;br /&gt;
====Ships====&lt;br /&gt;
When using ships, have scout ships or planes scout the area in front, then send in subs and sub killers. Use long range ships at the sides to protect anything of value you might have with you (a sea transport or an aircraft carrier). When in battle, try to have the subs run away from sub killers, while your sub killers kill the enemy subs. Your subs should try to attack the most important ship in the area, and then just go crazy.&lt;br /&gt;
When facing land, youÃ¢â‚¬â„¢re pretty much in for an easy win. Just have your ships blow it all up. If you face LRC, take them out first. The rest of it is out of your hands.&lt;br /&gt;
Remember if your opponent has air superiority or LRPCs use subs as they can&#039;t hit them :)&lt;br /&gt;
&lt;br /&gt;
====Hovercraft====&lt;br /&gt;
Use the Army vs Army or Army vs Base strategy here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- addendum by Cain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hovercraft are quite expensive compared to other land units, but are very useful in maps with a bit of water, able to target enemies without worrying about those pesky Goliaths... note that they&#039;re much cheaper than ships, anyway.&lt;br /&gt;
&lt;br /&gt;
===Planes===&lt;br /&gt;
Hohoho, planes. Fun stuff to attack with. Anyway, most of the strategy involving planes is simple.&lt;br /&gt;
First, always attack the AA first, unless you are going to do a suicide mission. Kill the AA with gunships, and use bombers to kill structures. Many players use gunships only, which is a bad idea. Bombers take a little time to master but combined with gunships, they do a very good job. Scout early, so you can quickly see WHAT the enemy has and WHERE he has it. Use gunships to take out AA and act as overall decoys. Have Bombers fly in and bomb the crap out of his Fusion or whatever strategic point, and use the fighters to guard the bombers.&lt;br /&gt;
When facing units, do the same.&lt;br /&gt;
When facing sea, do the same thing, but add Torpedoes to bombers and gunships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- addendum by Cain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Know where the enemy commander is! In games where the commander&#039;s death is a winning condition, a lot of bombers could just converge on him, killing him on the first run.. especially the 2nd level bombers that have a nice turreted fast targeting laser! Also, gunships could create a diversion to keep the main enemy defences away from your main attack force, or you could use them to make the defences of distracted players shoot their own base...&lt;br /&gt;
&lt;br /&gt;
===Using Terrain===&lt;br /&gt;
&lt;br /&gt;
Using terrain wisely is very important. The issue of a game can depend on a good use of terrain.&lt;br /&gt;
First, Line of Sight (LOS) and RADAR. Both are blocked by terrain. So build your radars as high up as possible, otherwise you may not see anything. Use the relief to your advantage to hide an army or your important buildings from enemy radars.&lt;br /&gt;
Of course, one can also take advantage of altitude to increase fire range. A couple of Guardians on top of two high hills can easily devastate a small army.&lt;br /&gt;
Terrain also helps shield your units against attacks. Therefore, when youÃ¢â‚¬â„¢re building something high on top of a hill, try placing it a little behind the top. This is like crouching behind a crate where just your head and gun sticks up. But remember that terrain in Spring is deformable and can be leveled by impacts!&lt;br /&gt;
Know the climbing ability of your units. Hovercrafts and vehicles have pretty low climbing ability. But if a foe thinks he has sealed up all exits, your K-bots can still climb the mountains where he hasnÃ¢â‚¬â„¢t put any Dragon TeethÃ¢â‚¬Â¦ &lt;br /&gt;
Another good thing about terrain is that it mentally makes you feel safe. If there is a water barrier between me and the enemy, with 3 land bridges here and there, I probably wonÃ¢â‚¬â„¢t have much ground defence at a location AWAY from the bridges. Presuming the map is pretty flat (like &amp;quot;Flooded Desert&amp;quot;) a hovercraft assault would do A LOT of damage, right?&lt;br /&gt;
&lt;br /&gt;
===Energy and all the problems with it===&lt;br /&gt;
(in XTA)&lt;br /&gt;
As I said before, most level 2 units require energy to move, shoot and operate in general, meaning that if you have no energy to support your army, you can&#039;t do anything! You can use this in your favor, by attacking your enemy&#039;s Fusions, or&lt;br /&gt;
by &#039;&#039;giving&#039;&#039; Metal makers to your enemy when you are attacking him(although Metal makers are now turned off when given to an enemy), or he is attacking you!  Things that drain a lot of energy include LRPC, Goliaths, HLT, and most level 2 units.&lt;br /&gt;
(/in XTA)&lt;br /&gt;
&lt;br /&gt;
===Paper-rock-scissors?===&lt;br /&gt;
&lt;br /&gt;
Try to look at all units as individuals. Even if I didn&#039;t write much about every single unit, know your favorite ones and how to use them effectively in conjunction with the others. You&#039;ll find that some units are very complementary. The only real paper-rock relationships are AA and planes... Maybe subs vs sub killers...&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t even mention cloaking, radar jamming, troops behaviour facing attacks, mines, etc, etc. The possibilities are immense, but I don&#039;t want to spoil your pleasure any longer, so I&#039;ll let you discover them by yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun !!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Strategy Tips===&lt;br /&gt;
&lt;br /&gt;
* Expand! Metal is scarce. The more you get, the more you can build. Even if you have a good base, making it bigger is not a bad thing.&lt;br /&gt;
* Scout! Knowledge is power. You must know what your enemy is planning, and what the enemy knows about you. (Or thinks he knows about youÃ¯Â¿Å ) Check what he has, and what he is building. If heÃ¢â‚¬â„¢s building aircrafts, do something about it. Look for weaknesses in defence and such. If you or your ally are scouting, donÃ¢â‚¬â„¢t look away. Gather as much information as possible. ALL buildings once in sight range will remain visible as &#039;ghost&#039; buildings if this option isn&#039;t turned off by the host.&lt;br /&gt;
* Radar = GOOD ^^ Radar checks areas for units, increases your units LOS and is, overall, quite helpful. A radar with your army makes a big difference when attacking. But so is Jamming. Jamming is good for sneak attacks. They are cheap, so just build one and make your units guard it.&lt;br /&gt;
* Work Together! Often I see allies who just mind their own business and donÃ¢â‚¬â„¢t care what the other person&#039;s doing. DONÃ¢â‚¬â„¢TÃ¢â‚¬Â¦ DOÃ¢â‚¬Â¦ THIS!!! Listen to each other, make up a plan. Prepare combined attacks. If there is a 2v2, then itÃ¢â‚¬â„¢s 2 allies vs 2 allies. Not a ffa with neutral partners. Type h to share units. Left click on your resource bars to auto share resources with allies.&lt;br /&gt;
* Power Plants. In order to level out the building costs, it is important to make a smooth transition from the least powerful generators to the most powerful ones in succession. First solar, then Geo, then mobile/mini Fusion then Fusion.&lt;br /&gt;
* Check your resource bar. Try to keep a fine line between having too many resources/wasting, and having a nanostall. Use your factories and such accordingly. If you have a lot of resources, try using your old level 1 factories to build some units. Also, try to find the time to build an energy/metal storage...&lt;br /&gt;
* Spread out your buildings/units. Since every unit explodes, they damage units close to them. This is especially important with Fusions... (I once saw someone put 13 mobile fusions close to each other... blew up half his base with 2 (!!!) LRPC shots...)&lt;br /&gt;
* Queue (yeah, easy word for it too :/) up orders! You can almost win the game by pausing, queuing up some stuff, and then go eat lunch. Not really, but holding shift is good whilst putting up buildings.&lt;br /&gt;
* Guard = following and protection. Use planes to guard your tanks, subs to guard your transports, construction units to automatically repair important units and so on. They will choose to attack whatever is hurting their guard object first. You can even do this to structures, for units who are built to move to a unitÃ¢â‚¬â„¢s position or AA to attack whatever is shooting on the Fusion reactors, etc... Overall, this makes working with several unit types easier.&lt;br /&gt;
* Reclaim stuff (sucking it in and transforming it into resources). When you&#039;re starting to run low on metal, reclaim the enemyÃ¢â‚¬â„¢s and your own corpses. Trees give energy, so if youÃ¢â‚¬â„¢re out of energy in the beginning... You can reclaim a whole area by shift-clicking.&lt;br /&gt;
* The key for porcers are to build LRPC. Or even better, build a nuke and use LOTS of planes to kill his anti-nuke. Then BOOM! Also as you have way loads more metal and space to move in than your opponent, you can easily afford 2 nukes. An anti-nuke can&#039;t deal with 2 nukes heading towards it(and if you aim the nukes at the anti-nuke...^^!&lt;br /&gt;
* Experiment! I suggest you go into single player and try every unit. Use commanders for arm, and small battle (watch that Krogoth!) for core. Try every approach to a problem. Remember, just because a unit is good, itÃ¢â‚¬â„¢s not invincible. Also, try how much metal and energy a building uses while in operation. For instance, a level 1 factory uses about 50 energy and 5 metal. This varies depending on what you build. This could help you prevent nanostalling.&lt;br /&gt;
* Several types of factories. Yeah, even if it costs money. An advanced building costs as much as a Bulldog or 2... You&#039;ve got the time, and the money. Build it.&lt;br /&gt;
* Raid. Take the Weasel or a couple of Peewees on a cruise right by the enemyÃ¢â‚¬â„¢s mexes. Having trouble finding them? Type F4 to see where the ground is drained ^^ (Edit) This doesn&#039;t apply anymore, but you can still see where a mex is by trying to build one of your own there. If you can&#039;t, there&#039;s already one on the spot... A tip is to stay away from the Commander, or use buildings as hostages. Hide behind stuff and kill it off, then move on. If you&#039;re sure you&#039;re going to die, move close to a building and self-destruct.&lt;br /&gt;
* Just because Peewees are better then AKÃ¢â‚¬â„¢s doesnÃ¢â‚¬â„¢t meant that AKÃ¢â‚¬â„¢s are useless. (And so onÃ¢â‚¬Â¦). In fact, no unit is useless. If you believe it is, try it once. On what it was meant to do.&lt;br /&gt;
* Mix armies. Oh boy, if you havenÃ¢â‚¬â„¢t heard this one a thousand times before, you&#039;ve only been playing Half-Life for the last 7 years or something. Even if Goliaths rule, a couple of missile units will make them much more effective.&lt;br /&gt;
* FARKs are useful in combat. Always have 1-3 with you. Reclaiming DT, or doing what they were meant to do: Repair -.-* (also, when I say FARKs somewhere in the guide, construction units work too...)&lt;br /&gt;
* Ask questions. No one is going to laugh at you. And if someone does, heÃ¢â‚¬â„¢s an ass and should be paid no mind. No question is too stupid. Just donÃ¢â‚¬â„¢t expect anyone in the heat of a battle to answer to Ã¢â‚¬ËœÃ¢â‚¬â„¢how do I play?Ã¢â‚¬â„¢Ã¢â‚¬â„¢.&lt;br /&gt;
* Learn! If you lost, use the replay to watch the game and try to understand why you died. What did the enemy do better than you? What was their key to winning? And so on.&lt;br /&gt;
* The Readme file has some cool keyboard shortcuts... check it out.&lt;br /&gt;
* Develop! Are you a programmer, a 3D design artist or just some regular Joe? Come to the forum for a talk, chatter, and make wacky suggestions! In the end you may contribute to making Spring better! Remember, Spring is open source. So just dive into there and replace AKÃ¢â‚¬â„¢s with flying monkeys in space suits or whatever.&lt;br /&gt;
* Try having some good music on when playing. It can give you a good kick. I recommend the War of the Worlds (the strategy game, yes it exists) Ã¢â‚¬ËœÃ¢â‚¬â„¢Eve of the WarÃ¢â‚¬â„¢Ã¢â‚¬â„¢  Another great choice is, of course, [http://www.fileuniverse.com/?page=listing&amp;amp;ID=54 the original TA music]! You can choose whatever music you like, though.&lt;br /&gt;
* Need more strategy and tips? Since Spring is a remake of TA, any TA strategy guide works...&lt;br /&gt;
* LAST BUT NOT LEAST: &#039;&#039;&#039;DonÃ¢â‚¬â„¢t get too serious. ItÃ¢â‚¬â„¢s only a game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This guide was written by Kixxe aka Johan Wittrock before everyone edited (and improved!) it mercilessly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19680</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19680"/>
		<updated>2007-07-05T21:55:06Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;XTA Public Beta 2 is now released. Read the change log [http://ipxserver.dyndns.org/friends/gizmo/XTA%20v9%20Beta/XTA9%20Beta%20changelog.txt click ] Then download the mod file [http://spring.unknown-files.net/file/3021/Xta_v9.0_Last_Public_Release__/ from here] and cut&amp;amp;past the file inside your c:\Spring\Mods folder....yes its that simple!&lt;br /&gt;
&lt;br /&gt;
== Short Video ==&lt;br /&gt;
&lt;br /&gt;
[[http://video.google.com/videoplay?docid=2438554672848287632&amp;amp;hl=en D_Gun FX]]&lt;br /&gt;
[[http://video.google.com/videoplay?docid=1847529114172037663 Annihilator FX]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
Its latest TA version is 0.95.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
[http://xta.wolfgame.org/ This] is the current XTA thread. From here you will be able to read on the latest plans of XTA here, dowload the Beta, read the change log, and contribute your own ideas on the mod itself. Dont like something about Xta ? Talk about, maybe have it changed! Vote systems taken from anyone who wants to vote directly influence the changes in XTA.  &lt;br /&gt;
&lt;br /&gt;
XTA was maintained by people from the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://ipxserver.dyndns.org/friends/gizmo/XTA_V8.2%20Dev%20section/Gizmo%20wing/Pictures/Unit/PEEWEE.JPG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a total community run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of this mod is now managed by various XTA enthusiasts, the balance is near the last version made by the SY&#039;s, with some changes, as well as new build pictures, higher quality models and outstanding effects.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.&lt;br /&gt;
&lt;br /&gt;
There is a new functional unit guide should you wish to consult for costs buildtree etc. To view the unit guide please follow this link: [http://p15111940.pureserver.info/xta_v8.1/ Unit Guide]&lt;br /&gt;
This has not yet been updated for the beta, please read the [http://xta.wolfgame.org/files/XTA9%20Beta.rtf change log] for more detail.&lt;br /&gt;
&lt;br /&gt;
XTA Development discussion now takes place at the [http://xta.wolfgame.org/forum/index.php XTA forums].&lt;br /&gt;
&lt;br /&gt;
==What makes XTA Special, Unique &amp;amp; Addictive?==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA has an authentic TA feel, with no turbo charged easy fix solutions; player must rely on forethought &amp;amp; tactics rather than mass spam against mass spam. Each unit has been carefully and slowly modified over many years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare roots of TA and yet open the experience to more diverse tactics! Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the tech tree and the strength of the Commanders. By opening the tech tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. &lt;br /&gt;
&lt;br /&gt;
Did i mention we have the best D_Gun FX ever?&lt;br /&gt;
&lt;br /&gt;
For a look at important differences in the economies of OTA and XTA, see the page [[Ota2xta]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== EyeCandy ==&lt;br /&gt;
&lt;br /&gt;
http://ipxserver.dyndns.org/friends/gizmo/XTA_V8.2%20Dev%20section/Noruas%20wing/new%20fx/show2.JPG&lt;br /&gt;
&lt;br /&gt;
[http://xta.wolfgame.org/forum/viewtopic.php?t=19&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=40   More graphic images click here]&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Base_building_tips&amp;diff=2851</id>
		<title>Base building tips</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Base_building_tips&amp;diff=2851"/>
		<updated>2007-07-05T21:52:10Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: (Reverted Spam)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;tips by GenBlood (with suggestions from Min3mat)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;m no expert on this. I&#039;m just posting tips that might help you build your base better. All tips are based on resources starting at 1000 metal and 1000 energy.&lt;br /&gt;
&lt;br /&gt;
===Absolute Annihilation===&lt;br /&gt;
&lt;br /&gt;
# Build a level 1 Kbot Lab, level 1 Vehicle Plant or a level 1 Aircraft Plant first. Only one at the start of the game, depending on game resources.&lt;br /&gt;
# On the energy end, build Wind Generators first because they use less metal than solar. Build at least 3 or 4 after building a level 1 plant.&lt;br /&gt;
# Now depending on the map, you need metal to build more advanced stuff. Try to build at least 4 or 5 Metal Extractors.&lt;br /&gt;
# Now its time to build some units. You should build at least two level 1 construction units to help out your commander. Muliple construction units can help build strutures and units faster but remember, by doing this, resources will be drained faster.&lt;br /&gt;
# Now you should build a radar tower not far from your main base. You don&#039;t want the enemy to surprise you.&lt;br /&gt;
# Add a few missile towers around your base to protect metal extractors, wind generators and other structures. Don&#039;t go hog wild on this at the beginning. That is a waste of resources.&lt;br /&gt;
# Build some units to repel enemy units. I would say around 10 or 15 units to start with. At this point, managing your resources is very important. Energy is important, so build a energy storage unit. You may also want to build metal storage.&lt;br /&gt;
# Now its time to build level 2 factories. From this, build two advanced construction units. Have your advanced construction units build at least 2 Moho Metal Extactors quickly. &lt;br /&gt;
# After you got that done, you&#039;ll want to build a Cloaked Fusion Reactor for power. (However you should consider building one [if not 3 or 4] Light Fusion/ Mobile Fusions first.) Use at least three construction units to build the first Fusion Reactor. Keep an eye on your resources. If you energy drops to zero, you cannot mine metal. This will &#039;&#039;greatly&#039;&#039; slow construction. &lt;br /&gt;
# After you got the first Reactor done. Build a second one and two Metal Makers with Advanced Construction units. &lt;br /&gt;
# Now it&#039;s time to build level 2 units to attack enemy bases. While you are building your units, reinforce your base defenses.&lt;br /&gt;
&lt;br /&gt;
While building your base, keep in mind some buildings go boom in a big way when they die. No buildings should really be clustered together (especially energy producers) but the following need special consideration: Fusion Plants, Annihilator/Doomsday Machine, energy storage, Geothermal, Big Bertha/Intimidator, Targetting Facility.&lt;br /&gt;
&lt;br /&gt;
===Expand &amp;amp; Exterminate===&lt;br /&gt;
&lt;br /&gt;
#Start with resources, build enough to prevent energy stalls early game.&lt;br /&gt;
#Level 1 units remain viable throughout the game, so this first factory should be placed strategically.&lt;br /&gt;
&lt;br /&gt;
Back to [[Strategy_and_Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19662</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19662"/>
		<updated>2007-01-28T21:34:33Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: Added a link to the hidden page &amp;#039;Ota2xta&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
Its latest TA version is 0.95.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8212 This] is the current XTA thread. You will be able to read on the latest plans of XTA here and contribute your own ideas on the mod itself.&lt;br /&gt;
&lt;br /&gt;
XTA was maintained by people from the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
&lt;br /&gt;
Development of this mod is now made by various XTA enthusiasts, the balance is near the last version made by the SY&#039;s, with some changes, as well as new build pictures, higher quality models and effects.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.&lt;br /&gt;
&lt;br /&gt;
There is a new functional unit guide should you wish to consult for costs buildtree etc. To view the unit guide please follow this link: [http://p15111940.pureserver.info/xta_v8.1/ Unit Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA Development discussion now takes place at the [http://spaz.wolfgame.org/forum/ XTA forums].&lt;br /&gt;
&lt;br /&gt;
==What makes XTA Special, Unique &amp;amp; Addictive?==&lt;br /&gt;
&lt;br /&gt;
XTA has an authentic TA feel, with no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the tech tree and the strength of the Commanders. By opening the tech tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. &lt;br /&gt;
&lt;br /&gt;
This page will be updated in the next few days. &lt;br /&gt;
&lt;br /&gt;
For a look at important differences in the economies of OTA and XTA, see the page [[Ota2xta]].&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=KnoX&amp;diff=10149</id>
		<title>KnoX</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=KnoX&amp;diff=10149"/>
		<updated>2007-01-11T21:40:34Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: added a link back to previous page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Knights of XTA===&lt;br /&gt;
&lt;br /&gt;
KnoX maintains the popular OTA-derivative mod XTA.&lt;br /&gt;
Their website/forum can be found [http://knox.o-sg.net/forums/index.php?sid=28a4acd1868b6f3dbe7556647edcef1b here].&lt;br /&gt;
&lt;br /&gt;
Back to [[XTA]]&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=KnoX&amp;diff=10148</id>
		<title>KnoX</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=KnoX&amp;diff=10148"/>
		<updated>2007-01-11T21:36:42Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: Another non-existant page added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Knights of XTA===&lt;br /&gt;
&lt;br /&gt;
KnoX maintains the popular OTA-derivative mod XTA.&lt;br /&gt;
Their website/forum can be found [http://knox.o-sg.net/forums/index.php?sid=28a4acd1868b6f3dbe7556647edcef1b here].&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6535</id>
		<title>Expand and Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6535"/>
		<updated>2007-01-11T07:16:31Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: adding/fixing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.unknown-files.net/index.php?page=browse&amp;amp;dlid=2038 Expand and Exterminate .171]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an aray of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://www.unknown-files.net/index.php?page=browse&amp;amp;dlid=2038 Download Expand &amp;amp; Exterminate .171]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8481 Current Expand &amp;amp; Exterminate Thread]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  (Version .163) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Version .155) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13206</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13206"/>
		<updated>2007-01-11T07:03:41Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: Added some reviews, removed XantheTerra from unreviewed list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Lakes===&lt;br /&gt;
&lt;br /&gt;
Peter: a nice 1v1 map.  3 mex spots near each start location give a total of ~5 metal.  The underwater pair gives another ~5, and the peninsula spots also total ~5.  &lt;br /&gt;
&lt;br /&gt;
The main asymmetry is that there is land above the water at the north end, and some kbots can walk through.  (as opposed to the south end, where the water goes all the way to the edge of the map.)  The water is deep and steep, so there are no spots to ford the river with non-amphibious units.  A transport will be important.  Some of the hills might be too steep for hovercraft, but they could come up the river.  Definitely an interesting map.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 10x10;  Description=Made by CW83, Wind:1-25;&lt;br /&gt;
  Gravity=130; TidalStrength=10;  MaxMetal=0.8;  ExtractorRadius=60;&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Absolute Zero===&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Altored Divide===&lt;br /&gt;
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn&#039;t the best but who cares when it just plays so good!&lt;br /&gt;
&lt;br /&gt;
BDCoolio: This map can get very porcy with all the steep ridges, but you only need to break through one entrance...&lt;br /&gt;
&lt;br /&gt;
===Altored Earth===&lt;br /&gt;
&lt;br /&gt;
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.&lt;br /&gt;
&lt;br /&gt;
Snoob: Has to be played with shadows off, but it&#039;s good...though the textures are kind of lacking.&lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===BlackStar===&lt;br /&gt;
&lt;br /&gt;
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Bypass v1===&lt;br /&gt;
&lt;br /&gt;
Peter: 6 player north vs. south map.  Each player gets 6 mex spots that each give ~2.6, and there&#039;s more metal in the middle.  So too much metal for many fewer players.  4 geo vents, two near the north and two right next to each other in the southeast.  mostly flat (and no chokepoints or hills that you could really hide behind).  The highways are a nice feature:  kbots especially get a big speedup from it (movespeed is T/K/H/S = 1.9/1.6/1.4/1.4).  You should see a flea fly on it!  Strangely (since the tank multiplier is higher than the kbot multiplier) a peewee will outrun a flash on the road, but not on the normal ground everywhere else (1/1/1/1/).  Large kbots move well, too, esp. the big spider kbots.  The road is much harder (less deformable) than all the other terrain.  No water.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16;  Description=2 Highways through hilly terrain;&lt;br /&gt;
  MinWind=10; MaxWind=22;   MaxMetal=0.87; ExtractorRadius=44;&lt;br /&gt;
  Gravity=100;         MapHardness=1000;  (road: *2,  ground: *0.09, hill: *0.2)&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Remake===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: A fairly faithful reproduction of the OTA classic, CtC Remake is a rather small 1v1 at only 8 x 4 and doesn&#039;t have quite enough metal for a sea battle. Still, it is a fun map for tiny sea engagements. Might be better with some metal in the water, but then it wouldn&#039;t be a remake, now would it?&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
Sehk: Popular, but not a group I enjoy much.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Dig Site===&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It&#039;s all about quick expansion baby.&lt;br /&gt;
&lt;br /&gt;
Pintle: &amp;quot;Unfair&amp;quot; comments don&#039;t seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves&lt;br /&gt;
&lt;br /&gt;
===Epic===&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.&lt;br /&gt;
Start spots for 10 players.  There&#039;s metal and geo vents for each player.  Too resource-rich for small games.&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16; Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;&lt;br /&gt;
  Gravity=150;    MapHardness=200; MaxMetal=.32; ExtractorRadius=140; MinWind=8.3; MaxWind=17.4;&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hell&#039;s Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Lowland Crossing===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: This 1v1 map has a good look to it - I like the mix of land/hills/water. Unfortunately, it&#039;s set up to be a major porc-fest with the sections of deep water in the middle. Of course, porcers will love it. I highly recommend it for new players due to its small size (6 x 8) and clearly defined chokepoints.&lt;br /&gt;
&lt;br /&gt;
===Mars===&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Monopoly===&lt;br /&gt;
Snoob: Funny until you see the metal.&lt;br /&gt;
&lt;br /&gt;
===MoonQ10 &amp;amp; Moon Q20===&lt;br /&gt;
&lt;br /&gt;
Sehk: Strong pair of windless maps, these are good for team games, though a little less so for 1v1. The canyons offer interesting defensive and offensive challenges, and the metal distribution feels just right.&lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===Risk===&lt;br /&gt;
&lt;br /&gt;
Sehk: An interesting map based off of a variation of the Risk board. There is little strategic difference between water and land - the land favours vehicles to some extent... not the greatest for play, but fun on occasion.&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
Pintle: Best map i&#039;ve played for team games&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
Sehk: One of a very few larger maps that feels better in 1v1 than in a team game, due to the symmetric and rather stolid metal placement. Enjoyable, if not brilliant, still a great map for the occasional game.&lt;br /&gt;
&lt;br /&gt;
===Severnaya Industrial===&lt;br /&gt;
&lt;br /&gt;
SpikedHelmet: Very excellent map. Besides the obvious visual beauty, the map is very interesting to play, with well-placed resources and very intriguing terrain which makes for very challenging gameplay. A+.&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Small Divide===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: A nice little 1v1 with hills crossable only by k-bots. Also has a fiercely contested center due to the high metal, geothermal spots and the fact that it is the only pass between the north and south sections of the map.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk - Fairly well played, attractive, but limited. A lack of metal in the water and an imprecise distribution of metal somewhat handicap this fierce map, characterized by a requirement of control in the fields of land air and sea.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield v2===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: The new SSB now has metal in the water, making this map even more popular than before.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Islands v2===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: Basically Small Supreme Battlefield v2 without the land bridge connecting the two sides of the map. Great when you want that SSB action but a focus on sea power... or hovers. :(&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Splintered Tropics===&lt;br /&gt;
&lt;br /&gt;
Sehk: A fun map that is far too shallow for serious team games. Best for FFAs; most land units can ford in E&amp;amp;E, many in AA, some in XTA. A good concept that would be interesting in larger maps with deeper water.&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk: See Small Supreme Battlefield above.&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===The Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: A decent choke-point map that would have been better had the passage been wider, to allow for more than just AK/peewee assaults. Usually ends up the porcfest with each side building stuff on the mountain. Metal is on the low end but nevertheless acceptable.&lt;br /&gt;
&lt;br /&gt;
===The Pass V2===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: This is a larger version of the original, but still doesn&#039;t have nearly enough metal. The passage itself is also still very narrow, making air power a must.&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
===XantheTerra===&lt;br /&gt;
Jackalope: A relatively flat map with a beautiful texture and even but fairly random metal distribution.  There are slight hills in various areas which can slow down your units when attacking, kbots will do better.&lt;br /&gt;
&lt;br /&gt;
Sehk: This is a rather useful map, particularly for mods that happen to use vehicles and mechs/k-bots, such as AA, XTA and E&amp;amp;E. It seems small, but can easily support a 5v5.&lt;br /&gt;
&lt;br /&gt;
Chapp: This map is incredibly interesting for a few reasons, Versions 3 through 5 have interesting nuances.&lt;br /&gt;
V3: Very unique terrain types, slopes allow for vehicles on most every side of a pass/ravine.&lt;br /&gt;
V4: Switched from metal map to metal spots, slopes steepened, making vehicles more difficult to play. Terrain type made uniform, K-bots recieve a massive speed boost. Darkest of the 3 versions.&lt;br /&gt;
V5: Metal spots still, Brightest of the 3 versions.&lt;br /&gt;
&lt;br /&gt;
BDCoolio: Version 3 is probably your best bet, as v4 is considered by many to be a mistake, and v5 is a massive download. V3 is 14x14, the other two are 16x16.&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
===SpeedMetal===&lt;br /&gt;
&lt;br /&gt;
Sehk: A map of great contention, this map suffers from useless water and a very restrictive field of play. It can be fun to try out new things, but all in all it isn&#039;t a very good map. Has the metal down, but not really the map part.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:BDCoolio&amp;diff=20394</id>
		<title>User:BDCoolio</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:BDCoolio&amp;diff=20394"/>
		<updated>2007-01-11T06:12:55Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi there.&lt;br /&gt;
&lt;br /&gt;
If I&#039;ve really screwed up some article, please for the love of God fix it before anyone sees it! ;)&lt;br /&gt;
&lt;br /&gt;
-BDCoolio&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation&amp;diff=2357</id>
		<title>Balanced Annihilation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation&amp;diff=2357"/>
		<updated>2007-01-11T06:07:17Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
A fork of Absolute Annihilation, BA takes up where AA left off. The current version, 4.5, is the result of continued development by veteran players refining the expanded OTA experience. The main differences between AA and BA are unit balancing changes and bug fixes, made to address game play concerns following the release of AA v2.23.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of changes, see the BA v4.5 thread.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8163 Balanced Annihilation Thread]&lt;br /&gt;
*&#039;&#039;&#039;[http://www.unknown-files.net/index.php?page=browse&amp;amp;dlid=2104 Download Balanced Annihilation v4.5]&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6534</id>
		<title>Expand and Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6534"/>
		<updated>2007-01-10T06:35:59Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.unknown-files.net/index.php?page=browse&amp;amp;dlid=2038 Expand and Exterminate .171]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an aray of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://www.unknown-files.net/index.php?page=browse&amp;amp;dlid=2038 Download Expand and Exterminate .171]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6533</id>
		<title>Expand and Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6533"/>
		<updated>2007-01-10T06:26:34Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: /* GD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an aray of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://www.unknown-files.net/index.php?page=browse&amp;amp;dlid=2038 Download Expand and Exterminate .171]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6532</id>
		<title>Expand and Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6532"/>
		<updated>2007-01-10T06:20:48Z</updated>

		<summary type="html">&lt;p&gt;BDCoolio: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the Lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. WIth four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definetly. Dont for get to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an aray of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://www.unknown-files.net/index.php?page=browse&amp;amp;dlid=2038 Download Expand and Exterminate .171]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>BDCoolio</name></author>
	</entry>
</feed>