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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Babbles</id>
	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-08T20:28:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19986</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19986"/>
		<updated>2011-12-12T02:28:28Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Forgot Knorke!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clans and their (active) members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[AP]&#039;&#039;&#039; Armoured Peewees:&lt;br /&gt;
&lt;br /&gt;
Babbles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039; Core of War:&lt;br /&gt;
&lt;br /&gt;
HermuldSuuri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[RoX]&#039;&#039;&#039; Rogues of XTA:&lt;br /&gt;
&lt;br /&gt;
1v0ry_k1ng &amp;lt;br&amp;gt;&lt;br /&gt;
Janid &amp;lt;br&amp;gt;&lt;br /&gt;
John &amp;lt;br&amp;gt;&lt;br /&gt;
Knorke &amp;lt;br&amp;gt;&lt;br /&gt;
Pintle &amp;lt;br&amp;gt;&lt;br /&gt;
Tobi &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PRO]&#039;&#039;&#039; Pets Reunited Online:&lt;br /&gt;
&lt;br /&gt;
Jools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[tN]&#039;&#039;&#039; Terra Nubicus&lt;br /&gt;
&lt;br /&gt;
Ray&lt;br /&gt;
&lt;br /&gt;
[[Category:Xta]]&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19985</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19985"/>
		<updated>2011-12-12T02:23:55Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clans and their (active) members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[AP]&#039;&#039;&#039; Armoured Peewees:&lt;br /&gt;
&lt;br /&gt;
Babbles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039; Core of War:&lt;br /&gt;
&lt;br /&gt;
HermuldSuuri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[RoX]&#039;&#039;&#039; Rogues of XTA:&lt;br /&gt;
&lt;br /&gt;
Janid &amp;lt;br&amp;gt;&lt;br /&gt;
Tobi &amp;lt;br&amp;gt;&lt;br /&gt;
John &amp;lt;br&amp;gt;&lt;br /&gt;
Pintle &amp;lt;br&amp;gt;&lt;br /&gt;
1v0ry_k1ng&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PRO]&#039;&#039;&#039; Pets Reunited Online:&lt;br /&gt;
&lt;br /&gt;
Jools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[tN]&#039;&#039;&#039; Terra Nubicus&lt;br /&gt;
&lt;br /&gt;
Ray&lt;br /&gt;
&lt;br /&gt;
[[Category:Xta]]&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19984</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19984"/>
		<updated>2011-12-12T02:23:30Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clans and their active members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[AP]&#039;&#039;&#039; Armoured Peewees:&lt;br /&gt;
&lt;br /&gt;
Babbles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039; Core of War:&lt;br /&gt;
&lt;br /&gt;
HermuldSuuri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[RoX]&#039;&#039;&#039; Rogues of XTA:&lt;br /&gt;
&lt;br /&gt;
Janid &amp;lt;br&amp;gt;&lt;br /&gt;
Tobi &amp;lt;br&amp;gt;&lt;br /&gt;
John &amp;lt;br&amp;gt;&lt;br /&gt;
Pintle &amp;lt;br&amp;gt;&lt;br /&gt;
1v0ry_k1ng&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PRO]&#039;&#039;&#039; Pets Reunited Online:&lt;br /&gt;
&lt;br /&gt;
Jools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[tN]&#039;&#039;&#039; Terra Nubicus&lt;br /&gt;
&lt;br /&gt;
Ray&lt;br /&gt;
&lt;br /&gt;
[[Category:Xta]]&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19983</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19983"/>
		<updated>2011-12-12T02:23:16Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Where does the indent come from? D:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clans and their active members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[AP]&#039;&#039;&#039; Armoured Peewees:&lt;br /&gt;
&lt;br /&gt;
Babbles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039; Core of War:&lt;br /&gt;
&lt;br /&gt;
HermuldSuuri&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[RoX]&#039;&#039;&#039; Rogues of XTA:&lt;br /&gt;
&lt;br /&gt;
Janid &amp;lt;br&amp;gt;&lt;br /&gt;
Tobi &amp;lt;br&amp;gt;&lt;br /&gt;
John &amp;lt;br&amp;gt;&lt;br /&gt;
Pintle &amp;lt;br&amp;gt;&lt;br /&gt;
1v0ry_k1ng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PRO]&#039;&#039;&#039; Pets Reunited Online:&lt;br /&gt;
&lt;br /&gt;
Jools&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[tN]&#039;&#039;&#039; Terra Nubicus&lt;br /&gt;
&lt;br /&gt;
Ray&lt;br /&gt;
&lt;br /&gt;
[[Category:Xta]]&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19982</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19982"/>
		<updated>2011-12-12T02:22:38Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clans and their active members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[AP]&#039;&#039;&#039; Armoured Peewees:&lt;br /&gt;
&lt;br /&gt;
Babbles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039; Core of War:&lt;br /&gt;
&lt;br /&gt;
HermuldSuuri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PRO]&#039;&#039;&#039; Pets Reunited Online:&lt;br /&gt;
&lt;br /&gt;
Jools&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[tN]&#039;&#039;&#039; Terra Nubicus&lt;br /&gt;
&lt;br /&gt;
Ray&lt;br /&gt;
&lt;br /&gt;
[[Category:Xta]]&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19981</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19981"/>
		<updated>2011-12-12T02:22:13Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clans and their active members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[AP]&#039;&#039;&#039; Armoured Peewees:&lt;br /&gt;
&lt;br /&gt;
Babbles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039; Core of War:&lt;br /&gt;
&lt;br /&gt;
HermuldSuuri&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[RoX]&#039;&#039;&#039; Rogues of XTA:&lt;br /&gt;
&lt;br /&gt;
Janid &amp;lt;br&amp;gt;&lt;br /&gt;
Tobi &amp;lt;br&amp;gt;&lt;br /&gt;
John &amp;lt;br&amp;gt;&lt;br /&gt;
Pintle &amp;lt;br&amp;gt;&lt;br /&gt;
1v0ry_k1ng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PRO]&#039;&#039;&#039; Pets Reunited Online:&lt;br /&gt;
&lt;br /&gt;
Jools&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[tN]&#039;&#039;&#039; Terra Nubicus&lt;br /&gt;
&lt;br /&gt;
Ray&lt;br /&gt;
&lt;br /&gt;
[[Category:Xta]]&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19980</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19980"/>
		<updated>2011-12-12T02:21:52Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clans and their active members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[AP]&#039;&#039;&#039; Armoured Peewees:&lt;br /&gt;
&lt;br /&gt;
Babbles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039; Core of War:&lt;br /&gt;
&lt;br /&gt;
HermuldSuuri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[RoX]&#039;&#039;&#039; Rogues of XTA:&lt;br /&gt;
&lt;br /&gt;
Janid &amp;lt;br&amp;gt;&lt;br /&gt;
Tobi &amp;lt;br&amp;gt;&lt;br /&gt;
John &amp;lt;br&amp;gt;&lt;br /&gt;
Pintle &amp;lt;br&amp;gt;&lt;br /&gt;
1v0ry_k1ng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PRO]&#039;&#039;&#039; Pets Reunited Online:&lt;br /&gt;
&lt;br /&gt;
Jools&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[tN]&#039;&#039;&#039; Terra Nubicus&lt;br /&gt;
&lt;br /&gt;
Ray&lt;br /&gt;
&lt;br /&gt;
[[Category:Xta]]&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19979</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19979"/>
		<updated>2011-12-12T02:20:32Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Cleaned up/updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clans and their active members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[AP]&#039;&#039;&#039; Armoured Peewees:&lt;br /&gt;
&lt;br /&gt;
Babbles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039; Core of War:&lt;br /&gt;
&lt;br /&gt;
HermuldSuuri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[RoX]&#039;&#039;&#039; Rogues of XTA:&lt;br /&gt;
&lt;br /&gt;
Janid &amp;lt;br&amp;gt;&lt;br /&gt;
Tobi &amp;lt;br&amp;gt;&lt;br /&gt;
John &amp;lt;br&amp;gt;&lt;br /&gt;
Pintle &amp;lt;br&amp;gt;&lt;br /&gt;
1v0ry_k1ng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[tN]&#039;&#039;&#039; Terra Nubicus&lt;br /&gt;
&lt;br /&gt;
Ray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PRO]&#039;&#039;&#039; Pets Reunited Online:&lt;br /&gt;
&lt;br /&gt;
Jools&lt;br /&gt;
&lt;br /&gt;
[[Category:Xta]]&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19769</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19769"/>
		<updated>2010-12-18T18:48:14Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* So where can I find out more? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]][[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.642 and you can [http://www.springfiles.com/show_file.php?id=2811 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=New_to_xta&amp;diff=15141</id>
		<title>New to xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=New_to_xta&amp;diff=15141"/>
		<updated>2010-12-18T18:47:02Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Undo revision 20858 by Babbles (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here you can find a neat guide for beginners to XTA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light Laser Tower == &lt;br /&gt;
&lt;br /&gt;
Light laser towers (LLTs) have a much different role in XTA.&lt;br /&gt;
&lt;br /&gt;
They cost 250+ metal and should &#039;&#039;&#039;NOT&#039;&#039;&#039; be spammed unless in specific circumstances.&lt;br /&gt;
&lt;br /&gt;
It is widely thought that 2-3 well spread LLTs will kill a Commander.&lt;br /&gt;
&lt;br /&gt;
They are more for holding a strategic point than defending a small area.&lt;br /&gt;
&lt;br /&gt;
Units will defeat equal metal cost in defence.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander ==&lt;br /&gt;
&lt;br /&gt;
XTA is built around the Commanders and Commander Pushing is common.&lt;br /&gt;
&lt;br /&gt;
For a specific guide on Commanders, go [http://springrts.com/wiki/Xta_commander here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike BA, there are differences between Core and Arm Commanders:&lt;br /&gt;
*Arm is faster moving&lt;br /&gt;
*Core has bigger decloak radius (easy to decloak)&lt;br /&gt;
*Core has longer D-Gun (260 compared to Arm&#039;s 240)&lt;br /&gt;
At morphing, they are also different: &lt;br /&gt;
*Core gets a heavier laser, closer range = more damage at Level Two&lt;br /&gt;
*Arm gets a paralyser at Level Two&lt;br /&gt;
*Core gets a plasma shot at Level Four&lt;br /&gt;
*Arm gets three raven rockets at Level Four&lt;br /&gt;
&lt;br /&gt;
The Commanders have shorter range than BA Commanders.&lt;br /&gt;
&lt;br /&gt;
It costs 200 Energy to cloak a stationary unmorphed Commander, and 1000 a moving one.&lt;br /&gt;
&lt;br /&gt;
The D-Gun also has a wider impact.&lt;br /&gt;
&lt;br /&gt;
Commanders can make all Tech one and Tech Two labs, like all constructors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUT DO NOT GO TECH TWO AT START&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commanders do NOT leave a wreckage. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Morphing ==&lt;br /&gt;
&lt;br /&gt;
Commanders can be morphed in XTA (toggled On/Off in host options).&lt;br /&gt;
Commanders can be morphed 4 times. The first level requires 0.01 experience.&lt;br /&gt;
First level gives: &lt;br /&gt;
*+3 metal, +75 Energy (starts at +2 and +50)&lt;br /&gt;
*2,000 metal + Energy storage (starts at 1,000)&lt;br /&gt;
*Build speed increases by 25, gets full Tech one radar as well as increased LoS&lt;br /&gt;
*Range increases by 20, more powerful primary laser and +250 extra health&lt;br /&gt;
*When cloaked and moving Commander uses only 700 energy, not 1000&lt;br /&gt;
*Level Two requires 0.25 experience and gives improvement on level 1&lt;br /&gt;
*Level Three requires 0.10 experience (will go to 0.09 if excess after Level Two)&lt;br /&gt;
*Level Three gives improvement on Level Two as well as self repair option&lt;br /&gt;
*Level Four requires 0.25 experience and gives improvement on Level Three&lt;br /&gt;
*&#039;&#039;&#039;Commander will be paralysed during morphing!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Vehicles or Kbots? ==&lt;br /&gt;
&lt;br /&gt;
In XTA both types are useful.&lt;br /&gt;
&lt;br /&gt;
It is best to go Kbots on hilly areas and Vehicles on flat areas.&lt;br /&gt;
&lt;br /&gt;
Flash are not as powerful and a wide spread of units is best.&lt;br /&gt;
&lt;br /&gt;
Vehicle Constructors are faster builders but cost more.&lt;br /&gt;
&lt;br /&gt;
All AA shoots ground.&lt;br /&gt;
&lt;br /&gt;
Scouts in XTA are very strong and can survive a lot of damage, however have low damage output.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Nanos == &lt;br /&gt;
&lt;br /&gt;
XTA Nano Towers have shorter range but more build power than in BA.&lt;br /&gt;
&lt;br /&gt;
They chain explode, so place them at your own risk!&lt;br /&gt;
&lt;br /&gt;
Try space them out and not so close to your lab (but within range).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Anti Air == &lt;br /&gt;
&lt;br /&gt;
Unlike BA, Vehicle and Kbot AA, Tech One and Two shoots ground and air.&lt;br /&gt;
&lt;br /&gt;
All stationary Anti Air shoots ground.&lt;br /&gt;
&lt;br /&gt;
Anti Air ships also shoot ground (and surface sea).&lt;br /&gt;
&lt;br /&gt;
There is only one Tech one and Tech Two stationary Land Anti Air for both factions.&lt;br /&gt;
&lt;br /&gt;
There is only one Tech one and Tech Two stationary Sea Anti Air for both factions.&lt;br /&gt;
&lt;br /&gt;
There is no Tech Two Kbot Anti Air, although Armâ€™s Pelican has a weak missile.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Difference in Techs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech one&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is usually best to only have one Tech One land lab, with assisters to improve build power.&lt;br /&gt;
&lt;br /&gt;
XTA is very similar to OTA with Tech one units (less than BA).&lt;br /&gt;
&lt;br /&gt;
Toaster/Ambusher is Tech One; Guardian/Punisher is Tech Two.&lt;br /&gt;
&lt;br /&gt;
Dragonâ€™s Teeth blocks Rockets and majority of Missiles (terrain dependant).&lt;br /&gt;
&lt;br /&gt;
All Tech One Constructors can make all Tech one and Tech Two labs.&lt;br /&gt;
&lt;br /&gt;
Sub Pen and Shipyard are both sea Tech one.&lt;br /&gt;
&lt;br /&gt;
Level one Metal Makers do not chain explode.&lt;br /&gt;
&lt;br /&gt;
Popups do not have &amp;quot;High Trajectory&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech 1.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hovercraft and Sea Planes are Tech 1.5&lt;br /&gt;
&lt;br /&gt;
Labs cost 1,700 metal.&lt;br /&gt;
&lt;br /&gt;
The Constructors can make Mohos and Anti Nukes.&lt;br /&gt;
&lt;br /&gt;
Hover Platform can be built on Land and Sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Tech Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tech Two is very different in XTA, and is usually made earlier.&lt;br /&gt;
&lt;br /&gt;
Once Tech Two is out, Tech one units will suffer heavily in head on combat.&lt;br /&gt;
&lt;br /&gt;
Resurrection Kbots are Tech Two and can make structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mohos cost 300 Energy to run not 25!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zippers/Freakers are in Tech one and 2 labs.&lt;br /&gt;
&lt;br /&gt;
Fleas have 700 HP and are less a scout unit more Skirmish.&lt;br /&gt;
&lt;br /&gt;
Guardians/Punishers do not have &amp;quot;High Trajectory&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
There are no Plasma Shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Three&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
All Core land  and air Tech Two cons can make the Krogoth Gantry.&lt;br /&gt;
&lt;br /&gt;
Arm has no Tech Three.&lt;br /&gt;
&lt;br /&gt;
Krogoth is only Tech Three unit (30,000+ metal).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
There is no Advanced Solar.&lt;br /&gt;
&lt;br /&gt;
Cloakable Fusions give 800 Energy&lt;br /&gt;
*Arm takes 125 Energy to Cloak&lt;br /&gt;
*Core takes 150 Energy to Cloak&lt;br /&gt;
*Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
*Core takes 550 Energy to Stealth (725 for Cloak and Stealth)&lt;br /&gt;
&lt;br /&gt;
Heavy Fusions give 3500 Energy.&lt;br /&gt;
&lt;br /&gt;
Arm have Mobile Fusions (260 E) in Advanced Vehicle Lab.&lt;br /&gt;
&lt;br /&gt;
Core have Mini Fusions (300 E) built by all Tech Two Constructors.&lt;br /&gt;
&lt;br /&gt;
NEVER start with a Heavy Fusion.&lt;br /&gt;
&lt;br /&gt;
Moho Metal Extractors cost 300 Energy per second to maintain.&lt;br /&gt;
&lt;br /&gt;
There is no gradual reclaim.&lt;br /&gt;
&lt;br /&gt;
Metal storages give 10,000 storage extra.&lt;br /&gt;
&lt;br /&gt;
Energy Storages give 30,000 extra storage.&lt;br /&gt;
&lt;br /&gt;
No Tech Two Storages (there are Tech one underwater ones).&lt;br /&gt;
&lt;br /&gt;
Underwater Storages give increased amounts of storage, but cost a little more.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Micro ==&lt;br /&gt;
&lt;br /&gt;
XTA is more about Micro as opposed to Macro.&lt;br /&gt;
&lt;br /&gt;
Controlling a select amount of units can win games.&lt;br /&gt;
&lt;br /&gt;
Units have more Health and are harder to kill.&lt;br /&gt;
&lt;br /&gt;
Wasting units by not microing &#039;&#039;&#039;WILL&#039;&#039;&#039; cost games.&lt;br /&gt;
&lt;br /&gt;
Commanders are widely microed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=New_to_xta&amp;diff=15140</id>
		<title>New to xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=New_to_xta&amp;diff=15140"/>
		<updated>2010-12-18T18:45:30Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19768</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19768"/>
		<updated>2010-12-07T10:06:59Z</updated>

		<summary type="html">&lt;p&gt;Babbles: More fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]][[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.642 and you can [http://www.springfiles.com/show_file.php?id=2811 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19767</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19767"/>
		<updated>2010-12-07T10:04:33Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Fixed spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]][[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.642 and you can [http://www.springfiles.com/show_file.php?id=2811 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19764</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19764"/>
		<updated>2010-10-22T17:51:25Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]][[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best rewiew for any player is to be there themselves.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The current version of XTA is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15282</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15282"/>
		<updated>2010-10-15T15:06:57Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This page is currently being updated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
                       &lt;br /&gt;
= [[Image:Xta_logo_white.jpg]] =&lt;br /&gt;
= The Energy build tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build*tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for OTA players, Do &#039;&#039;&#039;not&#039;&#039;&#039; start with the Heavy Fusion Reactor, use the &#039;&#039;&#039;Light Fusion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039; -&amp;gt;&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The XTA Energy tree differs from the OTA one in a few ways.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
=== The early Energy structures ===&lt;br /&gt;
&lt;br /&gt;
The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Solar Collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Is heavily armoured compared to its Wind counterpart&lt;br /&gt;
* Produces a stable economy giving +20 Energy no matter the map&lt;br /&gt;
* Does not chain explode meaning many can be placed safely in close proximity&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is rather expensive in metal, 3x times the cost of a Wind Generator&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Offers a quick solution for energy stall at mid Metal cost (145 Metal)&lt;br /&gt;
* Can be used as a barricade to protect Metal Extractors etc. from raids&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Due to low metal cost, can be easily spammed&lt;br /&gt;
* Can be highly efficent depending on map&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Costs Energy meaning at times of Energy shortage difficult to build&lt;br /&gt;
* Is not stable meaning on some maps, at times make produce miminal Energy&lt;br /&gt;
* Easily killed and chain explodes if made near other Wind Generators&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Best kept as far from front line as possible&lt;br /&gt;
* Use spacing when placing Wind Generators to avoid chain explosions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal Generators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is an Underwater version available from a Construction Sub.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Stable economy similar to Solar Collector however is map dependant.&lt;br /&gt;
* Underwater possibility allows for unknown Energy bases.&lt;br /&gt;
* Can be hard to destroy due to sea nature&lt;br /&gt;
* Only early water Energy source&lt;br /&gt;
* Does not cost a lot of Metal or Energy meaning it can be efficent&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Only available in Sea&lt;br /&gt;
* Some maps give low Tidal&lt;br /&gt;
* Chain explodes to an extent, but not as much as Wind Generators&lt;br /&gt;
* Not heavily armoured&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Similar to Wind Generators, avoid conflict&lt;br /&gt;
* If Tidal is high and map has water, can be constructed and safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy storage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage&lt;br /&gt;
* This allows for easier economy management&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Combine with Wind Generator farms in windy maps for better results&lt;br /&gt;
* If you intend on using your Commander it is heavily advised you build one&lt;br /&gt;
* Self Destruct is powerful and can be used in case of raid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Energy structures ===&lt;br /&gt;
&lt;br /&gt;
At Tech Two, XTA introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; Fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both Core and Arm have their own versions of the lightest Fusion&lt;br /&gt;
* They provide the start up for an Advanced Economy&lt;br /&gt;
* Good for powering one Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Light Fusion Power Plant&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Can be built by any Land or Air Advanced Construction unit&lt;br /&gt;
* Produces a stable Energy output for early Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is not as efficent as its later counterparts&lt;br /&gt;
* Is not mobile&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm Light Mobile Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Arm do not get a structure but rather a unit&lt;br /&gt;
* This is built in the Advanced Vehicle Factory&lt;br /&gt;
* Gives roughly enough to power a Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
* Costs around half of the build*time cost of a core Lightfusion.&lt;br /&gt;
* It can be moved away from danager&lt;br /&gt;
* Is more efficent than Core counterpart&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Gives less energy (260) than Core counterpart&lt;br /&gt;
* Cannot be built with Kbots or Air&lt;br /&gt;
* Uses Vehicle Factory preventing its use during that time for combat units&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy&lt;br /&gt;
* Best to get a small combat force out before using&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Carriers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both factions have these&lt;br /&gt;
* Only available in Advanced Shipyards&lt;br /&gt;
* Mobile like Arm&#039;s Mobile Fusion&lt;br /&gt;
* Gives roughly enough for Moho Extractor&lt;br /&gt;
* Also gives Advanced Radar and repairs planes&lt;br /&gt;
* Costs around 2,000 Metal and gives 370 Energy&lt;br /&gt;
* Takes 45 Energy to use Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between Arm and Core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Cloakable Fusions are best comparable to the OTA Heavy Fusions&lt;br /&gt;
* They have the possibility to both Cloak and Stealth (radar and LoS):&lt;br /&gt;
    * Arm takes 125 Energy to Cloak&lt;br /&gt;
    * Core takes 150 Energy to Cloak&lt;br /&gt;
    * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
    * Core takes 550 Energy to Stealth (725 for Cloak and Stealth) &lt;br /&gt;
* They give 800 Energy allowing for multiple Moho Extractors to run&lt;br /&gt;
* You should always Cloak to avoid detection&lt;br /&gt;
* Can be used as &amp;quot;suprise bomb&amp;quot; with Cloaking and Self Destruct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is the last Fusion available and gives 3500 Energy&lt;br /&gt;
* Is the most efficent Energy source&lt;br /&gt;
* Is more expensive than OTA Fusions&lt;br /&gt;
* Creates huge explosion, potentially base crippling if destroyed&lt;br /&gt;
* Is a target for Bombers due to being unable to Cloak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the Cloakable and Heavy fusions.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underwater Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is built only by Underwater Construction Submarines&lt;br /&gt;
* Gives slightly more Energy than Cloakable Fusion but costs more&lt;br /&gt;
* Only static Advanced Energy supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
*You must &#039;&#039;&#039;not&#039;&#039;&#039; build a Heavy Fusion power plant in XTA, like you used in OTA. Use a &#039;&#039;&#039;Cloakable Fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
*There are several new power sources that fill the gap between 20 and 1000 E output OTA had.&lt;br /&gt;
&lt;br /&gt;
*The Moho Metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
== Other units with high energy drain ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti*MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15281</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15281"/>
		<updated>2010-10-15T14:46:28Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Added logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This page is currently being updated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The Energy build tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build*tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for OTA players, Do &#039;&#039;&#039;not&#039;&#039;&#039; start with the Heavy Fusion Reactor, use the &#039;&#039;&#039;Light Fusion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039; -&amp;gt;&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The XTA Energy tree differs from the OTA one in a few ways.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
=== The early Energy structures ===&lt;br /&gt;
&lt;br /&gt;
The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Solar Collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Is heavily armoured compared to its Wind counterpart&lt;br /&gt;
* Produces a stable economy giving +20 Energy no matter the map&lt;br /&gt;
* Does not chain explode meaning many can be placed safely in close proximity&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is rather expensive in metal, 3x times the cost of a Wind Generator&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Offers a quick solution for energy stall at mid Metal cost (145 Metal)&lt;br /&gt;
* Can be used as a barricade to protect Metal Extractors etc. from raids&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Due to low metal cost, can be easily spammed&lt;br /&gt;
* Can be highly efficent depending on map&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Costs Energy meaning at times of Energy shortage difficult to build&lt;br /&gt;
* Is not stable meaning on some maps, at times make produce miminal Energy&lt;br /&gt;
* Easily killed and chain explodes if made near other Wind Generators&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Best kept as far from front line as possible&lt;br /&gt;
* Use spacing when placing Wind Generators to avoid chain explosions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal Generators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is an Underwater version available from a Construction Sub.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Stable economy similar to Solar Collector however is map dependant.&lt;br /&gt;
* Underwater possibility allows for unknown Energy bases.&lt;br /&gt;
* Can be hard to destroy due to sea nature&lt;br /&gt;
* Only early water Energy source&lt;br /&gt;
* Does not cost a lot of Metal or Energy meaning it can be efficent&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Only available in Sea&lt;br /&gt;
* Some maps give low Tidal&lt;br /&gt;
* Chain explodes to an extent, but not as much as Wind Generators&lt;br /&gt;
* Not heavily armoured&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Similar to Wind Generators, avoid conflict&lt;br /&gt;
* If Tidal is high and map has water, can be constructed and safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy storage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage&lt;br /&gt;
* This allows for easier economy management&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Combine with Wind Generator farms in windy maps for better results&lt;br /&gt;
* If you intend on using your Commander it is heavily advised you build one&lt;br /&gt;
* Self Destruct is powerful and can be used in case of raid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Energy structures ===&lt;br /&gt;
&lt;br /&gt;
At Tech Two, XTA introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; Fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both Core and Arm have their own versions of the lightest Fusion&lt;br /&gt;
* They provide the start up for an Advanced Economy&lt;br /&gt;
* Good for powering one Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Light Fusion Power Plant&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Can be built by any Land or Air Advanced Construction unit&lt;br /&gt;
* Produces a stable Energy output for early Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is not as efficent as its later counterparts&lt;br /&gt;
* Is not mobile&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm Light Mobile Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Arm do not get a structure but rather a unit&lt;br /&gt;
* This is built in the Advanced Vehicle Factory&lt;br /&gt;
* Gives roughly enough to power a Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
* Costs around half of the build*time cost of a core Lightfusion.&lt;br /&gt;
* It can be moved away from danager&lt;br /&gt;
* Is more efficent than Core counterpart&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Gives less energy (260) than Core counterpart&lt;br /&gt;
* Cannot be built with Kbots or Air&lt;br /&gt;
* Uses Vehicle Factory preventing its use during that time for combat units&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy&lt;br /&gt;
* Best to get a small combat force out before using&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Carriers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both factions have these&lt;br /&gt;
* Only available in Advanced Shipyards&lt;br /&gt;
* Mobile like Arm&#039;s Mobile Fusion&lt;br /&gt;
* Gives roughly enough for Moho Extractor&lt;br /&gt;
* Also gives Advanced Radar and repairs planes&lt;br /&gt;
* Costs around 2,000 Metal and gives 370 Energy&lt;br /&gt;
* Takes 45 Energy to use Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between Arm and Core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Cloakable Fusions are best comparable to the OTA Heavy Fusions&lt;br /&gt;
* They have the possibility to both Cloak and Stealth (radar and LoS):&lt;br /&gt;
    * Arm takes 125 Energy to Cloak&lt;br /&gt;
    * Core takes 150 Energy to Cloak&lt;br /&gt;
    * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
    * Core takes 550 Energy to Stealth (725 for Cloak and Stealth) &lt;br /&gt;
* They give 800 Energy allowing for multiple Moho Extractors to run&lt;br /&gt;
* You should always Cloak to avoid detection&lt;br /&gt;
* Can be used as &amp;quot;suprise bomb&amp;quot; with Cloaking and Self Destruct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is the last Fusion available and gives 3500 Energy&lt;br /&gt;
* Is the most efficent Energy source&lt;br /&gt;
* Is more expensive than OTA Fusions&lt;br /&gt;
* Creates huge explosion, potentially base crippling if destroyed&lt;br /&gt;
* Is a target for Bombers due to being unable to Cloak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the Cloakable and Heavy fusions.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underwater Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is built only by Underwater Construction Submarines&lt;br /&gt;
* Gives slightly more Energy than Cloakable Fusion but costs more&lt;br /&gt;
* Only static Advanced Energy supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
*You must &#039;&#039;&#039;not&#039;&#039;&#039; build a Heavy Fusion power plant in XTA, like you used in OTA. Use a &#039;&#039;&#039;Cloakable Fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
*There are several new power sources that fill the gap between 20 and 1000 E output OTA had.&lt;br /&gt;
&lt;br /&gt;
*The Moho Metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
== Other units with high energy drain ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti*MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=New_to_xta&amp;diff=15139</id>
		<title>New to xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=New_to_xta&amp;diff=15139"/>
		<updated>2010-10-15T14:45:50Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Added logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here you can find a neat guide for beginners to XTA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light Laser Tower == &lt;br /&gt;
&lt;br /&gt;
Light laser towers (LLTs) have a much different role in XTA.&lt;br /&gt;
&lt;br /&gt;
They cost 250+ metal and should &#039;&#039;&#039;NOT&#039;&#039;&#039; be spammed unless in specific circumstances.&lt;br /&gt;
&lt;br /&gt;
It is widely thought that 2-3 well spread LLTs will kill a Commander.&lt;br /&gt;
&lt;br /&gt;
They are more for holding a strategic point than defending a small area.&lt;br /&gt;
&lt;br /&gt;
Units will defeat equal metal cost in defence.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander ==&lt;br /&gt;
&lt;br /&gt;
XTA is built around the Commanders and Commander Pushing is common.&lt;br /&gt;
&lt;br /&gt;
For a specific guide on Commanders, go [http://springrts.com/wiki/Xta_commander here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike BA, there are differences between Core and Arm Commanders:&lt;br /&gt;
*Arm is faster moving&lt;br /&gt;
*Core has bigger decloak radius (easy to decloak)&lt;br /&gt;
*Core has longer D-Gun (260 compared to Arm&#039;s 240)&lt;br /&gt;
At morphing, they are also different: &lt;br /&gt;
*Core gets a heavier laser, closer range = more damage at Level Two&lt;br /&gt;
*Arm gets a paralyser at Level Two&lt;br /&gt;
*Core gets a plasma shot at Level Four&lt;br /&gt;
*Arm gets three raven rockets at Level Four&lt;br /&gt;
&lt;br /&gt;
The Commanders have shorter range than BA Commanders.&lt;br /&gt;
&lt;br /&gt;
It costs 200 Energy to cloak a stationary unmorphed Commander, and 1000 a moving one.&lt;br /&gt;
&lt;br /&gt;
The D-Gun also has a wider impact.&lt;br /&gt;
&lt;br /&gt;
Commanders can make all Tech one and Tech Two labs, like all constructors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUT DO NOT GO TECH TWO AT START&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commanders do NOT leave a wreckage. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Morphing ==&lt;br /&gt;
&lt;br /&gt;
Commanders can be morphed in XTA (toggled On/Off in host options).&lt;br /&gt;
Commanders can be morphed 4 times. The first level requires 0.01 experience.&lt;br /&gt;
First level gives: &lt;br /&gt;
*+3 metal, +75 Energy (starts at +2 and +50)&lt;br /&gt;
*2,000 metal + Energy storage (starts at 1,000)&lt;br /&gt;
*Build speed increases by 25, gets full Tech one radar as well as increased LoS&lt;br /&gt;
*Range increases by 20, more powerful primary laser and +250 extra health&lt;br /&gt;
*When cloaked and moving Commander uses only 700 energy, not 1000&lt;br /&gt;
*Level Two requires 0.25 experience and gives improvement on level 1&lt;br /&gt;
*Level Three requires 0.10 experience (will go to 0.09 if excess after Level Two)&lt;br /&gt;
*Level Three gives improvement on Level Two as well as self repair option&lt;br /&gt;
*Level Four requires 0.25 experience and gives improvement on Level Three&lt;br /&gt;
*&#039;&#039;&#039;Commander will be paralysed during morphing!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Vehicles or Kbots? ==&lt;br /&gt;
&lt;br /&gt;
In XTA both types are useful.&lt;br /&gt;
&lt;br /&gt;
It is best to go Kbots on hilly areas and Vehicles on flat areas.&lt;br /&gt;
&lt;br /&gt;
Flash are not as powerful and a wide spread of units is best.&lt;br /&gt;
&lt;br /&gt;
Vehicle Constructors are faster builders but cost more.&lt;br /&gt;
&lt;br /&gt;
All AA shoots ground.&lt;br /&gt;
&lt;br /&gt;
Scouts in XTA are very strong and can survive a lot of damage, however have low damage output.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Nanos == &lt;br /&gt;
&lt;br /&gt;
XTA Nano Towers have shorter range but more build power than in BA.&lt;br /&gt;
&lt;br /&gt;
They chain explode, so place them at your own risk!&lt;br /&gt;
&lt;br /&gt;
Try space them out and not so close to your lab (but within range).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Anti Air == &lt;br /&gt;
&lt;br /&gt;
Unlike BA, Vehicle and Kbot AA, Tech One and Two shoots ground and air.&lt;br /&gt;
&lt;br /&gt;
All stationary Anti Air shoots ground.&lt;br /&gt;
&lt;br /&gt;
Anti Air ships also shoot ground (and surface sea).&lt;br /&gt;
&lt;br /&gt;
There is only one Tech one and Tech Two stationary Land Anti Air for both factions.&lt;br /&gt;
&lt;br /&gt;
There is only one Tech one and Tech Two stationary Sea Anti Air for both factions.&lt;br /&gt;
&lt;br /&gt;
There is no Tech Two Kbot Anti Air, although Armâ€™s Pelican has a weak missile.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Difference in Techs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech one&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is usually best to only have one Tech One land lab, with assisters to improve build power.&lt;br /&gt;
&lt;br /&gt;
XTA is very similar to OTA with Tech one units (less than BA).&lt;br /&gt;
&lt;br /&gt;
Toaster/Ambusher is Tech One; Guardian/Punisher is Tech Two.&lt;br /&gt;
&lt;br /&gt;
Dragonâ€™s Teeth blocks Rockets and majority of Missiles (terrain dependant).&lt;br /&gt;
&lt;br /&gt;
All Tech One Constructors can make all Tech one and Tech Two labs.&lt;br /&gt;
&lt;br /&gt;
Sub Pen and Shipyard are both sea Tech one.&lt;br /&gt;
&lt;br /&gt;
Level one Metal Makers do not chain explode.&lt;br /&gt;
&lt;br /&gt;
Popups do not have &amp;quot;High Trajectory&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech 1.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hovercraft and Sea Planes are Tech 1.5&lt;br /&gt;
&lt;br /&gt;
Labs cost 1,700 metal.&lt;br /&gt;
&lt;br /&gt;
The Constructors can make Mohos and Anti Nukes.&lt;br /&gt;
&lt;br /&gt;
Hover Platform can be built on Land and Sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Tech Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tech Two is very different in XTA, and is usually made earlier.&lt;br /&gt;
&lt;br /&gt;
Once Tech Two is out, Tech one units will suffer heavily in head on combat.&lt;br /&gt;
&lt;br /&gt;
Resurrection Kbots are Tech Two and can make structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mohos cost 300 Energy to run not 25!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zippers/Freakers are in Tech one and 2 labs.&lt;br /&gt;
&lt;br /&gt;
Fleas have 700 HP and are less a scout unit more Skirmish.&lt;br /&gt;
&lt;br /&gt;
Guardians/Punishers do not have &amp;quot;High Trajectory&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
There are no Plasma Shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Three&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
All Core land  and air Tech Two cons can make the Krogoth Gantry.&lt;br /&gt;
&lt;br /&gt;
Arm has no Tech Three.&lt;br /&gt;
&lt;br /&gt;
Krogoth is only Tech Three unit (30,000+ metal).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
There is no Advanced Solar.&lt;br /&gt;
&lt;br /&gt;
Cloakable Fusions give 800 Energy&lt;br /&gt;
*Arm takes 125 Energy to Cloak&lt;br /&gt;
*Core takes 150 Energy to Cloak&lt;br /&gt;
*Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
*Core takes 550 Energy to Stealth (725 for Cloak and Stealth)&lt;br /&gt;
&lt;br /&gt;
Heavy Fusions give 3500 Energy.&lt;br /&gt;
&lt;br /&gt;
Arm have Mobile Fusions (260 E) in Advanced Vehicle Lab.&lt;br /&gt;
&lt;br /&gt;
Core have Mini Fusions (300 E) built by all Tech Two Constructors.&lt;br /&gt;
&lt;br /&gt;
NEVER start with a Heavy Fusion.&lt;br /&gt;
&lt;br /&gt;
Moho Metal Extractors cost 300 Energy per second to maintain.&lt;br /&gt;
&lt;br /&gt;
There is no gradual reclaim.&lt;br /&gt;
&lt;br /&gt;
Metal storages give 10,000 storage extra.&lt;br /&gt;
&lt;br /&gt;
Energy Storages give 30,000 extra storage.&lt;br /&gt;
&lt;br /&gt;
No Tech Two Storages (there are Tech one underwater ones).&lt;br /&gt;
&lt;br /&gt;
Underwater Storages give increased amounts of storage, but cost a little more.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Micro ==&lt;br /&gt;
&lt;br /&gt;
XTA is more about Micro as opposed to Macro.&lt;br /&gt;
&lt;br /&gt;
Controlling a select amount of units can win games.&lt;br /&gt;
&lt;br /&gt;
Units have more Health and are harder to kill.&lt;br /&gt;
&lt;br /&gt;
Wasting units by not microing &#039;&#039;&#039;WILL&#039;&#039;&#039; cost games.&lt;br /&gt;
&lt;br /&gt;
Commanders are widely microed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_units&amp;diff=20104</id>
		<title>Xta units</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_units&amp;diff=20104"/>
		<updated>2010-10-15T14:45:27Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Added logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A brief guide to the Tech two units of XTA&lt;br /&gt;
&lt;br /&gt;
== Arm Kbots ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Best used in groups of 3-5 for quick raiding parties or harassing.&lt;br /&gt;
&lt;br /&gt;
*Quite low health but enough to get past enemy lines.&lt;br /&gt;
&lt;br /&gt;
*Can out range Commander, if microed well one can easily kill a Commander.&lt;br /&gt;
&lt;br /&gt;
*In many ways a cross between Tech one Peewee and Zipper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Medium priced Kbot, but needs to be spammed to be effective.&lt;br /&gt;
&lt;br /&gt;
*Low damage for Tech two (still stronger than AK), fast firing laser. &lt;br /&gt;
&lt;br /&gt;
*Very quick and small, (hard to D-Gun/shoot).&lt;br /&gt;
&lt;br /&gt;
*Best used in swarms against Commanders or through gaps in enemy defences.&lt;br /&gt;
&lt;br /&gt;
*Very effective late game if group is large.&lt;br /&gt;
&lt;br /&gt;
*Very hard to stop, pinpoint weapons are largely ineffective.&lt;br /&gt;
&lt;br /&gt;
*Keep away from Anti Air.&lt;br /&gt;
&lt;br /&gt;
*When using, always keep moving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fido&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Medium range Artillery Kbot, fairy accurate and good damage for cost.&lt;br /&gt;
&lt;br /&gt;
*Not heavily armoured so keep away from enemy fire.&lt;br /&gt;
&lt;br /&gt;
*Can be used with Commander/Decoy like a Jethro line, if in numbers.&lt;br /&gt;
&lt;br /&gt;
*Fairly fast and can fire on move so good for &amp;quot;kiting&amp;quot; or hit and run.&lt;br /&gt;
&lt;br /&gt;
*Loses accuracy when moving, so best used in groups.&lt;br /&gt;
&lt;br /&gt;
*In one sense, a cross between a Hammer and Jethro, but faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Low range, high armour fairly high damage but slow Kbot.&lt;br /&gt;
&lt;br /&gt;
*Avoid Commanders at all cost, only use once Commander is dead (or as bait).&lt;br /&gt;
&lt;br /&gt;
*Good for breaking defences.&lt;br /&gt;
&lt;br /&gt;
*Recieves a 10% armour increase if gun is packed (it unpacks to fire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelican&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*An Amphibious Kbot with Anti Air and small laser.&lt;br /&gt;
&lt;br /&gt;
*Treated by type map as a Hovercraft.&lt;br /&gt;
&lt;br /&gt;
*Has a Tech one missle and a quick firing laser.&lt;br /&gt;
&lt;br /&gt;
*Good in swarms but avoid heavy contact.&lt;br /&gt;
&lt;br /&gt;
*Only Tech Two Kbot with Anti Air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maverick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*High Energy cost, low health but very high DPS.&lt;br /&gt;
&lt;br /&gt;
*Fast firing plasma shots that do high damage, range is just less than missile units.&lt;br /&gt;
&lt;br /&gt;
*Good with Commander healing but keep away from close quater combat.&lt;br /&gt;
&lt;br /&gt;
*Very good at killing Commanders due to high accuracy (with LoS) and damage.&lt;br /&gt;
&lt;br /&gt;
*Best in groups of two, with healing support or supporting close quater units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Long range support unit, slow but very high damage.&lt;br /&gt;
&lt;br /&gt;
*Has the ability to Cloak at a high E cost, also costs Energy to fire.&lt;br /&gt;
&lt;br /&gt;
*Good against structures and will hit most times if you have LoS.&lt;br /&gt;
&lt;br /&gt;
*Will hit a radar dot nearly every time if you have three Radar Targetting Facilities.&lt;br /&gt;
&lt;br /&gt;
*Commanders have a damage tag against this unit. (Snipers do less damage).&lt;br /&gt;
&lt;br /&gt;
*However, still good at killing Commanders, best with multiple and units to occupy Commander/gain LoS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Longest ranged Kbot, outranges even Popup.&lt;br /&gt;
&lt;br /&gt;
*Very inaccurate but fires six missles.&lt;br /&gt;
&lt;br /&gt;
*Can cause for huge damage if multiple shots hit.&lt;br /&gt;
&lt;br /&gt;
*Costs Energy to fire.&lt;br /&gt;
&lt;br /&gt;
*Gains accuracy with Experience.&lt;br /&gt;
&lt;br /&gt;
*Very high Metal cost to build, most expensive Arm Kbot.&lt;br /&gt;
&lt;br /&gt;
*Best used against concentrated amounts of units or to suppress an enemy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Arm Vehicles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panther&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fastest Arm Tech Two Vehicle with medium health.&lt;br /&gt;
&lt;br /&gt;
*Has Lightning attack (quick and high damage), and missile.&lt;br /&gt;
&lt;br /&gt;
*Basically a Tech Two raider which can handle itself in a fight.&lt;br /&gt;
&lt;br /&gt;
*Best used in groups and to get into bases (economy).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Rapid fire, inaccurate but longed ranged artillery unit.&lt;br /&gt;
&lt;br /&gt;
*Does not do a lot of damage on impact, but rapid fire means targets are hit.&lt;br /&gt;
&lt;br /&gt;
*Expensive, but cheap enough to make two-three easily.&lt;br /&gt;
&lt;br /&gt;
*Low health and lack of speed mean it is best kept at a distance from fighting.&lt;br /&gt;
&lt;br /&gt;
*Best used in groups to compensate for inaccuarcy, and to supress an enemy or base fire.&lt;br /&gt;
&lt;br /&gt;
*Has High Trajectory mode to fire over/onto hills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetrator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Slow moving Energy weapon with constant firing Energy beam.&lt;br /&gt;
&lt;br /&gt;
*Costs a lot to build, most expensive arm Vehicle, and energy to maintain fire but worth it.&lt;br /&gt;
&lt;br /&gt;
*Long ranged and needs defending.&lt;br /&gt;
&lt;br /&gt;
*Has low health for Tech Two so keep it at distance.&lt;br /&gt;
&lt;br /&gt;
*Explodes when killed.&lt;br /&gt;
&lt;br /&gt;
*Best used with scouts for LoS as the beam can constantly fire.&lt;br /&gt;
&lt;br /&gt;
*One is enough, however additional ones work well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All terrain paralysing unit with low health and cost.&lt;br /&gt;
&lt;br /&gt;
*Fast unit which can crawl anywhere, even vertically.&lt;br /&gt;
&lt;br /&gt;
*Has &amp;quot;EMP overload&amp;quot;, does damage to self, paralyses self, but does same to surrounding units.&lt;br /&gt;
&lt;br /&gt;
*Due to cheap nature, easy and best to spam.&lt;br /&gt;
&lt;br /&gt;
*Many Spiders needed to paralyse enemies with large amounts of health.&lt;br /&gt;
&lt;br /&gt;
*Good to suprise enemies, need support to be effective.&lt;br /&gt;
&lt;br /&gt;
*Works very well against swarms and can be used to temporarily bring down Anti-Air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Arm&#039;s only &amp;quot;mini&amp;quot; fusion.&lt;br /&gt;
&lt;br /&gt;
*High health but very slow, high cost.&lt;br /&gt;
&lt;br /&gt;
*Gives 260 energy but is second most expensive Arm Vehicle.&lt;br /&gt;
&lt;br /&gt;
*Keep away from all battles.&lt;br /&gt;
&lt;br /&gt;
*Best used at start of Tech Two economy.&lt;br /&gt;
&lt;br /&gt;
*Has large explosion, can be used, when desperate, to Self Destruct near enemies for big blast.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Core Kbots ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pyro&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lightly armoured and cheap assault Kbot.&lt;br /&gt;
&lt;br /&gt;
*Quite fast for Core allowing it go ahead of most Core armies.&lt;br /&gt;
&lt;br /&gt;
*Uses flame weapon with low range however at close range does a lot of damage.&lt;br /&gt;
&lt;br /&gt;
*Best used in groups against defences or microed against units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Heavily armoured, slow moving assault Kbot.&lt;br /&gt;
&lt;br /&gt;
*Has mounted Light Laser to deal moderate damage.&lt;br /&gt;
&lt;br /&gt;
*Best used in line formation in a group to give LoS whilst dealing damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cheap, long ranged mortar unit.&lt;br /&gt;
&lt;br /&gt;
*Fires fast plasma shots with moderate damage and accuracy.&lt;br /&gt;
&lt;br /&gt;
*Able to keep up with most units meaning it can stay within range.&lt;br /&gt;
&lt;br /&gt;
*Has slightly less range than Heavy Laser Tower.&lt;br /&gt;
&lt;br /&gt;
*Low health but easily spammable and best used in line formation.&lt;br /&gt;
&lt;br /&gt;
*Comparable to Tech One Crasher lines with Commander repairing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Long range Rocket Kbot, with medium cost.&lt;br /&gt;
&lt;br /&gt;
*Rockets have long flight time, so poor against moving targets.&lt;br /&gt;
&lt;br /&gt;
*Low health so best used with protection.&lt;br /&gt;
&lt;br /&gt;
*Best used against stationary targets or behind hills (can fire over).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sumo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Heaviest Tech Two Kbot.&lt;br /&gt;
&lt;br /&gt;
*High cost however heavily armoured.&lt;br /&gt;
&lt;br /&gt;
*Slow moving with twin Heavy Laser weapon (fires quicker).&lt;br /&gt;
&lt;br /&gt;
*High damage and good accuracy with medium range.&lt;br /&gt;
&lt;br /&gt;
*Slow but compensates with heavy armour, keep away from Commanders.&lt;br /&gt;
&lt;br /&gt;
*Best used as supporting troops whilst shooting from range.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Vehicles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leveller&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The slower, heavier counterpart of the Arm Panther.&lt;br /&gt;
&lt;br /&gt;
*Low cost, heavy armour with flame weapon.&lt;br /&gt;
&lt;br /&gt;
*Closer range gives more damage.&lt;br /&gt;
&lt;br /&gt;
*Good for assaulting defences or larger units.&lt;br /&gt;
&lt;br /&gt;
*Not good against fast units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Artillery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Heaviest mobile land artillery.&lt;br /&gt;
&lt;br /&gt;
*High cost, slow and moderatly armoured.&lt;br /&gt;
&lt;br /&gt;
*Takes a lot of Energy to fire but delivers high damage AoE plasma shot.&lt;br /&gt;
&lt;br /&gt;
*Long range and slow reload time, needs protection to be effective.&lt;br /&gt;
&lt;br /&gt;
*Can have low accuracy and needs LoS to be effective, AoE can compensate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Heaviest Vehicle and Tech Two land unit.&lt;br /&gt;
&lt;br /&gt;
*Has a lot of health however costs over 4,000 Metal.&lt;br /&gt;
&lt;br /&gt;
*Slow turnrate and speed makes it easily D-Gunnable.&lt;br /&gt;
&lt;br /&gt;
*Medium range Plasma turret, similar in damage to Core Artillery.&lt;br /&gt;
&lt;br /&gt;
*Medium fire rate and secondary mounted Light Laser weapon.&lt;br /&gt;
&lt;br /&gt;
*Needs support but good for assaulting defence, units and drawing out Commanders.&lt;br /&gt;
&lt;br /&gt;
*Keep weary of enemy Commanders.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Similar units for the two Factions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zipper/Freaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tech 1.5, quick but weak, has ability to Stealth for 50 Energy a second.&lt;br /&gt;
&lt;br /&gt;
*Has high Los but only useful if enemy has limited defences/firepower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radar/Jammer Kbots/Vehicles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Radar has larger radar than Tech Onene Radar Tower.&lt;br /&gt;
&lt;br /&gt;
*Vehicles have more health, but less range.&lt;br /&gt;
&lt;br /&gt;
*Produce Energy, but loses same amount of Energy when on.&lt;br /&gt;
&lt;br /&gt;
*Jammers will jam your own Radar, so keep them off unless needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scarab/Hedgehog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Mobile Missle Defence Systems, to stop Nuclear Missles or Tactical Nukes.&lt;br /&gt;
&lt;br /&gt;
*Same price as stationary Anti-Nuke, (medium Metal, very high Energy).&lt;br /&gt;
&lt;br /&gt;
*Same range as stationary Anti-Nuke.&lt;br /&gt;
&lt;br /&gt;
*Can store missles like normal Anti-Nuke.&lt;br /&gt;
&lt;br /&gt;
*Has a small explosion on death, very slow and should be kept far from enemy.&lt;br /&gt;
&lt;br /&gt;
*Can be used to give front line forces Anti-Nuke coverage.&lt;br /&gt;
&lt;br /&gt;
*Hedgehog is slightly more expensive.&lt;br /&gt;
&lt;br /&gt;
*Turn to &amp;quot;Hold Fire&amp;quot; to avoid them trying to attack.&lt;br /&gt;
&lt;br /&gt;
*Set them to Patrol or Repeat a Move order, to keep base in Anti-Nuke coverage and so Enemy does not spot them making them harder to bomb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merl/Diplomat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Long range Rockets Vehicles, with medium cost.&lt;br /&gt;
&lt;br /&gt;
*Rockets have long flight time, so poor against moving targets.&lt;br /&gt;
&lt;br /&gt;
*Slow and low health so best used behind main force.&lt;br /&gt;
&lt;br /&gt;
*Diplomat does more damage but costs more Metal and has higher Build Time.&lt;br /&gt;
&lt;br /&gt;
*Best used against stationary targets or behind hills (can fire over).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invader/Roach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Crawling bomb Kbot, cheap, quite fast and can climb many surfaces.&lt;br /&gt;
&lt;br /&gt;
*Not completly all terrain.&lt;br /&gt;
&lt;br /&gt;
*Very low health, but has instant Self Destruct when activated.&lt;br /&gt;
&lt;br /&gt;
*Small explosion if killed but very large explosion if Self Destructed.&lt;br /&gt;
&lt;br /&gt;
*Best used in ambush or against preoccupied enemies.&lt;br /&gt;
&lt;br /&gt;
*Can go underwater.&lt;br /&gt;
&lt;br /&gt;
*One can kill a Commander if close enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phalanx/Copperhead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Mobile Tech two flakker Vehicles.&lt;br /&gt;
&lt;br /&gt;
*Able to hit ground and air effectively.&lt;br /&gt;
&lt;br /&gt;
*Fast firing flak weapon does small damage but constant fire.&lt;br /&gt;
&lt;br /&gt;
*Has medium range and quite low cost.&lt;br /&gt;
&lt;br /&gt;
*Due to low health, not a frontline unit.&lt;br /&gt;
&lt;br /&gt;
*Is needed for any force due to Anti Air abilities, best if you have multiple ones.&lt;br /&gt;
&lt;br /&gt;
*Copperhead costs more but has more health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulldog/Reaper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Upgrade of Tech One tank, second highest health/armour of Tech Two Vehicles.&lt;br /&gt;
&lt;br /&gt;
*High damage per shot and medium rate of fire but slow.&lt;br /&gt;
&lt;br /&gt;
*Quite expensive, but good in groups of three and to protect support units.&lt;br /&gt;
&lt;br /&gt;
*Best used against defence, when no Commander is around or to bring Commander out of hiding.&lt;br /&gt;
&lt;br /&gt;
*Reaper is slightly faster and cheaper in Metal.&lt;br /&gt;
&lt;br /&gt;
*Bulldog has higher health and cheaper in Energy/buildtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infiltrator/Parasite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Spy Kbots with ability to Cloak and Stealth.&lt;br /&gt;
&lt;br /&gt;
*Cheap in Metal but expensive in Energy.&lt;br /&gt;
&lt;br /&gt;
*Costs Infiltrator 210 and Parasite 200 Energy to Cloak while stationary.&lt;br /&gt;
&lt;br /&gt;
*Costs Infiltrator 420 and Parasite 400 Energy to Cloak while moving.&lt;br /&gt;
&lt;br /&gt;
*Costs Infiltrator 1000 and Parasite 1300 Energy to Stealth (radar invisible).&lt;br /&gt;
&lt;br /&gt;
*Infiltrator has longer Line of Sight, and costs less to build.&lt;br /&gt;
&lt;br /&gt;
*Used to infiltrate enemy base to discover weak points, give LoS and find key structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triton/Croc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Amphibious Vehicles, very cheap at less than 500 metal.&lt;br /&gt;
&lt;br /&gt;
*Low range and relatively low health.&lt;br /&gt;
&lt;br /&gt;
*Triton has 3000 while Croc has 3500.&lt;br /&gt;
&lt;br /&gt;
*Has low DPS, however good in groups and effective for price.&lt;br /&gt;
&lt;br /&gt;
*Has good slope tolerance and can go underwater, so useful for flanking.&lt;br /&gt;
&lt;br /&gt;
*Triton is useful with Spider due to slope tolerance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decoy Commanders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Look exactly like real Commanders.&lt;br /&gt;
&lt;br /&gt;
*Give 1000 storage in Metal and Energy but produce low amounts.&lt;br /&gt;
&lt;br /&gt;
*Has fake D-Gun, activated by button.&lt;br /&gt;
&lt;br /&gt;
*Primary weapon is laser.&lt;br /&gt;
&lt;br /&gt;
*High buildspeed, LoS and radar, but no sonar.&lt;br /&gt;
&lt;br /&gt;
*Same health as normal Commander but do not have Anti-Sniper damage tag.&lt;br /&gt;
&lt;br /&gt;
*Have smaller decloak radius than Commander (harder to decloak).&lt;br /&gt;
&lt;br /&gt;
*Can build everything normal Commander can, but cannot Morph or Capture.&lt;br /&gt;
&lt;br /&gt;
*Expensive, but useful as builders, repairers, to give LoS or to trick Enemy.&lt;br /&gt;
&lt;br /&gt;
*Can go underwater.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a more in depth unit guide [http://www.springfiles.com/show_file.php?id=1016 here.]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_commander&amp;diff=20056</id>
		<title>Xta commander</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_commander&amp;diff=20056"/>
		<updated>2010-10-15T14:44:54Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Added logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
In XTA Commanders are the focal point.&lt;br /&gt;
&lt;br /&gt;
Commanders should nearly always be on the front line.&lt;br /&gt;
&lt;br /&gt;
Repairing units in lines is key to battles.&lt;br /&gt;
&lt;br /&gt;
Have your Commander behind your unit lines to repair/give LoS/radar.&lt;br /&gt;
&lt;br /&gt;
== Morphing ==&lt;br /&gt;
&lt;br /&gt;
Only Morph if you have the Metal and Energy to do so.&lt;br /&gt;
&lt;br /&gt;
It is best to get as many Metal Extractors prior to Morph to build up Metal.&lt;br /&gt;
&lt;br /&gt;
Morphing requires 0.01 experience for level one so cannot be done immidiatly.&lt;br /&gt;
&lt;br /&gt;
Only Morph if you have enough time away from Enemy as your Commander will be paralysed:&lt;br /&gt;
*Level 1 - 30 seconds&lt;br /&gt;
*Level 2 - 120 seconds&lt;br /&gt;
*Level 3 - 30 seconds&lt;br /&gt;
*Level 4 - 120 seconds&lt;br /&gt;
&lt;br /&gt;
If your Commander comes under attack while Morphing do not be afraid to hit &amp;quot;Stop&amp;quot; (You will get half the resources spent back).&lt;br /&gt;
&lt;br /&gt;
If your Commander is Morphed, try look for alternatives to Comm Bomb, yours is worth more than theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First level of Morph gives: &lt;br /&gt;
*+3 metal, +75 Energy (starts at +2 and +50)&lt;br /&gt;
*2,000 metal + Energy storage (starts at 1,000)&lt;br /&gt;
*Build speed increases by 25, gets full Tech one radar as well as increased LoS&lt;br /&gt;
*Range increases by 20, more powerful primary laser and +250 extra health&lt;br /&gt;
*When cloaked and moving Commander uses only 700 energy, not 1000&lt;br /&gt;
&lt;br /&gt;
*Level Two requires 0.25 experience and gives improvement on level 1&lt;br /&gt;
&lt;br /&gt;
*Level Three requires 0.10 experience (will go to 0.09 if excess after Level Two)&lt;br /&gt;
&lt;br /&gt;
*Level Three gives improvement on Level Two as well as self repair option&lt;br /&gt;
&lt;br /&gt;
*Level Four requires 0.25 experience and gives improvement on Level Three&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Tech 1 ==&lt;br /&gt;
&lt;br /&gt;
If you are alone it is best to run.&lt;br /&gt;
&lt;br /&gt;
You can stand your ground, if so make Dragons Teeth.&lt;br /&gt;
&lt;br /&gt;
Against rocket units make Dragons Teeth and a Light Laser Tower.&lt;br /&gt;
&lt;br /&gt;
Against missile units make two rows and a Light Laser Tower, repair if damaged.&lt;br /&gt;
&lt;br /&gt;
Against artillery approach and try to D-Gun or try run behind a hill.&lt;br /&gt;
&lt;br /&gt;
Against Infantry/Assault Tanks/Scouts D-Gun.&lt;br /&gt;
&lt;br /&gt;
If you have units with you, repair them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Air ==&lt;br /&gt;
&lt;br /&gt;
If Bombers/Gunships/Fighters attack, click Hold Fire, Stop and Cloak.&lt;br /&gt;
&lt;br /&gt;
Try repairing your Anti Air units around you if you can.&lt;br /&gt;
&lt;br /&gt;
Try get back to Anti Air and/or Jammer range.&lt;br /&gt;
&lt;br /&gt;
Against Bombers zig zag your run to dodge bombs.&lt;br /&gt;
&lt;br /&gt;
Against transports, try FPS D-Gun them while walking if Tech 2, ALWAYS move when one is near.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Under NO conditions do you try to directly engage air.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander at Tech 2 ==&lt;br /&gt;
&lt;br /&gt;
Even at Tech 2, the Commander is vital.&lt;br /&gt;
&lt;br /&gt;
If your Commander is on the front line try keep it in Jammer Range.&lt;br /&gt;
&lt;br /&gt;
Do NOT put it directly in front of units, as the Enemy will shoot your Commander instead of the unit.&lt;br /&gt;
&lt;br /&gt;
Always keep it cloaked when the Enemy is near.&lt;br /&gt;
&lt;br /&gt;
Units to D-Gun if they approach:&lt;br /&gt;
*Warrior/Pyro&lt;br /&gt;
*Freaker/Zipper&lt;br /&gt;
*&#039;&#039;&#039;Panther&#039;&#039;&#039;/Leveller&lt;br /&gt;
*&#039;&#039;&#039;Bulldog/Reaper&#039;&#039;&#039;&lt;br /&gt;
*Triton/Crock&lt;br /&gt;
*Gimp/Pelican&lt;br /&gt;
*Can/Zeus&lt;br /&gt;
*&#039;&#039;&#039;Sumo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maverick&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Goliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bold units must be approached with care, only reveal yourself once in range and safe.&lt;br /&gt;
&lt;br /&gt;
When attacking ranged units:&lt;br /&gt;
*Keep inside your own Jammer Range until in enemies.&lt;br /&gt;
*Make sure you do not hit any obstacles.&lt;br /&gt;
*Try to distract the Enemy (Scouts etc)&lt;br /&gt;
*D-Gun the biggest, hold shift and try D-Gun any others.&lt;br /&gt;
*Try not to D-Gun their Jammer, try to get their Radar if possible.&lt;br /&gt;
*As soon as you have done, run and get back in Jammer Range.&lt;br /&gt;
*Sacrifice your Jammer to save your Commander if you must.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Sea ==&lt;br /&gt;
&lt;br /&gt;
If you see Enemy ships near the coastline Cloak and try D-Gun.&lt;br /&gt;
&lt;br /&gt;
If an Enemy ship fires on your Commander, run and Clock.&lt;br /&gt;
&lt;br /&gt;
When in the water against torpedoes run and try dodge the torpedoes (zig zag).&lt;br /&gt;
&lt;br /&gt;
When against Depth Charge units run when underwater.&lt;br /&gt;
&lt;br /&gt;
Try reclaiming or capturing Scouts when underwater.&lt;br /&gt;
&lt;br /&gt;
Never send your Commander underwater without protection (unless fleeing).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How to Escape ==&lt;br /&gt;
&lt;br /&gt;
When close to death always Cloak, Hold Fire and run to Jammer coverage.&lt;br /&gt;
&lt;br /&gt;
Make Dragons Teeth to hold off units temporarily.&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to go underwater, good against air.&lt;br /&gt;
&lt;br /&gt;
Hide behind wreckages, especially Lab Wrecks, try not to crush them.&lt;br /&gt;
&lt;br /&gt;
Hide behind Structures, Enemy and ally, be careful of Self Destructing Buildings.&lt;br /&gt;
&lt;br /&gt;
Hills are effective for jamming your radar, keep Cloaked.&lt;br /&gt;
&lt;br /&gt;
Decoy Commanders can be effective in aiding escape.&lt;br /&gt;
&lt;br /&gt;
Try use distractions to save your Commander.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Dragons Teeth Walk ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS ONLY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to fight an army and Commander with your Commander alone.&lt;br /&gt;
&lt;br /&gt;
It is advised you make an Energy Storage early, as well as a small amount of Energy structures.&lt;br /&gt;
&lt;br /&gt;
Take Anti Air Units if possible.&lt;br /&gt;
&lt;br /&gt;
Expand and get Metal Extractors until you reach Enemy.&lt;br /&gt;
&lt;br /&gt;
Make a Light Laser Tower; place Dragons Teeth in front of it, repeat at least once.&lt;br /&gt;
&lt;br /&gt;
Wait till Enemy retreats and make Dragons Teeth diagonally in their direction.&lt;br /&gt;
&lt;br /&gt;
Make another Light Laser after 5th diagonal Tooth and repair.&lt;br /&gt;
&lt;br /&gt;
Repeat as much as possible.&lt;br /&gt;
&lt;br /&gt;
If Enemy Commander approaches run but keep Line of Sight.&lt;br /&gt;
&lt;br /&gt;
If Enemy makes Heavy Laser Tower try get a Light Laser in range before complete.&lt;br /&gt;
&lt;br /&gt;
Reclaim Towers in HLT&#039;s range if you cannot reach Heavy Laser Tower.&lt;br /&gt;
&lt;br /&gt;
Use Light Laser Towers and force fire at max range to shoot slightly out or range, (useful for Enemy Light Laser Towers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19763</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19763"/>
		<updated>2010-10-15T14:43:46Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]][[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best rewiew for any player is to be there themselves.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The current version of XTA is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19762</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19762"/>
		<updated>2010-10-15T14:43:21Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]][[category:XTA]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best rewiew for any player is to be there themselves.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The current version of XTA is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19761</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19761"/>
		<updated>2010-10-15T14:42:33Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Added logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]][[category:XTA]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best rewiew for any player is to be there themselves.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The current version of XTA is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Xta_logo_white.jpg&amp;diff=22234</id>
		<title>File:Xta logo white.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Xta_logo_white.jpg&amp;diff=22234"/>
		<updated>2010-10-15T14:39:44Z</updated>

		<summary type="html">&lt;p&gt;Babbles: XTA logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;XTA logo&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15280</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15280"/>
		<updated>2010-09-30T19:37:19Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This page is currently being updated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The Energy build tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build*tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for OTA players, Do &#039;&#039;&#039;not&#039;&#039;&#039; start with the Heavy Fusion Reactor, use the &#039;&#039;&#039;Light Fusion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039; -&amp;gt;&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The XTA Energy tree differs from the OTA one in a few ways.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
=== The early Energy structures ===&lt;br /&gt;
&lt;br /&gt;
The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Solar Collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Is heavily armoured compared to its Wind counterpart&lt;br /&gt;
* Produces a stable economy giving +20 Energy no matter the map&lt;br /&gt;
* Does not chain explode meaning many can be placed safely in close proximity&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is rather expensive in metal, 3x times the cost of a Wind Generator&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Offers a quick solution for energy stall at mid Metal cost (145 Metal)&lt;br /&gt;
* Can be used as a barricade to protect Metal Extractors etc. from raids&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Due to low metal cost, can be easily spammed&lt;br /&gt;
* Can be highly efficent depending on map&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Costs Energy meaning at times of Energy shortage difficult to build&lt;br /&gt;
* Is not stable meaning on some maps, at times make produce miminal Energy&lt;br /&gt;
* Easily killed and chain explodes if made near other Wind Generators&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Best kept as far from front line as possible&lt;br /&gt;
* Use spacing when placing Wind Generators to avoid chain explosions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal Generators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is an Underwater version available from a Construction Sub.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Stable economy similar to Solar Collector however is map dependant.&lt;br /&gt;
* Underwater possibility allows for unknown Energy bases.&lt;br /&gt;
* Can be hard to destroy due to sea nature&lt;br /&gt;
* Only early water Energy source&lt;br /&gt;
* Does not cost a lot of Metal or Energy meaning it can be efficent&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Only available in Sea&lt;br /&gt;
* Some maps give low Tidal&lt;br /&gt;
* Chain explodes to an extent, but not as much as Wind Generators&lt;br /&gt;
* Not heavily armoured&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Similar to Wind Generators, avoid conflict&lt;br /&gt;
* If Tidal is high and map has water, can be constructed and safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy storage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage&lt;br /&gt;
* This allows for easier economy management&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Combine with Wind Generator farms in windy maps for better results&lt;br /&gt;
* If you intend on using your Commander it is heavily advised you build one&lt;br /&gt;
* Self Destruct is powerful and can be used in case of raid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Energy structures ===&lt;br /&gt;
&lt;br /&gt;
At Tech Two, XTA introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; Fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both Core and Arm have their own versions of the lightest Fusion&lt;br /&gt;
* They provide the start up for an Advanced Economy&lt;br /&gt;
* Good for powering one Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Light Fusion Power Plant&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Can be built by any Land or Air Advanced Construction unit&lt;br /&gt;
* Produces a stable Energy output for early Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is not as efficent as its later counterparts&lt;br /&gt;
* Is not mobile&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm Light Mobile Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Arm do not get a structure but rather a unit&lt;br /&gt;
* This is built in the Advanced Vehicle Factory&lt;br /&gt;
* Gives roughly enough to power a Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
* Costs around half of the build*time cost of a core Lightfusion.&lt;br /&gt;
* It can be moved away from danager&lt;br /&gt;
* Is more efficent than Core counterpart&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Gives less energy (260) than Core counterpart&lt;br /&gt;
* Cannot be built with Kbots or Air&lt;br /&gt;
* Uses Vehicle Factory preventing its use during that time for combat units&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy&lt;br /&gt;
* Best to get a small combat force out before using&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Carriers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both factions have these&lt;br /&gt;
* Only available in Advanced Shipyards&lt;br /&gt;
* Mobile like Arm&#039;s Mobile Fusion&lt;br /&gt;
* Gives roughly enough for Moho Extractor&lt;br /&gt;
* Also gives Advanced Radar and repairs planes&lt;br /&gt;
* Costs around 2,000 Metal and gives 370 Energy&lt;br /&gt;
* Takes 45 Energy to use Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between Arm and Core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Cloakable Fusions are best comparable to the OTA Heavy Fusions&lt;br /&gt;
* They have the possibility to both Cloak and Stealth (radar and LoS):&lt;br /&gt;
    * Arm takes 125 Energy to Cloak&lt;br /&gt;
    * Core takes 150 Energy to Cloak&lt;br /&gt;
    * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
    * Core takes 550 Energy to Stealth (725 for Cloak and Stealth) &lt;br /&gt;
* They give 800 Energy allowing for multiple Moho Extractors to run&lt;br /&gt;
* You should always Cloak to avoid detection&lt;br /&gt;
* Can be used as &amp;quot;suprise bomb&amp;quot; with Cloaking and Self Destruct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is the last Fusion available and gives 3500 Energy&lt;br /&gt;
* Is the most efficent Energy source&lt;br /&gt;
* Is more expensive than OTA Fusions&lt;br /&gt;
* Creates huge explosion, potentially base crippling if destroyed&lt;br /&gt;
* Is a target for Bombers due to being unable to Cloak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the Cloakable and Heavy fusions.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underwater Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is built only by Underwater Construction Submarines&lt;br /&gt;
* Gives slightly more Energy than Cloakable Fusion but costs more&lt;br /&gt;
* Only static Advanced Energy supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
*You must &#039;&#039;&#039;not&#039;&#039;&#039; build a Heavy Fusion power plant in XTA, like you used in OTA. Use a &#039;&#039;&#039;Cloakable Fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
*There are several new power sources that fill the gap between 20 and 1000 E output OTA had.&lt;br /&gt;
&lt;br /&gt;
*The Moho Metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
== Other units with high energy drain ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti*MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15279</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15279"/>
		<updated>2010-09-24T03:28:33Z</updated>

		<summary type="html">&lt;p&gt;Babbles: Began updating and cleaing up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The Energy build tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build*tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for OTA players, Do &#039;&#039;&#039;not&#039;&#039;&#039; start with the Heavy Fusion Reactor, use the &#039;&#039;&#039;Light Fusion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039; -&amp;gt;&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The XTA Energy tree differs from the OTA one in a few ways.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
=== The early Energy structures ===&lt;br /&gt;
&lt;br /&gt;
The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Solar Collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Is heavily armoured compared to its Wind counterpart&lt;br /&gt;
* Produces a stable economy giving +20 Energy no matter the map&lt;br /&gt;
* Does not chain explode meaning many can be placed safely in close proximity&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is rather expensive in metal, 3x times the cost of a Wind Generator&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Offers a quick solution for energy stall at mid Metal cost (145 Metal)&lt;br /&gt;
* Can be used as a barricade to protect Metal Extractors etc. from raids&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Due to low metal cost, can be easily spammed&lt;br /&gt;
* Can be highly efficent depending on map&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Costs Energy meaning at times of Energy shortage difficult to build&lt;br /&gt;
* Is not stable meaning on some maps, at times make produce miminal Energy&lt;br /&gt;
* Easily killed and chain explodes if made near other Wind Generators&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Best kept as far from front line as possible&lt;br /&gt;
* Use spacing when placing Wind Generators to avoid chain explosions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal Generators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is an Underwater version available from a Construction Sub.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Stable economy similar to Solar Collector however is map dependant.&lt;br /&gt;
* Underwater possibility allows for unknown Energy bases.&lt;br /&gt;
* Can be hard to destroy due to sea nature&lt;br /&gt;
* Only early water Energy source&lt;br /&gt;
* Does not cost a lot of Metal or Energy meaning it can be efficent&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Only available in Sea&lt;br /&gt;
* Some maps give low Tidal&lt;br /&gt;
* Chain explodes to an extent, but not as much as Wind Generators&lt;br /&gt;
* Not heavily armoured&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Similar to Wind Generators, avoid conflict&lt;br /&gt;
* If Tidal is high and map has water, can be constructed and safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy storage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage&lt;br /&gt;
* This allows for easier economy management&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Combine with Wind Generator farms in windy maps for better results&lt;br /&gt;
* If you intend on using your Commander it is heavily advised you build one&lt;br /&gt;
* Self Destruct is powerful and can be used in case of raid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Energy structures ===&lt;br /&gt;
&lt;br /&gt;
At Tech Two, XTA introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; Fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both Core and Arm have their own versions of the lightest Fusion&lt;br /&gt;
* They provide the start up for an Advanced Economy&lt;br /&gt;
* Good for powering one Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Light Fusion Power Plant&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Can be built by any Land or Air Advanced Construction unit&lt;br /&gt;
* Produces a stable Energy output for early Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is not as efficent as its later counterparts&lt;br /&gt;
* Is not mobile&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm Light Mobile Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Arm do not get a structure but rather a unit&lt;br /&gt;
* This is built in the Advanced Vehicle Factory&lt;br /&gt;
* Gives roughly enough to power a Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
* Costs around half of the build*time cost of a core Lightfusion.&lt;br /&gt;
* It can be moved away from danager&lt;br /&gt;
* Is more efficent than Core counterpart&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Gives less energy (260) than Core counterpart&lt;br /&gt;
* Cannot be built with Kbots or Air&lt;br /&gt;
* Uses Vehicle Factory preventing its use during that time for combat units&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy&lt;br /&gt;
* Best to get a small combat force out before using&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Carriers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both factions have these&lt;br /&gt;
* Only available in Advanced Shipyards&lt;br /&gt;
* Mobile like Arm&#039;s Mobile Fusion&lt;br /&gt;
* Gives roughly enough for Moho Extractor&lt;br /&gt;
* Also gives Advanced Radar and repairs planes&lt;br /&gt;
* Costs around 2,000 Metal and gives 370 Energy&lt;br /&gt;
* Takes 45 Energy to use Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between Arm and Core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Cloakable Fusions are best comparable to the OTA Heavy Fusions&lt;br /&gt;
* They have the possibility to both Cloak and Stealth (radar and LoS):&lt;br /&gt;
    * Arm takes 125 Energy to Cloak&lt;br /&gt;
    * Core takes 150 Energy to Cloak&lt;br /&gt;
    * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
    * Core takes 550 Energy to Stealth (725 for Cloak and Stealth) &lt;br /&gt;
* They give 800 Energy allowing for multiple Moho Extractors to run&lt;br /&gt;
* You should always Cloak to avoid detection&lt;br /&gt;
* Can be used as &amp;quot;suprise bomb&amp;quot; with Cloaking and Self Destruct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is the last Fusion available and gives 3500 Energy&lt;br /&gt;
* Is the most efficent Energy source&lt;br /&gt;
* Is more expensive than OTA Fusions&lt;br /&gt;
* Creates huge explosion, potentially base crippling if destroyed&lt;br /&gt;
* Is a target for Bombers due to being unable to Cloak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the Cloakable and Heavy fusions.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underwater Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is built only by Underwater Construction Submarines&lt;br /&gt;
* Gives slightly more Energy than Cloakable Fusion but costs more&lt;br /&gt;
* Only static Advanced Energy supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
*You must &#039;&#039;&#039;not&#039;&#039;&#039; build a Heavy Fusion power plant in XTA, like you used in OTA. Use a &#039;&#039;&#039;Cloakable Fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
*There are several new power sources that fill the gap between 20 and 1000 E output OTA had.&lt;br /&gt;
&lt;br /&gt;
*The Moho Metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
== Other units with high energy drain ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti*MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15278</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15278"/>
		<updated>2010-09-24T03:17:08Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* The early Energy structures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The Energy build tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build*tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for OTA players, Do &#039;&#039;&#039;not&#039;&#039;&#039; start with the Heavy Fusion Reactor, use the &#039;&#039;&#039;Light Fusion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039; -&amp;gt;&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The XTA Energy tree differs from the OTA one in a few ways.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
=== The early Energy structures ===&lt;br /&gt;
&lt;br /&gt;
The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Solar Collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Is heavily armoured compared to its Wind counterpart&lt;br /&gt;
* Produces a stable economy giving +20 Energy no matter the map&lt;br /&gt;
* Does not chain explode meaning many can be placed safely in close proximity&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is rather expensive in metal, 3x times the cost of a Wind Generator&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Offers a quick solution for energy stall at mid Metal cost (145 Metal)&lt;br /&gt;
* Can be used as a barricade to protect Metal Extractors etc. from raids&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Due to low metal cost, can be easily spammed&lt;br /&gt;
* Can be highly efficent depending on map&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Costs Energy meaning at times of Energy shortage difficult to build&lt;br /&gt;
* Is not stable meaning on some maps, at times make produce miminal Energy&lt;br /&gt;
* Easily killed and chain explodes if made near other Wind Generators&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Best kept as far from front line as possible&lt;br /&gt;
* Use spacing when placing Wind Generators to avoid chain explosions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal Generators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is an Underwater version available from a Construction Sub.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Stable economy similar to Solar Collector however is map dependant.&lt;br /&gt;
* Underwater possibility allows for unknown Energy bases.&lt;br /&gt;
* Can be hard to destroy due to sea nature&lt;br /&gt;
* Only early water Energy source&lt;br /&gt;
* Does not cost a lot of Metal or Energy meaning it can be efficent&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Only available in Sea&lt;br /&gt;
* Some maps give low Tidal&lt;br /&gt;
* Chain explodes to an extent, but not as much as Wind Generators&lt;br /&gt;
* Not heavily armoured&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Similar to Wind Generators, avoid conflict&lt;br /&gt;
* If Tidal is high and map has water, can be constructed and safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy storage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage&lt;br /&gt;
* This allows for easier economy management&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Combine with Wind Generator farms in windy maps for better results&lt;br /&gt;
* If you intend on using your Commander it is heavily advised you build one&lt;br /&gt;
* Self Destruct is powerful and can be used in case of raid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Energy structures ===&lt;br /&gt;
&lt;br /&gt;
At Tech Two, XTA introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; Fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both Core and Arm have their own versions of the lightest Fusion&lt;br /&gt;
* They provide the start up for an Advanced Economy&lt;br /&gt;
* Good for powering one Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Light Fusion Power Plant&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Can be built by any Land or Air Advanced Construction unit&lt;br /&gt;
* Produces a stable Energy output for early Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is not as efficent as its later counterparts&lt;br /&gt;
* Is not mobile&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm Light Mobile Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Arm do not get a structure but rather a unit&lt;br /&gt;
* This is built in the Advanced Vehicle Factory&lt;br /&gt;
* Gives roughly enough to power a Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
* Costs around half of the build*time cost of a core Lightfusion.&lt;br /&gt;
* It can be moved away from danager&lt;br /&gt;
* Is more efficent than Core counterpart&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Gives less energy (260) than Core counterpart&lt;br /&gt;
* Cannot be built with Kbots or Air&lt;br /&gt;
* Uses Vehicle Factory preventing its use during that time for combat units&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy&lt;br /&gt;
* Best to get a small combat force out before using&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Carriers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both factions have these&lt;br /&gt;
* Only available in Advanced Shipyards&lt;br /&gt;
* Mobile like Arm&#039;s Mobile Fusion&lt;br /&gt;
* Gives roughly enough for Moho Extractor&lt;br /&gt;
* Also gives Advanced Radar and repairs planes&lt;br /&gt;
* Costs around 2,000 Metal and gives 370 Energy&lt;br /&gt;
* Takes 45 Energy to use Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between Arm and Core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Cloakable Fusions are best comparable to the OTA Heavy Fusions&lt;br /&gt;
* They have the possibility to both Cloak and Stealth (radar and LoS):&lt;br /&gt;
    * Arm takes 125 Energy to Cloak&lt;br /&gt;
    * Core takes 150 Energy to Cloak&lt;br /&gt;
    * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
    * Core takes 550 Energy to Stealth (725 for Cloak and Stealth) &lt;br /&gt;
* They give 800 Energy allowing for multiple Moho Extractors to run&lt;br /&gt;
* You should always Cloak to avoid detection&lt;br /&gt;
* Can be used as &amp;quot;suprise bomb&amp;quot; with Cloaking and Self Destruct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is the last Fusion available and gives 3500 Energy&lt;br /&gt;
* Is the most efficent Energy source&lt;br /&gt;
* Is more expensive than OTA Fusions&lt;br /&gt;
* Creates huge explosion, potentially base crippling if destroyed&lt;br /&gt;
* Is a target for Bombers due to being unable to Cloak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cCoakable and Heavy fusions.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underwater Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is built only by Underwater Construction Submarines&lt;br /&gt;
* Gives slightly more Energy than Cloakable Fusion but costs more&lt;br /&gt;
* Only static Advanced Energy supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
*You must &#039;&#039;&#039;not&#039;&#039;&#039; build a Heavy Fusion power plant in XTA, like you used in OTA. Use a &#039;&#039;&#039;Cloakable Fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
*There are several new power sources that fill the gap between 20 and 1000 E output OTA had.&lt;br /&gt;
&lt;br /&gt;
*The Moho Metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
== Other units with high energy drain ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti*MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15277</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15277"/>
		<updated>2010-09-24T03:16:18Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The Energy build tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build*tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for OTA players, Do &#039;&#039;&#039;not&#039;&#039;&#039; start with the Heavy Fusion Reactor, use the &#039;&#039;&#039;Light Fusion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039; -&amp;gt;&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The XTA Energy tree differs from the OTA one in a few ways.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
=== The early Energy structures ===&lt;br /&gt;
&lt;br /&gt;
The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Solar Collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Is heavily armoured compared to its Wind counterpart&lt;br /&gt;
* Produces a stable economy giving +20 Energy no matter the map&lt;br /&gt;
* Does not chain explode meaning many can be placed safely in close proximity&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is rather expensive in metal, 3x times the cost of a Wind Generator&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Offers a quick solution for energy stall at mid Metal cost (145 Metal)&lt;br /&gt;
* Can be used as a barricade to protect Metal Extractors etc. from raids&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Main change(s) from OTA:&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Due to low metal cost, can be easily spammed&lt;br /&gt;
* Can be highly efficent depending on map&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Costs Energy meaning at times of Energy shortage difficult to build&lt;br /&gt;
* Is not stable meaning on some maps, at times make produce miminal Energy&lt;br /&gt;
* Easily killed and chain explodes if made near other Wind Generators&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Best kept as far from front line as possible&lt;br /&gt;
* Use spacing when placing Wind Generators to avoid chain explosions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal Generators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is an Underwater version available from a Construction Sub.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Stable economy similar to Solar Collector however is map dependant.&lt;br /&gt;
* Underwater possibility allows for unknown Energy bases.&lt;br /&gt;
* Can be hard to destroy due to sea nature&lt;br /&gt;
* Only early water Energy source&lt;br /&gt;
* Does not cost a lot of Metal or Energy meaning it can be efficent&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Only available in Sea&lt;br /&gt;
* Some maps give low Tidal&lt;br /&gt;
* Chain explodes to an extent, but not as much as Wind Generators&lt;br /&gt;
* Not heavily armoured&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Similar to Wind Generators, avoid conflict&lt;br /&gt;
* If Tidal is high and map has water, can be constructed and safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy storage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage&lt;br /&gt;
* This allows for easier economy management&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Combine with Wind Generator farms in windy maps for better results&lt;br /&gt;
* If you intend on using your Commander it is heavily advised you build one&lt;br /&gt;
* Self Destruct is powerful and can be used in case of raid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Energy structures ===&lt;br /&gt;
&lt;br /&gt;
At Tech Two, XTA introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; Fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both Core and Arm have their own versions of the lightest Fusion&lt;br /&gt;
* They provide the start up for an Advanced Economy&lt;br /&gt;
* Good for powering one Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Light Fusion Power Plant&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Can be built by any Land or Air Advanced Construction unit&lt;br /&gt;
* Produces a stable Energy output for early Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is not as efficent as its later counterparts&lt;br /&gt;
* Is not mobile&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm Light Mobile Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Arm do not get a structure but rather a unit&lt;br /&gt;
* This is built in the Advanced Vehicle Factory&lt;br /&gt;
* Gives roughly enough to power a Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
* Costs around half of the build*time cost of a core Lightfusion.&lt;br /&gt;
* It can be moved away from danager&lt;br /&gt;
* Is more efficent than Core counterpart&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Gives less energy (260) than Core counterpart&lt;br /&gt;
* Cannot be built with Kbots or Air&lt;br /&gt;
* Uses Vehicle Factory preventing its use during that time for combat units&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy&lt;br /&gt;
* Best to get a small combat force out before using&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Carriers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both factions have these&lt;br /&gt;
* Only available in Advanced Shipyards&lt;br /&gt;
* Mobile like Arm&#039;s Mobile Fusion&lt;br /&gt;
* Gives roughly enough for Moho Extractor&lt;br /&gt;
* Also gives Advanced Radar and repairs planes&lt;br /&gt;
* Costs around 2,000 Metal and gives 370 Energy&lt;br /&gt;
* Takes 45 Energy to use Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between Arm and Core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Cloakable Fusions are best comparable to the OTA Heavy Fusions&lt;br /&gt;
* They have the possibility to both Cloak and Stealth (radar and LoS):&lt;br /&gt;
    * Arm takes 125 Energy to Cloak&lt;br /&gt;
    * Core takes 150 Energy to Cloak&lt;br /&gt;
    * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
    * Core takes 550 Energy to Stealth (725 for Cloak and Stealth) &lt;br /&gt;
* They give 800 Energy allowing for multiple Moho Extractors to run&lt;br /&gt;
* You should always Cloak to avoid detection&lt;br /&gt;
* Can be used as &amp;quot;suprise bomb&amp;quot; with Cloaking and Self Destruct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is the last Fusion available and gives 3500 Energy&lt;br /&gt;
* Is the most efficent Energy source&lt;br /&gt;
* Is more expensive than OTA Fusions&lt;br /&gt;
* Creates huge explosion, potentially base crippling if destroyed&lt;br /&gt;
* Is a target for Bombers due to being unable to Cloak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cCoakable and Heavy fusions.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underwater Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is built only by Underwater Construction Submarines&lt;br /&gt;
* Gives slightly more Energy than Cloakable Fusion but costs more&lt;br /&gt;
* Only static Advanced Energy supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
*You must &#039;&#039;&#039;not&#039;&#039;&#039; build a Heavy Fusion power plant in XTA, like you used in OTA. Use a &#039;&#039;&#039;Cloakable Fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
*There are several new power sources that fill the gap between 20 and 1000 E output OTA had.&lt;br /&gt;
&lt;br /&gt;
*The Moho Metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
== Other units with high energy drain ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti*MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15276</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15276"/>
		<updated>2010-09-24T03:15:20Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The Energy build tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build*tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for OTA players, Do &#039;&#039;&#039;not&#039;&#039;&#039; start with the Heavy Fusion Reactor, use the &#039;&#039;&#039;Light Fusion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039; -&amp;gt;&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The XTA Energy tree differs from the OTA one in a few ways.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
=== The early Energy structures ===&lt;br /&gt;
&lt;br /&gt;
The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Solar Collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Is heavily armoured compared to its Wind counterpart&lt;br /&gt;
* Produces a stable economy giving +20 Energy no matter the map&lt;br /&gt;
* Does not chain explode meaning many can be placed safely in close proximity&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is rather expensive in metal, 3x times the cost of a Wind Generator&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Offers a quick solution for energy stall at mid Metal cost (145 Metal)&lt;br /&gt;
* Can be used as a barricade to protect Metal Extractors etc. from raids&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Main change(s) from OTA:&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Due to low metal cost, can be easily spammed&lt;br /&gt;
* Can be highly efficent depending on map&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Costs Energy meaning at times of Energy shortage difficult to build&lt;br /&gt;
* Is not stable meaning on some maps, at times make produce miminal Energy&lt;br /&gt;
* Easily killed and chain explodes if made near other Wind Generators&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Best kept as far from front line as possible&lt;br /&gt;
* Use spacing when placing Wind Generators to avoid chain explosions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal Generators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is an Underwater version available from a Construction Sub.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Stable economy similar to Solar Collector however is map dependant.&lt;br /&gt;
* Underwater possibility allows for unknown Energy bases.&lt;br /&gt;
* Can be hard to destroy due to sea nature&lt;br /&gt;
* Only early water Energy source&lt;br /&gt;
* Does not cost a lot of Metal or Energy meaning it can be efficent&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Only available in Sea&lt;br /&gt;
* Some maps give low Tidal&lt;br /&gt;
* Chain explodes to an extent, but not as much as Wind Generators&lt;br /&gt;
* Not heavily armoured&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Similar to Wind Generators, avoid conflict&lt;br /&gt;
* If Tidal is high and map has water, can be constructed and safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy storage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage&lt;br /&gt;
* This allows for easier economy management&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Combine with Wind Generator farms in windy maps for better results&lt;br /&gt;
* If you intend on using your Commander it is heavily advised you build one&lt;br /&gt;
* Self Destruct is powerful and can be used in case of raid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Energy structures ===&lt;br /&gt;
&lt;br /&gt;
At Tech Two, XTA introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; Fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both Core and Arm have their own versions of the lightest Fusion&lt;br /&gt;
* They provide the start up for an Advanced Economy&lt;br /&gt;
* Good for powering one Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Light Fusion Power Plant&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Can be built by any Land or Air Advanced Construction unit&lt;br /&gt;
* Produces a stable Energy output for early Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is not as efficent as its later counterparts&lt;br /&gt;
* Is not mobile&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm Light Mobile Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Arm do not get a structure but rather a unit&lt;br /&gt;
* This is built in the Advanced Vehicle Factory&lt;br /&gt;
* Gives roughly enough to power a Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
* Costs around half of the build*time cost of a core Lightfusion.&lt;br /&gt;
* It can be moved away from danager&lt;br /&gt;
* Is more efficent than Core counterpart&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Gives less energy (260) than Core counterpart&lt;br /&gt;
* Cannot be built with Kbots or Air&lt;br /&gt;
* Uses Vehicle Factory preventing its use during that time for combat units&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy&lt;br /&gt;
* Best to get a small combat force out before using&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Carriers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both factions have these&lt;br /&gt;
* Only available in Advanced Shipyards&lt;br /&gt;
* Mobile like Arm&#039;s Mobile Fusion&lt;br /&gt;
* Gives roughly enough for Moho Extractor&lt;br /&gt;
* Also gives Advanced Radar and repairs planes&lt;br /&gt;
* Costs around 2,000 Metal and gives 370 Energy&lt;br /&gt;
* Takes 45 Energy to use Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between Arm and Core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Cloakable Fusions are best comparable to the OTA Heavy Fusions&lt;br /&gt;
* They have the possibility to both Cloak and Stealth (radar and LoS):&lt;br /&gt;
    * Arm takes 125 Energy to Cloak&lt;br /&gt;
    * Core takes 150 Energy to Cloak&lt;br /&gt;
    * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
    * Core takes 550 Energy to Stealth (725 for Cloak and Stealth) &lt;br /&gt;
* They give 800 Energy allowing for multiple Moho Extractors to run&lt;br /&gt;
* You should always Cloak to avoid detection&lt;br /&gt;
* Can be used as &amp;quot;suprise bomb&amp;quot; with Cloaking and Self Destruct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is the last Fusion available and gives 3500 Energy&lt;br /&gt;
* Is the most efficent Energy source&lt;br /&gt;
* Is more expensive than OTA Fusions&lt;br /&gt;
* Creates huge explosion, potentially base crippling if destroyed&lt;br /&gt;
* Is a target for Bombers due to being unable to Cloak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cCoakable and Heavy fusions.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underwater Fusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is built only by Underwater Construction Submarines&lt;br /&gt;
* Gives slightly more Energy than Cloakable Fusion but costs more&lt;br /&gt;
* Only static Advanced Energy supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
:#You must &#039;&#039;&#039;not&#039;&#039;&#039; build a Heavy Fusion power plant in XTA, like you used in OTA. Use a &#039;&#039;&#039;Cloakable Fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#There are several new power sources that fill the gap between 20 and 1000 E output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#The Moho Metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
== Other units with high energy drain ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti*MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15275</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15275"/>
		<updated>2010-09-24T03:13:03Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The Energy build tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build*tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|-&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for OTA players, Do &#039;&#039;&#039;not&#039;&#039;&#039; start with the Heavy Fusion Reactor, use the &#039;&#039;&#039;Light Fusion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Cloakable Fusions&#039;&#039;&#039; -&amp;gt;&#039;&#039;&#039;Heavy Fusion&#039;&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The XTA Energy tree differs from the OTA one in a few ways.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
=== The early Energy structures ===&lt;br /&gt;
&lt;br /&gt;
The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Solar Collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Is heavily armoured compared to its Wind counterpart&lt;br /&gt;
* Produces a stable economy giving +20 Energy no matter the map&lt;br /&gt;
* Does not chain explode meaning many can be placed safely in close proximity&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is rather expensive in metal, 3x times the cost of a Wind Generator&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Offers a quick solution for energy stall at mid Metal cost (145 Metal)&lt;br /&gt;
* Can be used as a barricade to protect Metal Extractors etc. from raids&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Main change(s) from OTA:&lt;br /&gt;
&lt;br /&gt;
* This no longer requires Energy to be constructed&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Due to low metal cost, can be easily spammed&lt;br /&gt;
* Can be highly efficent depending on map&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Costs Energy meaning at times of Energy shortage difficult to build&lt;br /&gt;
* Is not stable meaning on some maps, at times make produce miminal Energy&lt;br /&gt;
* Easily killed and chain explodes if made near other Wind Generators&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Best kept as far from front line as possible&lt;br /&gt;
* Use spacing when placing Wind Generators to avoid chain explosions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal Generators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is an Underwater version available from a Construction Sub.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Stable economy similar to Solar Collector however is map dependant.&lt;br /&gt;
* Underwater possibility allows for unknown Energy bases.&lt;br /&gt;
* Can be hard to destroy due to sea nature&lt;br /&gt;
* Only early water Energy source&lt;br /&gt;
* Does not cost a lot of Metal or Energy meaning it can be efficent&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Only available in Sea&lt;br /&gt;
* Some maps give low Tidal&lt;br /&gt;
* Chain explodes to an extent, but not as much as Wind Generators&lt;br /&gt;
* Not heavily armoured&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Similar to Wind Generators, avoid conflict&lt;br /&gt;
* If Tidal is high and map has water, can be constructed and safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy storage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage&lt;br /&gt;
* This allows for easier economy management&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Combine with Wind Generator farms in windy maps for better results&lt;br /&gt;
* If you intend on using your Commander it is heavily advised you build one&lt;br /&gt;
* Self Destruct is powerful and can be used in case of raid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Energy structures ===&lt;br /&gt;
&lt;br /&gt;
At Tech Two, XTA introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; Fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both Core and Arm have their own versions of the lightest Fusion&lt;br /&gt;
* They provide the start up for an Advanced Economy&lt;br /&gt;
* Good for powering one Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Light Fusion Power Plant&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Can be built by any Land or Air Advanced Construction unit&lt;br /&gt;
* Produces a stable Energy output for early Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* It is not as efficent as its later counterparts&lt;br /&gt;
* Is not mobile&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
* Arm do not get a structure but rather a unit&lt;br /&gt;
* This is built in the Advanced Vehicle Factory&lt;br /&gt;
* Gives roughly enough to power a Moho Metal Extractor&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
* Costs around half of the build*time cost of a core Lightfusion.&lt;br /&gt;
* It can be moved away from danager&lt;br /&gt;
* Is more efficent than Core counterpart&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Gives less energy (260) than Core counterpart&lt;br /&gt;
* Cannot be built with Kbots or Air&lt;br /&gt;
* Uses Vehicle Factory preventing its use during that time for combat units&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Use when you are constructing your first or second Moho Metal Extractor&lt;br /&gt;
* Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy&lt;br /&gt;
* Best to get a small combat force out before using&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Carriers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Both factions have these&lt;br /&gt;
* Only available in Advanced Shipyards&lt;br /&gt;
* Mobile like Arm&#039;s Mobile Fusion&lt;br /&gt;
* Gives roughly enough for Moho Extractor&lt;br /&gt;
* Also gives Advanced Radar and repairs planes&lt;br /&gt;
* Costs around 2,000 Metal and gives 370 Energy&lt;br /&gt;
* Takes 45 Energy to use Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between Arm and Core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cloakable Fusions ===&lt;br /&gt;
&lt;br /&gt;
* The Cloakable Fusions are best comparable to the OTA Heavy Fusions&lt;br /&gt;
* They have the possibility to both Cloak and Stealth (radar and LoS):&lt;br /&gt;
    * Arm takes 125 Energy to Cloak&lt;br /&gt;
    * Core takes 150 Energy to Cloak&lt;br /&gt;
    * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
    * Core takes 550 Energy to Stealth (725 for Cloak and Stealth) &lt;br /&gt;
* They give 800 Energy allowing for multiple Moho Extractors to run&lt;br /&gt;
* You should always Cloak to avoid detection&lt;br /&gt;
* Can be used as &amp;quot;suprise bomb&amp;quot; with Cloaking and Self Destruct&lt;br /&gt;
&lt;br /&gt;
=== Heavy Fusion ===&lt;br /&gt;
&lt;br /&gt;
* This is the last Fusion available and gives 3500 Energy&lt;br /&gt;
* Is the most efficent Energy source&lt;br /&gt;
* Is more expensive than OTA Fusions&lt;br /&gt;
* Creates huge explosion, potentially base crippling if destroyed&lt;br /&gt;
* Is a target for Bombers due to being unable to Cloak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cCoakable and Heavy fusions.]&lt;br /&gt;
&lt;br /&gt;
=== Underwater Fusion ===&lt;br /&gt;
&lt;br /&gt;
* This is built only by Underwater Construction Submarines&lt;br /&gt;
* Gives slightly more Energy than Cloakable Fusion but costs more&lt;br /&gt;
* Only static Advanced Energy supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
:#You must &#039;&#039;&#039;not&#039;&#039;&#039; build a Heavy Fusion power plant in XTA, like you used in OTA. Use a &#039;&#039;&#039;Cloakable Fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#There are several new power sources that fill the gap between 20 and 1000 E output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
=== Other units with high energy drain ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti*MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15274</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15274"/>
		<updated>2010-09-24T02:11:09Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
:#You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA. Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
=== Other units with high energy drain ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19760</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19760"/>
		<updated>2010-09-24T02:06:15Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* What is XTA? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best rewiew for any player is to be there themselves.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The current version of XTA is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19759</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19759"/>
		<updated>2010-09-24T02:04:52Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* What is XTA? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But only a player can truely give the best review for themselves.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The current version of XTA is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19758</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19758"/>
		<updated>2010-09-24T02:03:38Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* What is XTA? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But only a player can truely give the best review for themselves.&#039;&#039;&#039; Th current version of XTA is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19757</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19757"/>
		<updated>2010-09-24T02:01:59Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* What is XTA? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19756</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19756"/>
		<updated>2010-09-24T01:58:13Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA allows players to pit their tactical minds against each other whilst also testing your micro skills to the limit. With a multitude of play styles XTA offers dynamic wars which can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19755</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19755"/>
		<updated>2010-09-21T01:34:06Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA allows players to pit their tactical minds against each other whilst also testing your micro skills to the limit. With a multitude of play styles XTA offers dynamic wars which can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are BrainDamage and Deadnight Warrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_commander&amp;diff=20055</id>
		<title>Xta commander</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_commander&amp;diff=20055"/>
		<updated>2010-09-21T00:58:51Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* Commander at Tech 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In XTA Commanders are the focal point.&lt;br /&gt;
&lt;br /&gt;
Commanders should nearly always be on the front line.&lt;br /&gt;
&lt;br /&gt;
Repairing units in lines is key to battles.&lt;br /&gt;
&lt;br /&gt;
Have your Commander behind your unit lines to repair/give LoS/radar.&lt;br /&gt;
&lt;br /&gt;
== Morphing ==&lt;br /&gt;
&lt;br /&gt;
Only Morph if you have the Metal and Energy to do so.&lt;br /&gt;
&lt;br /&gt;
It is best to get as many Metal Extractors prior to Morph to build up Metal.&lt;br /&gt;
&lt;br /&gt;
Morphing requires 0.01 experience for level one so cannot be done immidiatly.&lt;br /&gt;
&lt;br /&gt;
Only Morph if you have enough time away from Enemy as your Commander will be paralysed:&lt;br /&gt;
*Level 1 - 30 seconds&lt;br /&gt;
*Level 2 - 120 seconds&lt;br /&gt;
*Level 3 - 30 seconds&lt;br /&gt;
*Level 4 - 120 seconds&lt;br /&gt;
&lt;br /&gt;
If your Commander comes under attack while Morphing do not be afraid to hit &amp;quot;Stop&amp;quot; (You will get half the resources spent back).&lt;br /&gt;
&lt;br /&gt;
If your Commander is Morphed, try look for alternatives to Comm Bomb, yours is worth more than theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First level of Morph gives: &lt;br /&gt;
*+3 metal, +75 Energy (starts at +2 and +50)&lt;br /&gt;
*2,000 metal + Energy storage (starts at 1,000)&lt;br /&gt;
*Build speed increases by 25, gets full Tech one radar as well as increased LoS&lt;br /&gt;
*Range increases by 20, more powerful primary laser and +250 extra health&lt;br /&gt;
*When cloaked and moving Commander uses only 700 energy, not 1000&lt;br /&gt;
&lt;br /&gt;
*Level Two requires 0.25 experience and gives improvement on level 1&lt;br /&gt;
&lt;br /&gt;
*Level Three requires 0.10 experience (will go to 0.09 if excess after Level Two)&lt;br /&gt;
&lt;br /&gt;
*Level Three gives improvement on Level Two as well as self repair option&lt;br /&gt;
&lt;br /&gt;
*Level Four requires 0.25 experience and gives improvement on Level Three&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Tech 1 ==&lt;br /&gt;
&lt;br /&gt;
If you are alone it is best to run.&lt;br /&gt;
&lt;br /&gt;
You can stand your ground, if so make Dragons Teeth.&lt;br /&gt;
&lt;br /&gt;
Against rocket units make Dragons Teeth and a Light Laser Tower.&lt;br /&gt;
&lt;br /&gt;
Against missile units make two rows and a Light Laser Tower, repair if damaged.&lt;br /&gt;
&lt;br /&gt;
Against artillery approach and try to D-Gun or try run behind a hill.&lt;br /&gt;
&lt;br /&gt;
Against Infantry/Assault Tanks/Scouts D-Gun.&lt;br /&gt;
&lt;br /&gt;
If you have units with you, repair them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Air ==&lt;br /&gt;
&lt;br /&gt;
If Bombers/Gunships/Fighters attack, click Hold Fire, Stop and Cloak.&lt;br /&gt;
&lt;br /&gt;
Try repairing your Anti Air units around you if you can.&lt;br /&gt;
&lt;br /&gt;
Try get back to Anti Air and/or Jammer range.&lt;br /&gt;
&lt;br /&gt;
Against Bombers zig zag your run to dodge bombs.&lt;br /&gt;
&lt;br /&gt;
Against transports, try FPS D-Gun them while walking if Tech 2, ALWAYS move when one is near.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Under NO conditions do you try to directly engage air.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander at Tech 2 ==&lt;br /&gt;
&lt;br /&gt;
Even at Tech 2, the Commander is vital.&lt;br /&gt;
&lt;br /&gt;
If your Commander is on the front line try keep it in Jammer Range.&lt;br /&gt;
&lt;br /&gt;
Do NOT put it directly in front of units, as the Enemy will shoot your Commander instead of the unit.&lt;br /&gt;
&lt;br /&gt;
Always keep it cloaked when the Enemy is near.&lt;br /&gt;
&lt;br /&gt;
Units to D-Gun if they approach:&lt;br /&gt;
*Warrior/Pyro&lt;br /&gt;
*Freaker/Zipper&lt;br /&gt;
*&#039;&#039;&#039;Panther&#039;&#039;&#039;/Leveller&lt;br /&gt;
*&#039;&#039;&#039;Bulldog/Reaper&#039;&#039;&#039;&lt;br /&gt;
*Triton/Crock&lt;br /&gt;
*Gimp/Pelican&lt;br /&gt;
*Can/Zeus&lt;br /&gt;
*&#039;&#039;&#039;Sumo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maverick&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Goliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bold units must be approached with care, only reveal yourself once in range and safe.&lt;br /&gt;
&lt;br /&gt;
When attacking ranged units:&lt;br /&gt;
*Keep inside your own Jammer Range until in enemies.&lt;br /&gt;
*Make sure you do not hit any obstacles.&lt;br /&gt;
*Try to distract the Enemy (Scouts etc)&lt;br /&gt;
*D-Gun the biggest, hold shift and try D-Gun any others.&lt;br /&gt;
*Try not to D-Gun their Jammer, try to get their Radar if possible.&lt;br /&gt;
*As soon as you have done, run and get back in Jammer Range.&lt;br /&gt;
*Sacrifice your Jammer to save your Commander if you must.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Sea ==&lt;br /&gt;
&lt;br /&gt;
If you see Enemy ships near the coastline Cloak and try D-Gun.&lt;br /&gt;
&lt;br /&gt;
If an Enemy ship fires on your Commander, run and Clock.&lt;br /&gt;
&lt;br /&gt;
When in the water against torpedoes run and try dodge the torpedoes (zig zag).&lt;br /&gt;
&lt;br /&gt;
When against Depth Charge units run when underwater.&lt;br /&gt;
&lt;br /&gt;
Try reclaiming or capturing Scouts when underwater.&lt;br /&gt;
&lt;br /&gt;
Never send your Commander underwater without protection (unless fleeing).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How to Escape ==&lt;br /&gt;
&lt;br /&gt;
When close to death always Cloak, Hold Fire and run to Jammer coverage.&lt;br /&gt;
&lt;br /&gt;
Make Dragons Teeth to hold off units temporarily.&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to go underwater, good against air.&lt;br /&gt;
&lt;br /&gt;
Hide behind wreckages, especially Lab Wrecks, try not to crush them.&lt;br /&gt;
&lt;br /&gt;
Hide behind Structures, Enemy and ally, be careful of Self Destructing Buildings.&lt;br /&gt;
&lt;br /&gt;
Hills are effective for jamming your radar, keep Cloaked.&lt;br /&gt;
&lt;br /&gt;
Decoy Commanders can be effective in aiding escape.&lt;br /&gt;
&lt;br /&gt;
Try use distractions to save your Commander.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Dragons Teeth Walk ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS ONLY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to fight an army and Commander with your Commander alone.&lt;br /&gt;
&lt;br /&gt;
It is advised you make an Energy Storage early, as well as a small amount of Energy structures.&lt;br /&gt;
&lt;br /&gt;
Take Anti Air Units if possible.&lt;br /&gt;
&lt;br /&gt;
Expand and get Metal Extractors until you reach Enemy.&lt;br /&gt;
&lt;br /&gt;
Make a Light Laser Tower; place Dragons Teeth in front of it, repeat at least once.&lt;br /&gt;
&lt;br /&gt;
Wait till Enemy retreats and make Dragons Teeth diagonally in their direction.&lt;br /&gt;
&lt;br /&gt;
Make another Light Laser after 5th diagonal Tooth and repair.&lt;br /&gt;
&lt;br /&gt;
Repeat as much as possible.&lt;br /&gt;
&lt;br /&gt;
If Enemy Commander approaches run but keep Line of Sight.&lt;br /&gt;
&lt;br /&gt;
If Enemy makes Heavy Laser Tower try get a Light Laser in range before complete.&lt;br /&gt;
&lt;br /&gt;
Reclaim Towers in HLT&#039;s range if you cannot reach Heavy Laser Tower.&lt;br /&gt;
&lt;br /&gt;
Use Light Laser Towers and force fire at max range to shoot slightly out or range, (useful for Enemy Light Laser Towers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_commander&amp;diff=20054</id>
		<title>Xta commander</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_commander&amp;diff=20054"/>
		<updated>2010-09-21T00:50:45Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* Dragons Teeth Walk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In XTA Commanders are the focal point.&lt;br /&gt;
&lt;br /&gt;
Commanders should nearly always be on the front line.&lt;br /&gt;
&lt;br /&gt;
Repairing units in lines is key to battles.&lt;br /&gt;
&lt;br /&gt;
Have your Commander behind your unit lines to repair/give LoS/radar.&lt;br /&gt;
&lt;br /&gt;
== Morphing ==&lt;br /&gt;
&lt;br /&gt;
Only Morph if you have the Metal and Energy to do so.&lt;br /&gt;
&lt;br /&gt;
It is best to get as many Metal Extractors prior to Morph to build up Metal.&lt;br /&gt;
&lt;br /&gt;
Morphing requires 0.01 experience for level one so cannot be done immidiatly.&lt;br /&gt;
&lt;br /&gt;
Only Morph if you have enough time away from Enemy as your Commander will be paralysed:&lt;br /&gt;
*Level 1 - 30 seconds&lt;br /&gt;
*Level 2 - 120 seconds&lt;br /&gt;
*Level 3 - 30 seconds&lt;br /&gt;
*Level 4 - 120 seconds&lt;br /&gt;
&lt;br /&gt;
If your Commander comes under attack while Morphing do not be afraid to hit &amp;quot;Stop&amp;quot; (You will get half the resources spent back).&lt;br /&gt;
&lt;br /&gt;
If your Commander is Morphed, try look for alternatives to Comm Bomb, yours is worth more than theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First level of Morph gives: &lt;br /&gt;
*+3 metal, +75 Energy (starts at +2 and +50)&lt;br /&gt;
*2,000 metal + Energy storage (starts at 1,000)&lt;br /&gt;
*Build speed increases by 25, gets full Tech one radar as well as increased LoS&lt;br /&gt;
*Range increases by 20, more powerful primary laser and +250 extra health&lt;br /&gt;
*When cloaked and moving Commander uses only 700 energy, not 1000&lt;br /&gt;
&lt;br /&gt;
*Level Two requires 0.25 experience and gives improvement on level 1&lt;br /&gt;
&lt;br /&gt;
*Level Three requires 0.10 experience (will go to 0.09 if excess after Level Two)&lt;br /&gt;
&lt;br /&gt;
*Level Three gives improvement on Level Two as well as self repair option&lt;br /&gt;
&lt;br /&gt;
*Level Four requires 0.25 experience and gives improvement on Level Three&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Tech 1 ==&lt;br /&gt;
&lt;br /&gt;
If you are alone it is best to run.&lt;br /&gt;
&lt;br /&gt;
You can stand your ground, if so make Dragons Teeth.&lt;br /&gt;
&lt;br /&gt;
Against rocket units make Dragons Teeth and a Light Laser Tower.&lt;br /&gt;
&lt;br /&gt;
Against missile units make two rows and a Light Laser Tower, repair if damaged.&lt;br /&gt;
&lt;br /&gt;
Against artillery approach and try to D-Gun or try run behind a hill.&lt;br /&gt;
&lt;br /&gt;
Against Infantry/Assault Tanks/Scouts D-Gun.&lt;br /&gt;
&lt;br /&gt;
If you have units with you, repair them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Air ==&lt;br /&gt;
&lt;br /&gt;
If Bombers/Gunships/Fighters attack, click Hold Fire, Stop and Cloak.&lt;br /&gt;
&lt;br /&gt;
Try repairing your Anti Air units around you if you can.&lt;br /&gt;
&lt;br /&gt;
Try get back to Anti Air and/or Jammer range.&lt;br /&gt;
&lt;br /&gt;
Against Bombers zig zag your run to dodge bombs.&lt;br /&gt;
&lt;br /&gt;
Against transports, try FPS D-Gun them while walking if Tech 2, ALWAYS move when one is near.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Under NO conditions do you try to directly engage air.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander at Tech 2 ==&lt;br /&gt;
&lt;br /&gt;
Even at Tech 2, the Commander is vital.&lt;br /&gt;
&lt;br /&gt;
If your Commander is on the front line try keep it in Jammer Range.&lt;br /&gt;
&lt;br /&gt;
Do NOT put it directly in front of units, as the Enemy will shoot at him instead of the unit.&lt;br /&gt;
&lt;br /&gt;
Always keep it cloaked when the Enemy is near.&lt;br /&gt;
&lt;br /&gt;
Units to D-Gun if they approach:&lt;br /&gt;
*Warrior/Pyro&lt;br /&gt;
*Freaker/Zipper&lt;br /&gt;
*&#039;&#039;&#039;Panther&#039;&#039;&#039;/Leveller&lt;br /&gt;
*&#039;&#039;&#039;Bulldog/Reaper&#039;&#039;&#039;&lt;br /&gt;
*Triton/Crock&lt;br /&gt;
*Gimp/Pelican&lt;br /&gt;
*Can/Zeus&lt;br /&gt;
*&#039;&#039;&#039;Sumo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maverick&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Goliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bold units must be approached with care, only reveal yourself once in range and safe.&lt;br /&gt;
&lt;br /&gt;
When attacking ranged units:&lt;br /&gt;
*Keep inside your own Jammer Range until in enemies.&lt;br /&gt;
*Make sure you do not hit any obstacles.&lt;br /&gt;
*Try to distract the Enemy (Scouts etc)&lt;br /&gt;
*D-Gun the biggest, hold shift and try D-Gun any others.&lt;br /&gt;
*Try not to D-Gun their Jammer, try to get their Radar if possible.&lt;br /&gt;
*As soon as you have done, run and get back in Jammer Range.&lt;br /&gt;
*Sacrifice your Jammer to save your Commander if you must.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Sea ==&lt;br /&gt;
&lt;br /&gt;
If you see Enemy ships near the coastline Cloak and try D-Gun.&lt;br /&gt;
&lt;br /&gt;
If an Enemy ship fires on your Commander, run and Clock.&lt;br /&gt;
&lt;br /&gt;
When in the water against torpedoes run and try dodge the torpedoes (zig zag).&lt;br /&gt;
&lt;br /&gt;
When against Depth Charge units run when underwater.&lt;br /&gt;
&lt;br /&gt;
Try reclaiming or capturing Scouts when underwater.&lt;br /&gt;
&lt;br /&gt;
Never send your Commander underwater without protection (unless fleeing).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How to Escape ==&lt;br /&gt;
&lt;br /&gt;
When close to death always Cloak, Hold Fire and run to Jammer coverage.&lt;br /&gt;
&lt;br /&gt;
Make Dragons Teeth to hold off units temporarily.&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to go underwater, good against air.&lt;br /&gt;
&lt;br /&gt;
Hide behind wreckages, especially Lab Wrecks, try not to crush them.&lt;br /&gt;
&lt;br /&gt;
Hide behind Structures, Enemy and ally, be careful of Self Destructing Buildings.&lt;br /&gt;
&lt;br /&gt;
Hills are effective for jamming your radar, keep Cloaked.&lt;br /&gt;
&lt;br /&gt;
Decoy Commanders can be effective in aiding escape.&lt;br /&gt;
&lt;br /&gt;
Try use distractions to save your Commander.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Dragons Teeth Walk ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS ONLY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to fight an army and Commander with your Commander alone.&lt;br /&gt;
&lt;br /&gt;
It is advised you make an Energy Storage early, as well as a small amount of Energy structures.&lt;br /&gt;
&lt;br /&gt;
Take Anti Air Units if possible.&lt;br /&gt;
&lt;br /&gt;
Expand and get Metal Extractors until you reach Enemy.&lt;br /&gt;
&lt;br /&gt;
Make a Light Laser Tower; place Dragons Teeth in front of it, repeat at least once.&lt;br /&gt;
&lt;br /&gt;
Wait till Enemy retreats and make Dragons Teeth diagonally in their direction.&lt;br /&gt;
&lt;br /&gt;
Make another Light Laser after 5th diagonal Tooth and repair.&lt;br /&gt;
&lt;br /&gt;
Repeat as much as possible.&lt;br /&gt;
&lt;br /&gt;
If Enemy Commander approaches run but keep Line of Sight.&lt;br /&gt;
&lt;br /&gt;
If Enemy makes Heavy Laser Tower try get a Light Laser in range before complete.&lt;br /&gt;
&lt;br /&gt;
Reclaim Towers in HLT&#039;s range if you cannot reach Heavy Laser Tower.&lt;br /&gt;
&lt;br /&gt;
Use Light Laser Towers and force fire at max range to shoot slightly out or range, (useful for Enemy Light Laser Towers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_commander&amp;diff=20053</id>
		<title>Xta commander</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_commander&amp;diff=20053"/>
		<updated>2010-09-17T21:34:16Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* Morphing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In XTA Commanders are the focal point.&lt;br /&gt;
&lt;br /&gt;
Commanders should nearly always be on the front line.&lt;br /&gt;
&lt;br /&gt;
Repairing units in lines is key to battles.&lt;br /&gt;
&lt;br /&gt;
Have your Commander behind your unit lines to repair/give LoS/radar.&lt;br /&gt;
&lt;br /&gt;
== Morphing ==&lt;br /&gt;
&lt;br /&gt;
Only Morph if you have the Metal and Energy to do so.&lt;br /&gt;
&lt;br /&gt;
It is best to get as many Metal Extractors prior to Morph to build up Metal.&lt;br /&gt;
&lt;br /&gt;
Morphing requires 0.01 experience for level one so cannot be done immidiatly.&lt;br /&gt;
&lt;br /&gt;
Only Morph if you have enough time away from Enemy as your Commander will be paralysed:&lt;br /&gt;
*Level 1 - 30 seconds&lt;br /&gt;
*Level 2 - 120 seconds&lt;br /&gt;
*Level 3 - 30 seconds&lt;br /&gt;
*Level 4 - 120 seconds&lt;br /&gt;
&lt;br /&gt;
If your Commander comes under attack while Morphing do not be afraid to hit &amp;quot;Stop&amp;quot; (You will get half the resources spent back).&lt;br /&gt;
&lt;br /&gt;
If your Commander is Morphed, try look for alternatives to Comm Bomb, yours is worth more than theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First level of Morph gives: &lt;br /&gt;
*+3 metal, +75 Energy (starts at +2 and +50)&lt;br /&gt;
*2,000 metal + Energy storage (starts at 1,000)&lt;br /&gt;
*Build speed increases by 25, gets full Tech one radar as well as increased LoS&lt;br /&gt;
*Range increases by 20, more powerful primary laser and +250 extra health&lt;br /&gt;
*When cloaked and moving Commander uses only 700 energy, not 1000&lt;br /&gt;
&lt;br /&gt;
*Level Two requires 0.25 experience and gives improvement on level 1&lt;br /&gt;
&lt;br /&gt;
*Level Three requires 0.10 experience (will go to 0.09 if excess after Level Two)&lt;br /&gt;
&lt;br /&gt;
*Level Three gives improvement on Level Two as well as self repair option&lt;br /&gt;
&lt;br /&gt;
*Level Four requires 0.25 experience and gives improvement on Level Three&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Tech 1 ==&lt;br /&gt;
&lt;br /&gt;
If you are alone it is best to run.&lt;br /&gt;
&lt;br /&gt;
You can stand your ground, if so make Dragons Teeth.&lt;br /&gt;
&lt;br /&gt;
Against rocket units make Dragons Teeth and a Light Laser Tower.&lt;br /&gt;
&lt;br /&gt;
Against missile units make two rows and a Light Laser Tower, repair if damaged.&lt;br /&gt;
&lt;br /&gt;
Against artillery approach and try to D-Gun or try run behind a hill.&lt;br /&gt;
&lt;br /&gt;
Against Infantry/Assault Tanks/Scouts D-Gun.&lt;br /&gt;
&lt;br /&gt;
If you have units with you, repair them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Air ==&lt;br /&gt;
&lt;br /&gt;
If Bombers/Gunships/Fighters attack, click Hold Fire, Stop and Cloak.&lt;br /&gt;
&lt;br /&gt;
Try repairing your Anti Air units around you if you can.&lt;br /&gt;
&lt;br /&gt;
Try get back to Anti Air and/or Jammer range.&lt;br /&gt;
&lt;br /&gt;
Against Bombers zig zag your run to dodge bombs.&lt;br /&gt;
&lt;br /&gt;
Against transports, try FPS D-Gun them while walking if Tech 2, ALWAYS move when one is near.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Under NO conditions do you try to directly engage air.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander at Tech 2 ==&lt;br /&gt;
&lt;br /&gt;
Even at Tech 2, the Commander is vital.&lt;br /&gt;
&lt;br /&gt;
If your Commander is on the front line try keep it in Jammer Range.&lt;br /&gt;
&lt;br /&gt;
Do NOT put it directly in front of units, as the Enemy will shoot at him instead of the unit.&lt;br /&gt;
&lt;br /&gt;
Always keep it cloaked when the Enemy is near.&lt;br /&gt;
&lt;br /&gt;
Units to D-Gun if they approach:&lt;br /&gt;
*Warrior/Pyro&lt;br /&gt;
*Freaker/Zipper&lt;br /&gt;
*&#039;&#039;&#039;Panther&#039;&#039;&#039;/Leveller&lt;br /&gt;
*&#039;&#039;&#039;Bulldog/Reaper&#039;&#039;&#039;&lt;br /&gt;
*Triton/Crock&lt;br /&gt;
*Gimp/Pelican&lt;br /&gt;
*Can/Zeus&lt;br /&gt;
*&#039;&#039;&#039;Sumo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maverick&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Goliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bold units must be approached with care, only reveal yourself once in range and safe.&lt;br /&gt;
&lt;br /&gt;
When attacking ranged units:&lt;br /&gt;
*Keep inside your own Jammer Range until in enemies.&lt;br /&gt;
*Make sure you do not hit any obstacles.&lt;br /&gt;
*Try to distract the Enemy (Scouts etc)&lt;br /&gt;
*D-Gun the biggest, hold shift and try D-Gun any others.&lt;br /&gt;
*Try not to D-Gun their Jammer, try to get their Radar if possible.&lt;br /&gt;
*As soon as you have done, run and get back in Jammer Range.&lt;br /&gt;
*Sacrifice your Jammer to save your Commander if you must.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander versus Sea ==&lt;br /&gt;
&lt;br /&gt;
If you see Enemy ships near the coastline Cloak and try D-Gun.&lt;br /&gt;
&lt;br /&gt;
If an Enemy ship fires on your Commander, run and Clock.&lt;br /&gt;
&lt;br /&gt;
When in the water against torpedoes run and try dodge the torpedoes (zig zag).&lt;br /&gt;
&lt;br /&gt;
When against Depth Charge units run when underwater.&lt;br /&gt;
&lt;br /&gt;
Try reclaiming or capturing Scouts when underwater.&lt;br /&gt;
&lt;br /&gt;
Never send your Commander underwater without protection (unless fleeing).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How to Escape ==&lt;br /&gt;
&lt;br /&gt;
When close to death always Cloak, Hold Fire and run to Jammer coverage.&lt;br /&gt;
&lt;br /&gt;
Make Dragons Teeth to hold off units temporarily.&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to go underwater, good against air.&lt;br /&gt;
&lt;br /&gt;
Hide behind wreckages, especially Lab Wrecks, try not to crush them.&lt;br /&gt;
&lt;br /&gt;
Hide behind Structures, Enemy and ally, be careful of Self Destructing Buildings.&lt;br /&gt;
&lt;br /&gt;
Hills are effective for jamming your radar, keep Cloaked.&lt;br /&gt;
&lt;br /&gt;
Decoy Commanders can be effective in aiding escape.&lt;br /&gt;
&lt;br /&gt;
Try use distractions to save your Commander.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Dragons Teeth Walk ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS ONLY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to fight an army and Commander with your Commander alone.&lt;br /&gt;
&lt;br /&gt;
If you aim to do this, Morphing is advised, as well as an Energy Storage.&lt;br /&gt;
&lt;br /&gt;
Take Anti Air Units if possible.&lt;br /&gt;
&lt;br /&gt;
Expand and get Metal Extractors until you reach Enemy.&lt;br /&gt;
&lt;br /&gt;
Make a Light Laser Tower; place Dragons Teeth in front of it, repeat at least once.&lt;br /&gt;
&lt;br /&gt;
Wait till Enemy retreats and make Dragons Teeth diagonally in their direction.&lt;br /&gt;
&lt;br /&gt;
Make another Light Laser after 5th diagonal Tooth and repair.&lt;br /&gt;
&lt;br /&gt;
Repeat as much as possible.&lt;br /&gt;
&lt;br /&gt;
If Enemy Commander approaches run but keep Line of Sight.&lt;br /&gt;
&lt;br /&gt;
If Enemy makes Heavy Laser Tower try get a Light Laser in range before complete.&lt;br /&gt;
&lt;br /&gt;
Reclaim Towers in HLT&#039;s range if you cannot reach Heavy Laser Tower.&lt;br /&gt;
&lt;br /&gt;
Use Light Laser Towers and force fire at max range to shoot slightly out or range, (useful for Enemy Light Laser Towers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=New_to_xta&amp;diff=15138</id>
		<title>New to xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=New_to_xta&amp;diff=15138"/>
		<updated>2010-09-17T21:33:10Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* Morphing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Here you can find a neat guide for beginners to XTA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light Laser Tower == &lt;br /&gt;
&lt;br /&gt;
Light laser towers (LLTs) have a much different role in XTA.&lt;br /&gt;
&lt;br /&gt;
They cost 250+ metal and should &#039;&#039;&#039;NOT&#039;&#039;&#039; be spammed unless in specific circumstances.&lt;br /&gt;
&lt;br /&gt;
It is widely thought that 2-3 well spread LLTs will kill a Commander.&lt;br /&gt;
&lt;br /&gt;
They are more for holding a strategic point than defending a small area.&lt;br /&gt;
&lt;br /&gt;
Units will defeat equal metal cost in defence.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commander ==&lt;br /&gt;
&lt;br /&gt;
XTA is built around the Commanders and Commander Pushing is common.&lt;br /&gt;
&lt;br /&gt;
For a specific guide on Commanders, go [http://springrts.com/wiki/Xta_commander here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike BA, there are differences between Core and Arm Commanders:&lt;br /&gt;
*Arm is faster moving&lt;br /&gt;
*Core has bigger decloak radius (easy to decloak)&lt;br /&gt;
*Core has longer D-Gun (260 compared to Arm&#039;s 240)&lt;br /&gt;
At morphing, they are also different: &lt;br /&gt;
*Core gets a heavier laser, closer range = more damage at Level Two&lt;br /&gt;
*Arm gets a paralyser at Level Two&lt;br /&gt;
*Core gets a plasma shot at Level Four&lt;br /&gt;
*Arm gets three raven rockets at Level Four&lt;br /&gt;
&lt;br /&gt;
The Commanders have shorter range than BA Commanders.&lt;br /&gt;
&lt;br /&gt;
It costs 200 Energy to cloak a stationary unmorphed Commander, and 1000 a moving one.&lt;br /&gt;
&lt;br /&gt;
The D-Gun also has a wider impact.&lt;br /&gt;
&lt;br /&gt;
Commanders can make all Tech one and Tech Two labs, like all constructors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUT DO NOT GO TECH TWO AT START&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commanders do NOT leave a wreckage. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Morphing ==&lt;br /&gt;
&lt;br /&gt;
Commanders can be morphed in XTA (toggled On/Off in host options).&lt;br /&gt;
Commanders can be morphed 4 times. The first level requires 0.01 experience.&lt;br /&gt;
First level gives: &lt;br /&gt;
*+3 metal, +75 Energy (starts at +2 and +50)&lt;br /&gt;
*2,000 metal + Energy storage (starts at 1,000)&lt;br /&gt;
*Build speed increases by 25, gets full Tech one radar as well as increased LoS&lt;br /&gt;
*Range increases by 20, more powerful primary laser and +250 extra health&lt;br /&gt;
*When cloaked and moving Commander uses only 700 energy, not 1000&lt;br /&gt;
*Level Two requires 0.25 experience and gives improvement on level 1&lt;br /&gt;
*Level Three requires 0.10 experience (will go to 0.09 if excess after Level Two)&lt;br /&gt;
*Level Three gives improvement on Level Two as well as self repair option&lt;br /&gt;
*Level Four requires 0.25 experience and gives improvement on Level Three&lt;br /&gt;
*&#039;&#039;&#039;Commander will be paralysed during morphing!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Vehicles or Kbots? ==&lt;br /&gt;
&lt;br /&gt;
In XTA both types are useful.&lt;br /&gt;
&lt;br /&gt;
It is best to go Kbots on hilly areas and Vehicles on flat areas.&lt;br /&gt;
&lt;br /&gt;
Flash are not as powerful and a wide spread of units is best.&lt;br /&gt;
&lt;br /&gt;
Vehicle Constructors are faster builders but cost more.&lt;br /&gt;
&lt;br /&gt;
All AA shoots ground.&lt;br /&gt;
&lt;br /&gt;
Scouts in XTA are very strong and can survive a lot of damage, however have low damage output.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Nanos == &lt;br /&gt;
&lt;br /&gt;
XTA Nano Towers have shorter range but more build power than in BA.&lt;br /&gt;
&lt;br /&gt;
They chain explode, so place them at your own risk!&lt;br /&gt;
&lt;br /&gt;
Try space them out and not so close to your lab (but within range).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Anti Air == &lt;br /&gt;
&lt;br /&gt;
Unlike BA, Vehicle and Kbot AA, Tech One and Two shoots ground and air.&lt;br /&gt;
&lt;br /&gt;
All stationary Anti Air shoots ground.&lt;br /&gt;
&lt;br /&gt;
Anti Air ships also shoot ground (and surface sea).&lt;br /&gt;
&lt;br /&gt;
There is only one Tech one and Tech Two stationary Land Anti Air for both factions.&lt;br /&gt;
&lt;br /&gt;
There is only one Tech one and Tech Two stationary Sea Anti Air for both factions.&lt;br /&gt;
&lt;br /&gt;
There is no Tech Two Kbot Anti Air, although Armâ€™s Pelican has a weak missile.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Difference in Techs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech one&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is usually best to only have one Tech One land lab, with assisters to improve build power.&lt;br /&gt;
&lt;br /&gt;
XTA is very similar to OTA with Tech one units (less than BA).&lt;br /&gt;
&lt;br /&gt;
Toaster/Ambusher is Tech One; Guardian/Punisher is Tech Two.&lt;br /&gt;
&lt;br /&gt;
Dragonâ€™s Teeth blocks Rockets and majority of Missiles (terrain dependant).&lt;br /&gt;
&lt;br /&gt;
All Tech One Constructors can make all Tech one and Tech Two labs.&lt;br /&gt;
&lt;br /&gt;
Sub Pen and Shipyard are both sea Tech one.&lt;br /&gt;
&lt;br /&gt;
Level one Metal Makers do not chain explode.&lt;br /&gt;
&lt;br /&gt;
Popups do not have &amp;quot;High Trajectory&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech 1.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hovercraft and Sea Planes are Tech 1.5&lt;br /&gt;
&lt;br /&gt;
Labs cost 1,700 metal.&lt;br /&gt;
&lt;br /&gt;
The Constructors can make Mohos and Anti Nukes.&lt;br /&gt;
&lt;br /&gt;
Hover Platform can be built on Land and Sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Tech Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tech Two is very different in XTA, and is usually made earlier.&lt;br /&gt;
&lt;br /&gt;
Once Tech Two is out, Tech one units will suffer heavily in head on combat.&lt;br /&gt;
&lt;br /&gt;
Resurrection Kbots are Tech Two and can make structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mohos cost 300 Energy to run not 25!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zippers/Freakers are in Tech one and 2 labs.&lt;br /&gt;
&lt;br /&gt;
Fleas have 700 HP and are less a scout unit more Skirmish.&lt;br /&gt;
&lt;br /&gt;
Guardians/Punishers do not have &amp;quot;High Trajectory&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
There are no Plasma Shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Three&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
All Core land  and air Tech Two cons can make the Krogoth Gantry.&lt;br /&gt;
&lt;br /&gt;
Arm has no Tech Three.&lt;br /&gt;
&lt;br /&gt;
Krogoth is only Tech Three unit (30,000+ metal).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
There is no Advanced Solar.&lt;br /&gt;
&lt;br /&gt;
Cloakable Fusions give 800 Energy&lt;br /&gt;
*Arm takes 125 Energy to Cloak&lt;br /&gt;
*Core takes 150 Energy to Cloak&lt;br /&gt;
*Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)&lt;br /&gt;
*Core takes 550 Energy to Stealth (725 for Cloak and Stealth)&lt;br /&gt;
&lt;br /&gt;
Heavy Fusions give 3500 Energy.&lt;br /&gt;
&lt;br /&gt;
Arm have Mobile Fusions (260 E) in Advanced Vehicle Lab.&lt;br /&gt;
&lt;br /&gt;
Core have Mini Fusions (300 E) built by all Tech Two Constructors.&lt;br /&gt;
&lt;br /&gt;
NEVER start with a Heavy Fusion.&lt;br /&gt;
&lt;br /&gt;
Moho Metal Extractors cost 300 Energy per second to maintain.&lt;br /&gt;
&lt;br /&gt;
There is no gradual reclaim.&lt;br /&gt;
&lt;br /&gt;
Metal storages give 10,000 storage extra.&lt;br /&gt;
&lt;br /&gt;
Energy Storages give 30,000 extra storage.&lt;br /&gt;
&lt;br /&gt;
No Tech Two Storages (there are Tech one underwater ones).&lt;br /&gt;
&lt;br /&gt;
Underwater Storages give increased amounts of storage, but cost a little more.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Micro ==&lt;br /&gt;
&lt;br /&gt;
XTA is more about Micro as opposed to Macro.&lt;br /&gt;
&lt;br /&gt;
Controlling a select amount of units can win games.&lt;br /&gt;
&lt;br /&gt;
Units have more Health and are harder to kill.&lt;br /&gt;
&lt;br /&gt;
Wasting units by not microing &#039;&#039;&#039;WILL&#039;&#039;&#039; cost games.&lt;br /&gt;
&lt;br /&gt;
Commanders are widely microed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19754</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19754"/>
		<updated>2010-09-15T13:17:26Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA allows players to pit their tactical minds against each other whilst also testing your micro skills to the limit. With a multitude of play styles XTA offers dynamic wars which can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnight Warrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19753</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19753"/>
		<updated>2010-09-15T13:16:47Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* So where can I find out more? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA allows players to pit their tactical minds against each other whilst also testing your micro skills to the limit. With a multitude of play styles XTA offers dynamic wars which can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for; Aggressive, tactical, defensive and economical purposes as well as having the ability to morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnight Warrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19752</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19752"/>
		<updated>2010-09-15T13:15:53Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA allows players to pit their tactical minds against each other whilst also testing your micro skills to the limit. With a multitude of play styles XTA offers dynamic wars which can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for; Aggressive, tactical, defensive and economical purposes as well as having the ability to morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of the mod is done by the community with everyone&#039;s views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues. &lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnight Warrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19751</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19751"/>
		<updated>2010-09-15T13:10:20Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA allows players to pit their tactical minds against each other whilst also testing your micro skills to the limit. With a multitude of play styles XTA offers dynamic wars which can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play as Allies will often share labs and resources. This allows teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other, leading to this heavier teamplay and giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. Being the first mod in Spring to offer the ability to morph the Commander, XTA games are heavily orientated around this historic figure from OTA. Players will use their Commanders on the front line however the versatility of the Commander means it is able to be used by all types of players; Aggressive, tactical, defensive and economical as well as many more. Morphing allows players to invest in their Commanders for resources/experience to keep up with the Tech race. &lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
*The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DPS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of the mod is done by the community with everyone&#039;s views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues. &lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnight Warrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19750</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19750"/>
		<updated>2010-09-15T13:09:15Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA allows players to pit their tactical minds against each other whilst also testing your micro skills to the limit. With a multitude of play styles XTA offers dynamic wars which can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s now how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play as Allies will often share labs and resources. This allows teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other, leading to this heavier teamplay and giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. Being the first mod in Spring to offer the ability to morph the Commander, XTA games are heavily orientated around this historic figure from OTA. Players will use their Commanders on the front line however the versatility of the Commander means it is able to be used by all types of players; Aggressive, tactical, defensive and economical as well as many more. Morphing allows players to invest in their Commanders for resources/experience to keep up with the Tech race. &lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
*The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DPS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of the mod is done by the community with everyone&#039;s views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues. &lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnight Warrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19749</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19749"/>
		<updated>2010-09-15T13:06:45Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* What is XTA? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA allows players to pit their tactical minds against each other whilst also testing your micro skills to the limit. With a multitude of play styles XTA offers dynamic wars which can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*As already mentioned, XTA has had time to develop meaning has been balanced accordingly. Unlike most mods, in XTA every unit has its place and is used often. Some may seem to be more useful than others however the best players are able to decide which unit is best. However, one of XTA&#039;s strengths is that it is not always which unit but how it is used.&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play as Allies will often share labs and resources. This allows teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other, leading to this heavier teamplay and giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the Commander. Being the first mod in Spring to offer the ability to morph the Commander, XTA games are heavily orientated around this historic figure from OTA. Players will use their Commanders on the front line however the versatility of the Commander means it is able to be used by all types of players; Aggressive, tactical, defensive and economical as well as many more. Morphing allows players to invest in their Commanders for resources/experience to keep up with the Tech race. &lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
*The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DPS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of the mod is done by the community with everyone&#039;s views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues. &lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnight Warrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19748</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19748"/>
		<updated>2010-09-15T13:04:59Z</updated>

		<summary type="html">&lt;p&gt;Babbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA allows players to pit their tactical minds against each other whilst also testing your micro skills to the limit. With a multitude of playstyles XTA offers dynamic wars which can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.641 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*As already mentioned, XTA has had time to develop meaning has been balanced accordingly. Unlike most mods, in XTA every unit has its place and is used often. Some may seem to be more useful than others however the best players are able to decide which unit is best. However, one of XTA&#039;s strengths is that it is not always which unit but how it is used.&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play as Allies will often share labs and resources. This allows teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other, leading to this heavier teamplay and giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the Commander. Being the first mod in Spring to offer the ability to morph the Commander, XTA games are heavily orientated around this historic figure from OTA. Players will use their Commanders on the front line however the versatility of the Commander means it is able to be used by all types of players; Aggressive, tactical, defensive and economical as well as many more. Morphing allows players to invest in their Commanders for resources/experience to keep up with the Tech race. &lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
*The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DPS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of the mod is done by the community with everyone&#039;s views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues. &lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnight Warrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19746</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19746"/>
		<updated>2010-08-31T14:34:38Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* What is XTA? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine.&lt;br /&gt;
&lt;br /&gt;
With only a few units added from the original, most notably the Sub Pen, XTA is able to refine the original units. Having been around since the dawn of Spring, the mod has been balanced for over five years allowing the gradual introduction of new units. No mod is perfect, but XTA has been debated to be the most balanced [[TA]] mod of all time.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.64 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What are the positives? ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*As already mentioned, XTA has had time to develop meaning has been balanced accordingly. Unlike most mods, in XTA every unit has its place and is used often. Some may seem to be more useful than others however the best players are able to decide which unit is best. However, one of XTA&#039;s strengths is that it is not always which unit but how it is used.&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play as Allies will often share labs and resources. This allows teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other, leading to this heavier teamplay and giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the Commander. Being the first mod in Spring to offer the ability to morph the Commander, XTA games are heavily orientated around this historic figure from OTA. Players will use their Commanders on the front line however the versatility of the Commander means it is able to be used by all types of players; Aggressive, tactical, defensive and economical as well as many more. Morphing allows players to invest in their Commanders for resources/experience to keep up with the Tech race. &lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
*The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What are the negatives? ==&lt;br /&gt;
&lt;br /&gt;
Obviously, there are some negatives with any game, and XTA is no exception. However every player has a different view on what is a negative.&lt;br /&gt;
&lt;br /&gt;
*XTA, despite being faster than OTA, is seen to be a slow mod. Units move slower and due to the higher health, take longer to die. This allows for the player to have more impact and give a more tactical input, however is not for everyone&#039;s liking.&lt;br /&gt;
&lt;br /&gt;
*In recent versions, due to the Commander becoming more powerful both stats wise and by the increase in Commander tactics by players, XTA has become synonymous with the Commander. This has led to it being labelled an &amp;quot;RPG RTS&amp;quot; as in some circumstances the Commander resembles a &amp;quot;Hero&amp;quot; unit without the abilities. With extreme cases of micro, the Commander has become Over Powered to some. This issue is being addressed for the next balance.&lt;br /&gt;
&lt;br /&gt;
*The tough learning curve of XTA means a lot of players find it challenging to start. The community is happy to help any new player willing to listen to advice however a newbie may learn how to play the hard way as XTA can be unforgiving. However once mastered it is an art worth the wait.&lt;br /&gt;
&lt;br /&gt;
*Despite being the second most played mod on Spring, XTA is largely underplayed and although many prefer the mod to others, the lack of games provides difficulty in getting running. Although there will nearly always be at least one game running.&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, &#039;&#039;&#039;SJ&#039;&#039;&#039;; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been &#039;&#039;&#039;Noize&#039;&#039;&#039;, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and &#039;&#039;&#039;Gizmo&#039;&#039;&#039; starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnightwarrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of the mod is done by the community with everyone&#039;s views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues. &lt;br /&gt;
&lt;br /&gt;
You can join the #xta channel to find other XTA players and see if anyone wishes for a game. There is nearly always an Auto Host, Helium, maintained by Det, hosting XTA.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19745</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19745"/>
		<updated>2010-08-31T14:34:30Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* What is XTA? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine.&lt;br /&gt;
&lt;br /&gt;
With only a few units added from the original, most notably the Sub Pen, XTA is able to refine the original units. Having been around since the dawn of Spring, the mod has been balanced for over five years allowing the gradual introduction of new units. No mod is perfect, but XTA has been debated to be the most balanced [[TA]] mod of all time.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.64 beta and you can[http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What are the positives? ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*As already mentioned, XTA has had time to develop meaning has been balanced accordingly. Unlike most mods, in XTA every unit has its place and is used often. Some may seem to be more useful than others however the best players are able to decide which unit is best. However, one of XTA&#039;s strengths is that it is not always which unit but how it is used.&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play as Allies will often share labs and resources. This allows teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other, leading to this heavier teamplay and giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the Commander. Being the first mod in Spring to offer the ability to morph the Commander, XTA games are heavily orientated around this historic figure from OTA. Players will use their Commanders on the front line however the versatility of the Commander means it is able to be used by all types of players; Aggressive, tactical, defensive and economical as well as many more. Morphing allows players to invest in their Commanders for resources/experience to keep up with the Tech race. &lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
*The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What are the negatives? ==&lt;br /&gt;
&lt;br /&gt;
Obviously, there are some negatives with any game, and XTA is no exception. However every player has a different view on what is a negative.&lt;br /&gt;
&lt;br /&gt;
*XTA, despite being faster than OTA, is seen to be a slow mod. Units move slower and due to the higher health, take longer to die. This allows for the player to have more impact and give a more tactical input, however is not for everyone&#039;s liking.&lt;br /&gt;
&lt;br /&gt;
*In recent versions, due to the Commander becoming more powerful both stats wise and by the increase in Commander tactics by players, XTA has become synonymous with the Commander. This has led to it being labelled an &amp;quot;RPG RTS&amp;quot; as in some circumstances the Commander resembles a &amp;quot;Hero&amp;quot; unit without the abilities. With extreme cases of micro, the Commander has become Over Powered to some. This issue is being addressed for the next balance.&lt;br /&gt;
&lt;br /&gt;
*The tough learning curve of XTA means a lot of players find it challenging to start. The community is happy to help any new player willing to listen to advice however a newbie may learn how to play the hard way as XTA can be unforgiving. However once mastered it is an art worth the wait.&lt;br /&gt;
&lt;br /&gt;
*Despite being the second most played mod on Spring, XTA is largely underplayed and although many prefer the mod to others, the lack of games provides difficulty in getting running. Although there will nearly always be at least one game running.&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, &#039;&#039;&#039;SJ&#039;&#039;&#039;; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been &#039;&#039;&#039;Noize&#039;&#039;&#039;, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and &#039;&#039;&#039;Gizmo&#039;&#039;&#039; starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnightwarrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of the mod is done by the community with everyone&#039;s views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues. &lt;br /&gt;
&lt;br /&gt;
You can join the #xta channel to find other XTA players and see if anyone wishes for a game. There is nearly always an Auto Host, Helium, maintained by Det, hosting XTA.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19744</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19744"/>
		<updated>2010-08-31T14:27:46Z</updated>

		<summary type="html">&lt;p&gt;Babbles: /* What is XTA? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine.&lt;br /&gt;
&lt;br /&gt;
With only a few units added from the original, most notably the Sub Pen, XTA is able to refine the original units. Having been around since the dawn of Spring, the mod has been balanced for over five years allowing the gradual introduction of new units. No mod is perfect, but XTA has been debated to be the most balanced [[TA]] mod of all time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What are the positives? ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*As already mentioned, XTA has had time to develop meaning has been balanced accordingly. Unlike most mods, in XTA every unit has its place and is used often. Some may seem to be more useful than others however the best players are able to decide which unit is best. However, one of XTA&#039;s strengths is that it is not always which unit but how it is used.&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play as Allies will often share labs and resources. This allows teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other, leading to this heavier teamplay and giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the Commander. Being the first mod in Spring to offer the ability to morph the Commander, XTA games are heavily orientated around this historic figure from OTA. Players will use their Commanders on the front line however the versatility of the Commander means it is able to be used by all types of players; Aggressive, tactical, defensive and economical as well as many more. Morphing allows players to invest in their Commanders for resources/experience to keep up with the Tech race. &lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
*The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What are the negatives? ==&lt;br /&gt;
&lt;br /&gt;
Obviously, there are some negatives with any game, and XTA is no exception. However every player has a different view on what is a negative.&lt;br /&gt;
&lt;br /&gt;
*XTA, despite being faster than OTA, is seen to be a slow mod. Units move slower and due to the higher health, take longer to die. This allows for the player to have more impact and give a more tactical input, however is not for everyone&#039;s liking.&lt;br /&gt;
&lt;br /&gt;
*In recent versions, due to the Commander becoming more powerful both stats wise and by the increase in Commander tactics by players, XTA has become synonymous with the Commander. This has led to it being labelled an &amp;quot;RPG RTS&amp;quot; as in some circumstances the Commander resembles a &amp;quot;Hero&amp;quot; unit without the abilities. With extreme cases of micro, the Commander has become Over Powered to some. This issue is being addressed for the next balance.&lt;br /&gt;
&lt;br /&gt;
*The tough learning curve of XTA means a lot of players find it challenging to start. The community is happy to help any new player willing to listen to advice however a newbie may learn how to play the hard way as XTA can be unforgiving. However once mastered it is an art worth the wait.&lt;br /&gt;
&lt;br /&gt;
*Despite being the second most played mod on Spring, XTA is largely underplayed and although many prefer the mod to others, the lack of games provides difficulty in getting running. Although there will nearly always be at least one game running.&lt;br /&gt;
&lt;br /&gt;
----&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;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, 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;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, &#039;&#039;&#039;SJ&#039;&#039;&#039;; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been &#039;&#039;&#039;Noize&#039;&#039;&#039;, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and &#039;&#039;&#039;Gizmo&#039;&#039;&#039; starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnightwarrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of the mod is done by the community with everyone&#039;s views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues. &lt;br /&gt;
&lt;br /&gt;
You can join the #xta channel to find other XTA players and see if anyone wishes for a game. There is nearly always an Auto Host, Helium, maintained by Det, hosting XTA.&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;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Babbles</name></author>
	</entry>
</feed>