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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cnww</id>
	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-08T21:43:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=War_Evolution&amp;diff=19467</id>
		<title>War Evolution</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=War_Evolution&amp;diff=19467"/>
		<updated>2007-07-08T04:50:33Z</updated>

		<summary type="html">&lt;p&gt;Cnww: Revert to pre-spam version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;What is War Evolution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short words, War Evolution is different. Different from all other mods. You dont have a base and you can not reinforce your &amp;quot;army&amp;quot;. In fact, you command only one single mech and if he dies, you can only spectate until the game is over. This makes a normal War Evolution game very short in comparison to other mods - a normal game is over after 10 - 15 minutes. If you know team fortress for first person shooters like half life, War Evolution would be the strategy equivalent.&lt;br /&gt;
To make the mod more interesting and fun to play, there are a lot of features included, which are unique.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your mech can gain 6 levels, each level brings you a new extra (like weapons, armour or shield). All extras are completely visible and randomized, so every game can be different, even with the same mech.&lt;br /&gt;
&lt;br /&gt;
You can switch between 2 main guns in game by clicking on or off. So you have one weapon for shorter range fire support and one for long distances.&lt;br /&gt;
&lt;br /&gt;
You can select one out of 4 different mechs, each is very different from the other mechs and has its own abilities and skills.&lt;br /&gt;
&lt;br /&gt;
A lot of weapons don&#039;t do much physical damage but a lot of impact damage. That means that your mech can be thrown short distances in a direction, you don&#039;t want him to be. This can be very useful to fall back, or to separate mechs from their team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mech classes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wargod:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/6065/heavy1kf6.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The wargod is the strongest, but also slowest Mech on the battlefield. With his strong plasma cannons he can shoot over long distance and with his gattling guns hes able to attack in close combat with dealing high damage. The wargod has the strongest armour and the highest regeneration rate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Black Knight:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/6295/flamer1hh6.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Black Knight is the Close Combat Mech. He is the fastest mech, but is weak in ranged combat. With his flame thrower, he can even beat a worgod. He is the only mech who is completely stealthed. He also can jamm radars in on mode.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Werewolf:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/2994/engineer1ve8.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Werewolf is a Combat Engineer Mech. He has medium speed, low Hit Points and only medium weapon power. But he has the ability to build defence turrets and repair other mechs. WARNING: he can only have 2 towers at the same time or they wont shoot anymore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stormlord:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/8939/minelayer1lx8.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Stormlord is the mine layer and long range artillery mech. He is armed with a long range artillery which can shoot over mountains and crush defences while staying out of range of the enemy turrets. He has the ability to heal other mechs, but only very slow. He also can build two types of mines to build traps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Credits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War Evolution is made by --[[User:Optimus Prime|Optimus Prime]] 14:04, 14 Oct 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Last Wiki Revision -- [[User:Neddiedrow|Neddiedrow]]&lt;/div&gt;</summary>
		<author><name>Cnww</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=The_Lost_Legacy&amp;diff=18295</id>
		<title>The Lost Legacy</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=The_Lost_Legacy&amp;diff=18295"/>
		<updated>2007-07-08T04:49:21Z</updated>

		<summary type="html">&lt;p&gt;Cnww: Revert to pre-spam version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Lost Legacy ==&lt;br /&gt;
&lt;br /&gt;
The Lost Legacy Race, originally by [[User:M3G|M3G]], ported to Spring by [[User:NOiZE|NOiZE]].&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
* [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download - The Lost Legacy v1.04]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Cnww</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UberHack&amp;diff=18885</id>
		<title>UberHack</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UberHack&amp;diff=18885"/>
		<updated>2007-07-08T04:45:57Z</updated>

		<summary type="html">&lt;p&gt;Cnww: Revert to pre-spam version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UberHack or UH is one of the most popular mods for OTA.&lt;br /&gt;
&lt;br /&gt;
It is a balancing mod produced and overseen by the excellent Brave Sir Robin - widely acknowledged as one of the best balancers around. Sadly he seems to have disspeared from the TA scene a few years back, but he did leave us a final version of UH - 4.0.&lt;br /&gt;
&lt;br /&gt;
You can download the Spring version from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1633 File Universe], it&#039;s a full conversion to spring only the multidirection factory&#039;s aren&#039;t availible.&lt;br /&gt;
&lt;br /&gt;
For more details on the original mod, see [http://www.rakrent.com/rtsc/html/tauh.htm this review] or [http://www.planetannihilation.com/bsr/ BSR&#039;s web site] or even  [http://en.wikipedia.org/wiki/Uberhack Wikipedia].&lt;br /&gt;
&lt;br /&gt;
[[Absolute Annihilation]] took the mod as BSR left it and built on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Cnww</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Nanoblobs&amp;diff=15063</id>
		<title>Nanoblobs</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Nanoblobs&amp;diff=15063"/>
		<updated>2007-07-08T04:42:08Z</updated>

		<summary type="html">&lt;p&gt;Cnww: Revert to pre-spam version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Project conceptual notes, by Argh ==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a unit breakdown, based on current balance. This is all likely to change- NanoBlobs is in a bit of a transition period. &lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords&#039;&#039;&#039; are your commanders. They have a powerful weapon that kills things on the ground, are pretty tough, and can build things quickly, but they are very vulnerable to some units (Knights and Demons, especially). Lords can hover on the surface of water. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheep&#039;&#039;&#039; are your economy and your principal way to multiply your build-power. Sheep are very likely to either disappear entirely... or change in role, soon, but for now they are still in the same role they&#039;ve always been- weak, defenseless, and totally necessary. Sheep can hover on the surface of water. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autofacs&#039;&#039;&#039; build armies automatically (with &amp;quot;repeat on&amp;quot; and queues, of course). Nothing special about them... right now. This is also likely to change, but I&#039;m not getting into that until I have the new things done. &lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holders&#039;&#039;&#039; are stationary, not-so-powerful towers. They can kill Wolves and other light units easily, but fall to Knights. Massed, they can stop small rushes, and backed up with SpireRooks and MegaSheep, they can stand anything but a Demon, but not by themselves. Like everything in NanoBlobs, they have strengths and weaknesses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SpireRooks&#039;&#039;&#039; are slow, powerful units that shoot infrequently, but their weapons can kill Knights in a hit or two, and they are more than cost-effective against SquareRooks and Demons. Their main weakness is that they are very slow and large targets, but they also are specifically weak against Striders. SpireRooks are completely amphibious, and can go underwater. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MegaSheep&#039;&#039;&#039; are defensive plasma artillery. While they can be used on offensive operations, they are slow, and they produce resources, so they are often better kept behind a line of Holders, where they do a great job of killing Striders, Knights, and TriRooks. &lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wolves&#039;&#039;&#039; are cheap, disposable scouts. They can kill weak units or slow-firing things if they are left undefended, but are not powerful combat units. However, they are very cheap, build fast, and provide your enemies with one more target. Always have an Autofac or two building Wolves... their value as scouts and as &amp;quot;chaff&amp;quot; is very important, even if they have low combat power. Wolves can fly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archers&#039;&#039;&#039; kill Wolves, and move quickly enough to keep up with hordes. They are completely useless against all other units at this time. Mix them up in the queue at the Autofac with other units, like TriRooks and MegaSheep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knights&#039;&#039;&#039; are your hard-core rapid strike force. Armed with short-range flamethrowers and unbelievable healing powers, they are quite capable of taking apart a base in seconds if they aren&#039;t killed on the way in. While Knights are quite killable in this version, they are still very, very dangerous if used correctly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Striders&#039;&#039;&#039; are both weak and powerful. They have been optimised for the current build of Spring&#039;s aiming code, but due to the low size of their weapon arc, they still require some micromanagement to really use effectively. Striders have rapid-fire burst chainguns that are quite capable of killing any unit in the game except for Wolves. They are fairly slow, but have a lot of hitpoints for a small unit, and take less damage from certain types of weapon. They are unbelievably deadly on flat terrain, but much less useful on rocky or broken places. Used correctly, Striders can smash open a defense very quickly. Used incorrectly, they are a waste of resoureces and unit-count. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TriRooks&#039;&#039;&#039; are the newest unit in NanoBlobs. They are very powerful attack units, but lack the armor to be all-out assault tanks. However, their weapon has good range, a rapid rate of fire... and due to its hovering nature, it can go over terrain that normal units can&#039;t see over... very, very handy. TriRooks require finesse to really use well, however, because they are a big economic drain. TriRooks are swimming units, and are effectively both ships and tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SquareRooks&#039;&#039;&#039; are a general-purpose artillery unit. Lacking close-in defense, and vulnerable to Knights and Wolves, they are still worth using, because they have weapons that can kill Striders and other light unit types all day long. However, they fare poorly against Holders and SpireRooks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demons&#039;&#039;&#039; are the ultimate can-openers. They have a long-range popup missile that does decent damage to anything, but fires slowly. More importantly, however, they have an amazing DemonGun that can tear up massed units or defenses in a real hurry, and also has an effect over time, instead of being nearly instantaneous. Unlike other weapons it can keep killing units further back as they move through the deadly zone. Demons require protection from Knights, and aren&#039;t terribly fast, but they can also swim like TriRooks. &lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
NanoBlobs is, basically, a new kind of game design. I started it out as a way to talk to the AI developers about making better AIs for Spring, but it&#039;s a lot more complicated than that at this point. &lt;br /&gt;
&lt;br /&gt;
Basically, on anything but a small map, NanoBlobs is a completely strategic RTS. You&#039;re not going to want to micromanage your units, or worry about losing a few (thousand). Instead, you&#039;re going to block, scout, feint... and then attack, after finding the weak spots in your opponent&#039;s current streams of units. &lt;br /&gt;
&lt;br /&gt;
NanoBlobs expects players to already know how to queue up multiple build orders, do things like the good ol&#039; &amp;quot;bomber/guard&amp;quot; trick from OTA, and other Gnug skills. NanoBlobs is not terrifically noob-friendly, and requires that you actually pay attention to the massive battles... and plan well in advance. You can&#039;t win through just spamming one unit, and you can&#039;t win by playing defensively, and building up to Tech X, or slowly choking your enemy out of metal spots, or any of that boring crap. No. In NanoBlobs.. you win by killing the enemy... period. No tactic is &amp;quot;lame&amp;quot;. Everything has a fairly obvious counter... plus a lot of subtleties. It&#039;s not &amp;quot;realistic&amp;quot;, it&#039;s not an attempt to be anything but a pure battle experience. &lt;br /&gt;
&lt;br /&gt;
Typical new players get stuck on three things: &lt;br /&gt;
&lt;br /&gt;
1. They are like, &amp;quot;uh, where are the mines and tech levels&amp;quot;. Uh... there aren&#039;t any. GET MOVING  &lt;br /&gt;
&lt;br /&gt;
2. They try to build defenses and hold until they have Demons. This is dumb, because then their opponant can steadily hopscotch new Autofacs nearer and nearer to them, and crush them with sheer firepower. &lt;br /&gt;
&lt;br /&gt;
3. They think that .cheat .nocost is on, and spam in an unintelligent way. There ARE COSTS to most major units, and the gradual drain on your economy is a major part of gameplay, which future versions are going to emphasise more  &lt;br /&gt;
&lt;br /&gt;
The best thing to do, playing this game, is to decide where your first base will be... get it built before the enemy&#039;s first Wolves arrive, and then begin spamming out streams to scout and to hold as much of the map as possible. NanoBlobs is very much about map control- not so that you can get metal, but because that prevents the enemy from getting around your flanks. &lt;br /&gt;
&lt;br /&gt;
After that, then what? Well, here are some classic options: &lt;br /&gt;
&lt;br /&gt;
1. Rapid-build 50 Knights, then throw them at the weakest part of the enemy&#039;s lines. One Knight can destroy a base pretty easily. Really. Just give &#039;em a path, tell &#039;em to Roam, and then get on with something else... like sending all available Wolves ahead to distract their defenses  &lt;br /&gt;
&lt;br /&gt;
2. Spam out Wolves, MegaSheep, Knights and Archers in a mix, to keep the enemy engaged and pinned, then build up a force of SquareRooks and a couple of Demons. Use the Squares to punch a hole in the enemy streams, then use the Demons to kill their defenses. Just make sure to guard them against Knights. &lt;br /&gt;
&lt;br /&gt;
3. Use your Lord to roam around, spiderwebbing Autofacs all over the map, anywhere the enemy doesn&#039;t contest you, and gradually spam them to death. &lt;br /&gt;
&lt;br /&gt;
4. Use your Lord or a bunch of Sheep to build Holders to support your forces in a combat area, or to create a fall-back line that you can retreat to. Just because you can send thousands of robots to their death doesn&#039;t mean that the occasional retreat isn&#039;t a good idea. &lt;br /&gt;
&lt;br /&gt;
5. Use the units that can swim to go around enemy land forces and crush them  &lt;br /&gt;
&lt;br /&gt;
... and lots and lots and lots of variants. NanoBlobs looks simple, but is not simple. Each unit has a lot of subtleties, from economic balance to what terrain it can handle to how fast it is. I&#039;ve really tried to make sure that you never go, &amp;quot;hey, that&#039;s redundant&amp;quot;, or &amp;quot;wow, that&#039;s useless&amp;quot; with the mod. &lt;br /&gt;
&lt;br /&gt;
All of that said... this version&#039;s balance is still very rough, so please don&#039;t flame me when you find an obvious flaw (point it out though, I will keep it in mind). And I am contemplating some major changes for the future, to further reduce lag for low-end players... and when the new version of Spring is out, I will be making very heavy use of the new UnitIcons feature, so that you can direct your battles &amp;quot;from orbit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Cnww</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6563</id>
		<title>Expand and Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6563"/>
		<updated>2007-07-08T04:38:11Z</updated>

		<summary type="html">&lt;p&gt;Cnww: Revert to pre-spam version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Expand and Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
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GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
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Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
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==URC==&lt;br /&gt;
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In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
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* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
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* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
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As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
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Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
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[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
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=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Download Expand &amp;amp; Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8481 Current Expand &amp;amp; Exterminate Thread]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  (Version 0.163) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Version 0.155) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam RTS&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanoblobs&#039;&#039;&#039;&lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Forboding Angel - Cursers/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and giving input on the current version&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>Cnww</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=EvoTA&amp;diff=6473</id>
		<title>EvoTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=EvoTA&amp;diff=6473"/>
		<updated>2007-07-08T04:36:47Z</updated>

		<summary type="html">&lt;p&gt;Cnww: Reverted to pre-spammed version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;EvoTA 1.0&amp;quot; changes Spring from XTA to more closely resemble classic TA gameplay, with the addition of pretty new models for many units.&lt;br /&gt;
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&amp;quot;EvoTA basic&amp;quot; just contains the models, for those who like XTA fine.&lt;br /&gt;
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The Evo Models were cool in TA but look silly in spring. I say stick with the xta models and download the OTA patch...the xta models are MUCH better looking&lt;br /&gt;
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Download [http://www.fileuniverse.com/?p=show&lt;/div&gt;</summary>
		<author><name>Cnww</name></author>
	</entry>
</feed>