<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Decimator</id>
	<title>Spring - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Decimator"/>
	<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/wiki/Special:Contributions/Decimator"/>
	<updated>2026-11-08T18:22:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7600</id>
		<title>GD Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7600"/>
		<updated>2006-11-03T20:34:05Z</updated>

		<summary type="html">&lt;p&gt;Decimator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Light Vehicles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost light cannon tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vladosts form the bulk of the Global Dynasty military.  These double-barreled tanks are used in lines where their superior range and damage can inflict heavy losses before an enemy group can even return fire.  Vladosts nearly always shoot first in an engagement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Petra light missile tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Petra serves as second-line support for the GD army.  Its missiles fire up and over units and terrain, allowing them to bring their weapons to bear no matter their surroundings.  Its missile pods make it more vulnerable to enemy fire than other GD units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taiga light laser tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Taiga fires a short-ranged continuous laser at enemy targets, rapidly cutting through their armor.  They are faster than other GD units and their high damage potential makes them excellent candidates for airdrops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost IIC radar tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vladost IIC is a commander&#039;s eyes on the ground.  Armed with a single cannon and short-range radar, these units help prevent lines of tanks from being flanked by offering early warning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tchernia LT&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6531</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=6531"/>
		<updated>2006-11-03T20:04:38Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* Faction Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the Lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. WIth four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definetly. Dont for get to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an aray of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Download Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6526</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=6526"/>
		<updated>2006-08-19T14:45:55Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
{{main|Expand and Exterminate 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; level 1 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; level 2 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; level 3 Specific info&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; however these mexes don&#039;t make energy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the Lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. WIth four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Download Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6525</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=6525"/>
		<updated>2006-08-19T14:35:56Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
{{main|Expand and Exterminate 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; level 1 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; level 2 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; level 3 Specific info&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; however these mexes don&#039;t make energy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the Lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. WIth four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6524</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=6524"/>
		<updated>2006-08-19T14:35:32Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
{{main|Expand and Exterminate 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; level 1 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; level 2 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; level 3 Specific info&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; however these mexes don&#039;t make energy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the Lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. WIth four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6523</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=6523"/>
		<updated>2006-08-19T14:33:49Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
{{main|Expand and Exterminate 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; level 1 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; level 2 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; level 3 Specific info&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; however these mexes don&#039;t make energy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the Lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. WIth four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6513</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=6513"/>
		<updated>2006-06-10T20:35:42Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* &amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Image:E&amp;amp;E-wikiheadline.png]]&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Expand &amp;amp; Exterminate&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;The struggle for the blue planet &#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font size=5&amp;gt;&amp;lt;b&amp;gt;Overview&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font size=4&amp;gt;&amp;lt;b&amp;gt;&amp;lt;dl&amp;gt;Faction Overview &amp;lt;/dl&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;Global Dynasty &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;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. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;United Robot Confederation&amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;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.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;New Initiative &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;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. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;b&amp;gt;GD&amp;lt;/b&amp;gt;==&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. &#039;&#039;put generic here.&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; level 1 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; level 2 Specific info&lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; level 3 Specific info&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. When u 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, well 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 however these mexes don&#039;t make energy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the Lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. WIth four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, u must pay for each missile you fire. The main difference between them is accuracy. The tac nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;b&amp;gt;URC&amp;lt;/b&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;font size=5&amp;gt;Links&amp;lt;/font&amp;gt; =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt; *&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039; &amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
=&amp;lt;font size=5&amp;gt;Credits&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Mod Creation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;TA: WD&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ground Zero - Provided models and sounds &lt;br /&gt;
&lt;br /&gt;
Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Gundam Annihilation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Final Frontier Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dopefishhh - Predator Concept &lt;br /&gt;
&lt;br /&gt;
Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
&lt;br /&gt;
M. Kenyon - Battlestation script&lt;br /&gt;
&lt;br /&gt;
Savant - Models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;The Lost Legacy Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Additional Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Decimator - Wrote GD Strategy&lt;br /&gt;
&lt;br /&gt;
Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Testing &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Alpha &amp;lt;/dt&amp;gt;  &amp;lt;dd&amp;gt;(Big Steve, Cabbage, Das Bruce, Dave the Brave, Decimator, Drexion, Guilty Spark, Over Damage, Forboding Angel, Flintlock, J5mello, Smoth, Tenebrous,  Wasp, )&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;Beta &amp;lt;/dt&amp;gt; &amp;lt;dd&amp;gt;(Sleksa, WarhammerC, Cronyx, Aun, Kixxe, Krogothe, Emmanuel, Drone_Fragger, Azu(Azn))&amp;lt;/dd&amp;gt;&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>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4955</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4955"/>
		<updated>2006-05-07T21:51:43Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* 2006-04-18 Expand and Exterminate .151 Released! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Absolute Annihilation 1.46 Released===&lt;br /&gt;
1.46 Released.  Download here: http://aaspring.tk  Mod homepage here: http://ta-aa.sourceforge.net  Unit Guide here: http://ta-aa.sourceforge.net/modweb&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Modweb Generator v0.4 Released===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3842 Get it here!]&lt;br /&gt;
This will create a set of HTML pages about your mod, units, and weapons. Check it out.&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 Expand and Exterminate .152 Released!===&lt;br /&gt;
[http://tinyurl.com/pmrhf Get it here!]&lt;br /&gt;
Completely original mod, not based on OTA!&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 OTAI 1.13===&lt;br /&gt;
Minor Changes and Bugfixes.&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2994 DLLs] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2993 Source]&lt;br /&gt;
&lt;br /&gt;
===2006-04-17 AAI 0.63 released===&lt;br /&gt;
Minor improvements but a lot of bugfixes :)&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=70404#70404 Look here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-16 Xect vs. Mynn v0.6 released, 100% legal===&lt;br /&gt;
[http://www.ta-spring.com/mods/xectvsmynn/ Get it here],&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=80 discuss it here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-15 XTA Pimped Edition V5.5===&lt;br /&gt;
[http://tinyurl.com/p4mtc Read and Grab it here!]&lt;br /&gt;
&lt;br /&gt;
===2006-04-10 AAI 0.60 released===&lt;br /&gt;
Experimental water support, linux support and a lot more... [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4509 Look here]&lt;br /&gt;
&lt;br /&gt;
===2006-04-05 FF v1.15===&lt;br /&gt;
New Version of Final Frontier [http://tinyurl.com/q3u3e Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-30 OTAI v1.12===&lt;br /&gt;
With working command buffering [http://tinyurl.com/e8fuh Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-27 XTA Pimped Edition V5===&lt;br /&gt;
[http://tinyurl.com/kr95f Grab it here].&lt;br /&gt;
&lt;br /&gt;
===2006-03-26 NTai XE7.5 Skirmish AI===&lt;br /&gt;
[http://www.darkstars.co.uk/ Get it here]. - AF&lt;br /&gt;
&lt;br /&gt;
===NanoBlobs 0.31(beta)===&lt;br /&gt;
Exponential game design.  Updated.  Smaller.  Faster. Even cooler.  Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4276 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-06 OTAI 1.10===&lt;br /&gt;
Now works in 0.70, fixed nanostall somewhat. Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 AAI 0.55===&lt;br /&gt;
A rather small release mainly adding support for the modified ai interface [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 NTAI XE6 for 0.70b1 Skirmish AI===&lt;br /&gt;
Universal mod support, statistical unit learning, freeform buildtrees [http://www.darkstars.co.uk/index.php Get them here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-19 AAI 0.52===&lt;br /&gt;
AAI 0.52 is only a small bugfix release [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44===&lt;br /&gt;
AA 1.44 completed and uploaded.[http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
.&lt;br /&gt;
[[SWTA]] [[Final_Frontier]] [[Absolute_Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===2006-2-19 AAI 0.52 Released===&lt;br /&gt;
AAI 0.52 is only a small bugfix release for AAI 0.5 - hopefully all crashes are gone now&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 click here].&lt;br /&gt;
&lt;br /&gt;
===2006-2-15 NTAI XE 3 Released===&lt;br /&gt;
XE 3 has support map specific build data, 9 new keywords, StarWars/Gundam support, numerous fixes, and should run a lot faster ^^ [http://www.darkstars.co.uk/index.php here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44 Released===&lt;br /&gt;
AA 1.44 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
===2006-2-06 OTAI 1.08 Released===&lt;br /&gt;
Now uses multithreading to reduce freezing!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=55624#55624 Forum] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2354 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-02-01 World Domination 5B62  Released===&lt;br /&gt;
This version fixes the crashes related to missing .cob-files.&lt;br /&gt;
Download [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2311 here].&lt;br /&gt;
&lt;br /&gt;
===2006-1-31 Star Wars Spring Manual Released===&lt;br /&gt;
[http://spring.clan-sy.com/wiki/SWTA_Manual Read the SWS Manual right now!] It contains everything you would ever want to know about SWS, including: Installation Guide, In-Depth Unit Guide as well as a Strategy &amp;amp; Tactics section.&lt;br /&gt;
&lt;br /&gt;
===2006-1-27 OTAI 1.07 Released===&lt;br /&gt;
Veylon released OTAI version 1.07. Now builds Dragon&#039;s Teeth and crashes less!&lt;br /&gt;
Download [http://www.geocities.com/veylon_ii/TASpring/ here].&lt;br /&gt;
&lt;br /&gt;
===2006-11-19 UpSpring Tutorial Released===&lt;br /&gt;
Maestro R Setiawan released [http://tinyurl.com/cd25b a very comprehensive tutorial] to UpSpring, the application to import new models to Spring. Now you won&#039;t have any excuse to not use UV mapped S3O!&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 NTAI 0.29a Released===&lt;br /&gt;
NTAI 0.29a released, go get it here [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=50716#50716 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 Absolute Annihilation 1.42 Released===&lt;br /&gt;
AA 1.42 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring142.zip?download Download]&amp;lt;/b&amp;gt; (9 mb)&lt;br /&gt;
&lt;br /&gt;
===2006-01-12 AAI 0.4 Released===&lt;br /&gt;
AAI 0.4 now supports air units as well as construction units assisting others. &lt;br /&gt;
Edit: Small Bugfix Version AAI 0.42 released&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3527 AAI v0.42].&lt;br /&gt;
&lt;br /&gt;
===2006-1-07 Gundam Annihilation 0.98.sd7 Released===&lt;br /&gt;
This is a .sd7 for your spring lobby usage. I have corrected a few of the spring specific bugs in this release. Enjoy. [http://www.planetannihilation.com/gundam/ Gundam annihilation homepage]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/gundam/shots/screen039.jpg http://www.planetannihilation.com/gundam/shots/screen039_thumb.gif]    [http://www.planetannihilation.com/gundam/shots/screen012.jpg http://www.planetannihilation.com/gundam/shots/screen012_thumb.gif]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2005-12-15 AAI 0.3 Released===&lt;br /&gt;
AAI 0.3 includes a lot of bug fixes and placement of defence buildings. [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3195 AAI v0.3].&lt;br /&gt;
&lt;br /&gt;
===2005-12-14 Absolute Annihilation 1.35 Released===&lt;br /&gt;
AA 1.35 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring135.zip?download Download]&amp;lt;/b&amp;gt; (16 mb)&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 OTAI 1.03b Released===&lt;br /&gt;
A fixed version of OTAI 1.03 now available.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3184 Forum Thread]&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v103b.zip Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 The Lost Legacy v1.04 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by 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;
[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]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 Star Wars: Spring 1.0 Released===&lt;br /&gt;
The well known Star Wars TC for TA has been ported to Spring.&lt;br /&gt;
&lt;br /&gt;
One of the most complete TCs that existed for TA has now been fully ported to Spring - all of the bugs that plagued the quick and dirty earlier port have been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications, to ensure that this modification is made specifically for the Spring engine, so that you can enjoy it as such. Furthermore, many of the uglier low-polygon units for SWTA have been remodelled for Spring, so that you can now enjoy high-poly infantry units, as well as a few other vehecular changes.&lt;br /&gt;
&lt;br /&gt;
Feel free to come join us on our own chat channel (itself a good 5 years old), where you can organise games, discuss balance, and report bugs:&lt;br /&gt;
&lt;br /&gt;
Server: irc.gnug.org&lt;br /&gt;
&lt;br /&gt;
Channel: #SWTA&lt;br /&gt;
&lt;br /&gt;
An in-depth manual, with help regarding strategies and unit descriptions can be located [http://www.planetannihilation.com/swta/readme.asp here], however, bear in mind that while much of this will be very helpful, it was originally intended for the Original Total Annihilation release, and so is not 100% accurate or reliable with regards to the Spring release. A Spring-specific manual is in the works.&lt;br /&gt;
&lt;br /&gt;
SWS features around 130 units ranging from all six movies and the expanded universe for the Galactic Empire and Rebel Alliance. Join this galaxy spanning war today, download SWS!&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3166 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1988 Download]&lt;br /&gt;
[http://www.planetannihilation.com/swta/ SWTA Homepage]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 The Lost Legacy v1.03 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by 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;
[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]&lt;br /&gt;
&lt;br /&gt;
===2005-12-05 NTAI 0.28.10+ installer FIXED)===&lt;br /&gt;
Counter attacking, and numrous fixes, modifications. All who&#039;ve downlaoded it redownload as I made a terrible mistake copying the wrong files over. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1950 Download Installer]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 NTAI 0.28Beta 7 Released===&lt;br /&gt;
Working Attack code, vastly improved building, Xect, Rhyoss, Mynn, TLL, XTA and AA support. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1909 Download]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 OTAI for 0.67  Released===&lt;br /&gt;
Veylons latest installment of OTAI, with a slew of improovements.&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v102.zip Downlaod]&lt;br /&gt;
&lt;br /&gt;
===2005-11-11 Cursor groupAI Released===&lt;br /&gt;
Show Allies what untis you have selected and where your mouse cursor is.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1873 Link]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 NTAI 028BETA 7.1 Released===&lt;br /&gt;
Full ARM + TLL support, and improved attacking.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1887 Linky]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showimage&amp;amp;ID=1755 Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 - NTAI 0.27 Released===&lt;br /&gt;
Water map support, krogoths, vehicles, aircraft, and more!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2829 Details]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2827 Screenshots]&lt;br /&gt;
&lt;br /&gt;
===2005-10-29 - NTAI 0.25 Released===&lt;br /&gt;
The latest version of NTAI released today with many new abilities, such as a greatly improved attack system, and the ability to scout.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2687 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-20 - Absolute Annihilation: Spring Released===&lt;br /&gt;
The highly popular OTA mod, Absolute Annihilation, has now been fully converted for compatibility with Spring.  Unlike the original Spring version released some months ago, the new version is fully compatible with the mod switching system.  It also features many visual and strategic enhancements only possible in Spring, and uses the latest version of the AA dataset, 6.0.&lt;br /&gt;
&lt;br /&gt;
Already a new version is available, 1.25, which corrects several major bugs.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/AASpring125zip/;4417183;;/fileinfo.html Direct Download (1.25)]&lt;br /&gt;
&lt;br /&gt;
[http://prdownloads.sourceforge.net/ta-aa/AATrailer.zip?download Mod Trailer]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/aa AA Homepage]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2633 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-16 - KuroTA v0.45 Released===&lt;br /&gt;
This is the second public release of this fairly popular mod. It all started out as a bunch of custom units in a TA installation from years gone by, but thanks to dedication it&#039;s been turned into a playable and fairly balanced mod for everyone to play on Spring. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2514 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1646 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-15 - UberHack, SpringVersion1.3 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2540 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1633 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-12 - Maelstroms SMD Creator===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD Creator] has been relesed, to help people create SMD Map files with an easy to use GUI.&lt;br /&gt;
&lt;br /&gt;
===2005-10-11 - JCAI 0.20 Released===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=33275#33275 JCAI 0.20 skirmish AI] is released for Spring 0.64b1 with a modified spring exe, it is much more stable now. JCAI 0.20 is included in current release (0.65b1)&lt;br /&gt;
&lt;br /&gt;
===2005-09-28 - UberHack, SpringVersion1.2 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://spring.clan-sy.com/phpbb/viewtopic.php?t=2364 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1552 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-08-20 - wiki Button Added===&lt;br /&gt;
As you probably already have noticed, the SY&#039;s have added a wiki button (Made by aGorm) to the Navigation bar. Hopefully, this will make people more aware of the wiki, as some have never even heard of it! More info on [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1917 this thread]. If you don&#039;t see the wiki button, empty the cache of your browser and refresh.&lt;br /&gt;
&lt;br /&gt;
===2005-08-16 - JCAI Released===&lt;br /&gt;
Zaphod has released alpha 1 of his skirmish AI JCAI for spring,[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1920 see forum post]&lt;br /&gt;
TAI code has been released but doesnt work. [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1322 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-08-03 - Mods and Maps===&lt;br /&gt;
zwzsg made a 3.6MB mod package with: OTA balance, Evolva models, UTASP Buildpics. Install and use easy thanks to the new mod switcher introduced in Spring 0.60b1.&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://spring.clan-sy.com/phpbb/viewtopic.php?t=1843 More info and discussion]&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Download link]&lt;br /&gt;
&lt;br /&gt;
[http://zwzsg.hosted.luckz.de/img/spring/Azure%20Rampart%20-%20evnbp%20-%20Bomber.png http://www.fileuniverse.com/images/Azure%20Rampart%20-%20evnbp%20-%20Bomber.jpg-thumb.png][http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg-thumb.png][http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg-thumb.png][http://www.fileuniverse.com/images/causticscreenshot.jpg http://www.fileuniverse.com/images/causticscreenshot.jpg-thumb.png]&lt;br /&gt;
&lt;br /&gt;
Spring 0.60b1 made all previous maps obsolete, but as the pictures above show, there&#039;s a steadily increasing [http://www.fileuniverse.com/?p=listing&amp;amp;ID=121 choice of new maps], either old ones converted to the new format or brand new.&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4942</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4942"/>
		<updated>2006-04-29T23:20:37Z</updated>

		<summary type="html">&lt;p&gt;Decimator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 Expand and Exterminate .151 Released!===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 Get it here!]&lt;br /&gt;
Completely original mod, not based on OTA!&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 OTAI 1.13===&lt;br /&gt;
Minor Changes and Bugfixes.&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2994 DLLs] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2993 Source]&lt;br /&gt;
&lt;br /&gt;
===2006-04-17 AAI 0.63 released===&lt;br /&gt;
Minor improvements but a lot of bugfixes :)&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=70404#70404 Look here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-16 Xect vs. Mynn v0.6 released, 100% legal===&lt;br /&gt;
[http://www.ta-spring.com/mods/xectvsmynn/ Get it here],&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=80 discuss it here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-15 XTA Pimped Edition V5.5===&lt;br /&gt;
[http://tinyurl.com/p4mtc Read and Grab it here!]&lt;br /&gt;
&lt;br /&gt;
===2006-04-10 AAI 0.60 released===&lt;br /&gt;
Experimental water support, linux support and a lot more... [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4509 Look here]&lt;br /&gt;
&lt;br /&gt;
===2006-04-05 FF v1.15===&lt;br /&gt;
New Version of Final Frontier [http://tinyurl.com/q3u3e Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-30 OTAI v1.12===&lt;br /&gt;
With working command buffering [http://tinyurl.com/e8fuh Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-27 XTA Pimped Edition V5===&lt;br /&gt;
[http://tinyurl.com/kr95f Grab it here].&lt;br /&gt;
&lt;br /&gt;
===2006-03-26 NTai XE7.5 Skirmish AI===&lt;br /&gt;
[http://www.darkstars.co.uk/ Get it here]. - AF&lt;br /&gt;
&lt;br /&gt;
===NanoBlobs 0.31(beta)===&lt;br /&gt;
Exponential game design.  Updated.  Smaller.  Faster. Even cooler.  Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4276 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-06 OTAI 1.10===&lt;br /&gt;
Now works in 0.70, fixed nanostall somewhat. Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 AAI 0.55===&lt;br /&gt;
A rather small release mainly adding support for the modified ai interface [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 NTAI XE6 for 0.70b1 Skirmish AI===&lt;br /&gt;
Universal mod support, statistical unit learning, freeform buildtrees [http://www.darkstars.co.uk/index.php Get them here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-19 AAI 0.52===&lt;br /&gt;
AAI 0.52 is only a small bugfix release [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44===&lt;br /&gt;
AA 1.44 completed and uploaded.[http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
.&lt;br /&gt;
[[SWTA]] [[Final_Frontier]] [[Absolute_Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===2006-2-19 AAI 0.52 Released===&lt;br /&gt;
AAI 0.52 is only a small bugfix release for AAI 0.5 - hopefully all crashes are gone now&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 click here].&lt;br /&gt;
&lt;br /&gt;
===2006-2-15 NTAI XE 3 Released===&lt;br /&gt;
XE 3 has support map specific build data, 9 new keywords, StarWars/Gundam support, numerous fixes, and should run a lot faster ^^ [http://www.darkstars.co.uk/index.php here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44 Released===&lt;br /&gt;
AA 1.44 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
===2006-2-06 OTAI 1.08 Released===&lt;br /&gt;
Now uses multithreading to reduce freezing!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=55624#55624 Forum] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2354 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-02-01 World Domination 5B62  Released===&lt;br /&gt;
This version fixes the crashes related to missing .cob-files.&lt;br /&gt;
Download [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2311 here].&lt;br /&gt;
&lt;br /&gt;
===2006-1-31 Star Wars Spring Manual Released===&lt;br /&gt;
[http://spring.clan-sy.com/wiki/SWTA_Manual Read the SWS Manual right now!] It contains everything you would ever want to know about SWS, including: Installation Guide, In-Depth Unit Guide as well as a Strategy &amp;amp; Tactics section.&lt;br /&gt;
&lt;br /&gt;
===2006-1-27 OTAI 1.07 Released===&lt;br /&gt;
Veylon released OTAI version 1.07. Now builds Dragon&#039;s Teeth and crashes less!&lt;br /&gt;
Download [http://www.geocities.com/veylon_ii/TASpring/ here].&lt;br /&gt;
&lt;br /&gt;
===2006-11-19 UpSpring Tutorial Released===&lt;br /&gt;
Maestro R Setiawan released [http://tinyurl.com/cd25b a very comprehensive tutorial] to UpSpring, the application to import new models to Spring. Now you won&#039;t have any excuse to not use UV mapped S3O!&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 NTAI 0.29a Released===&lt;br /&gt;
NTAI 0.29a released, go get it here [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=50716#50716 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 Absolute Annihilation 1.42 Released===&lt;br /&gt;
AA 1.42 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring142.zip?download Download]&amp;lt;/b&amp;gt; (9 mb)&lt;br /&gt;
&lt;br /&gt;
===2006-01-12 AAI 0.4 Released===&lt;br /&gt;
AAI 0.4 now supports air units as well as construction units assisting others. &lt;br /&gt;
Edit: Small Bugfix Version AAI 0.42 released&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3527 AAI v0.42].&lt;br /&gt;
&lt;br /&gt;
===2006-1-07 Gundam Annihilation 0.98.sd7 Released===&lt;br /&gt;
This is a .sd7 for your spring lobby usage. I have corrected a few of the spring specific bugs in this release. Enjoy. [http://www.planetannihilation.com/gundam/ Gundam annihilation homepage]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/gundam/shots/screen039.jpg http://www.planetannihilation.com/gundam/shots/screen039_thumb.gif]    [http://www.planetannihilation.com/gundam/shots/screen012.jpg http://www.planetannihilation.com/gundam/shots/screen012_thumb.gif]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2005-12-15 AAI 0.3 Released===&lt;br /&gt;
AAI 0.3 includes a lot of bug fixes and placement of defence buildings. [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3195 AAI v0.3].&lt;br /&gt;
&lt;br /&gt;
===2005-12-14 Absolute Annihilation 1.35 Released===&lt;br /&gt;
AA 1.35 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring135.zip?download Download]&amp;lt;/b&amp;gt; (16 mb)&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 OTAI 1.03b Released===&lt;br /&gt;
A fixed version of OTAI 1.03 now available.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3184 Forum Thread]&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v103b.zip Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 The Lost Legacy v1.04 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by 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;
[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]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 Star Wars: Spring 1.0 Released===&lt;br /&gt;
The well known Star Wars TC for TA has been ported to Spring.&lt;br /&gt;
&lt;br /&gt;
One of the most complete TCs that existed for TA has now been fully ported to Spring - all of the bugs that plagued the quick and dirty earlier port have been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications, to ensure that this modification is made specifically for the Spring engine, so that you can enjoy it as such. Furthermore, many of the uglier low-polygon units for SWTA have been remodelled for Spring, so that you can now enjoy high-poly infantry units, as well as a few other vehecular changes.&lt;br /&gt;
&lt;br /&gt;
Feel free to come join us on our own chat channel (itself a good 5 years old), where you can organise games, discuss balance, and report bugs:&lt;br /&gt;
&lt;br /&gt;
Server: irc.gnug.org&lt;br /&gt;
&lt;br /&gt;
Channel: #SWTA&lt;br /&gt;
&lt;br /&gt;
An in-depth manual, with help regarding strategies and unit descriptions can be located [http://www.planetannihilation.com/swta/readme.asp here], however, bear in mind that while much of this will be very helpful, it was originally intended for the Original Total Annihilation release, and so is not 100% accurate or reliable with regards to the Spring release. A Spring-specific manual is in the works.&lt;br /&gt;
&lt;br /&gt;
SWS features around 130 units ranging from all six movies and the expanded universe for the Galactic Empire and Rebel Alliance. Join this galaxy spanning war today, download SWS!&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3166 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1988 Download]&lt;br /&gt;
[http://www.planetannihilation.com/swta/ SWTA Homepage]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 The Lost Legacy v1.03 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by 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;
[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]&lt;br /&gt;
&lt;br /&gt;
===2005-12-05 NTAI 0.28.10+ installer FIXED)===&lt;br /&gt;
Counter attacking, and numrous fixes, modifications. All who&#039;ve downlaoded it redownload as I made a terrible mistake copying the wrong files over. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1950 Download Installer]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 NTAI 0.28Beta 7 Released===&lt;br /&gt;
Working Attack code, vastly improved building, Xect, Rhyoss, Mynn, TLL, XTA and AA support. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1909 Download]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 OTAI for 0.67  Released===&lt;br /&gt;
Veylons latest installment of OTAI, with a slew of improovements.&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v102.zip Downlaod]&lt;br /&gt;
&lt;br /&gt;
===2005-11-11 Cursor groupAI Released===&lt;br /&gt;
Show Allies what untis you have selected and where your mouse cursor is.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1873 Link]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 NTAI 028BETA 7.1 Released===&lt;br /&gt;
Full ARM + TLL support, and improved attacking.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1887 Linky]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showimage&amp;amp;ID=1755 Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 - NTAI 0.27 Released===&lt;br /&gt;
Water map support, krogoths, vehicles, aircraft, and more!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2829 Details]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2827 Screenshots]&lt;br /&gt;
&lt;br /&gt;
===2005-10-29 - NTAI 0.25 Released===&lt;br /&gt;
The latest version of NTAI released today with many new abilities, such as a greatly improved attack system, and the ability to scout.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2687 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-20 - Absolute Annihilation: Spring Released===&lt;br /&gt;
The highly popular OTA mod, Absolute Annihilation, has now been fully converted for compatibility with Spring.  Unlike the original Spring version released some months ago, the new version is fully compatible with the mod switching system.  It also features many visual and strategic enhancements only possible in Spring, and uses the latest version of the AA dataset, 6.0.&lt;br /&gt;
&lt;br /&gt;
Already a new version is available, 1.25, which corrects several major bugs.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/AASpring125zip/;4417183;;/fileinfo.html Direct Download (1.25)]&lt;br /&gt;
&lt;br /&gt;
[http://prdownloads.sourceforge.net/ta-aa/AATrailer.zip?download Mod Trailer]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/aa AA Homepage]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2633 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-16 - KuroTA v0.45 Released===&lt;br /&gt;
This is the second public release of this fairly popular mod. It all started out as a bunch of custom units in a TA installation from years gone by, but thanks to dedication it&#039;s been turned into a playable and fairly balanced mod for everyone to play on Spring. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2514 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1646 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-15 - UberHack, SpringVersion1.3 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2540 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1633 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-12 - Maelstroms SMD Creator===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD Creator] has been relesed, to help people create SMD Map files with an easy to use GUI.&lt;br /&gt;
&lt;br /&gt;
===2005-10-11 - JCAI 0.20 Released===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=33275#33275 JCAI 0.20 skirmish AI] is released for Spring 0.64b1 with a modified spring exe, it is much more stable now. JCAI 0.20 is included in current release (0.65b1)&lt;br /&gt;
&lt;br /&gt;
===2005-09-28 - UberHack, SpringVersion1.2 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://spring.clan-sy.com/phpbb/viewtopic.php?t=2364 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1552 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-08-20 - wiki Button Added===&lt;br /&gt;
As you probably already have noticed, the SY&#039;s have added a wiki button (Made by aGorm) to the Navigation bar. Hopefully, this will make people more aware of the wiki, as some have never even heard of it! More info on [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1917 this thread]. If you don&#039;t see the wiki button, empty the cache of your browser and refresh.&lt;br /&gt;
&lt;br /&gt;
===2005-08-16 - JCAI Released===&lt;br /&gt;
Zaphod has released alpha 1 of his skirmish AI JCAI for spring,[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1920 see forum post]&lt;br /&gt;
TAI code has been released but doesnt work. [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1322 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-08-03 - Mods and Maps===&lt;br /&gt;
zwzsg made a 3.6MB mod package with: OTA balance, Evolva models, UTASP Buildpics. Install and use easy thanks to the new mod switcher introduced in Spring 0.60b1.&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://spring.clan-sy.com/phpbb/viewtopic.php?t=1843 More info and discussion]&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Download link]&lt;br /&gt;
&lt;br /&gt;
[http://zwzsg.hosted.luckz.de/img/spring/Azure%20Rampart%20-%20evnbp%20-%20Bomber.png http://www.fileuniverse.com/images/Azure%20Rampart%20-%20evnbp%20-%20Bomber.jpg-thumb.png][http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg-thumb.png][http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg-thumb.png][http://www.fileuniverse.com/images/causticscreenshot.jpg http://www.fileuniverse.com/images/causticscreenshot.jpg-thumb.png]&lt;br /&gt;
&lt;br /&gt;
Spring 0.60b1 made all previous maps obsolete, but as the pictures above show, there&#039;s a steadily increasing [http://www.fileuniverse.com/?p=listing&amp;amp;ID=121 choice of new maps], either old ones converted to the new format or brand new.&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:E%26E-GD.png&amp;diff=21712</id>
		<title>File:E&amp;E-GD.png</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:E%26E-GD.png&amp;diff=21712"/>
		<updated>2006-04-23T21:40:28Z</updated>

		<summary type="html">&lt;p&gt;Decimator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=10&amp;gt;&amp;lt;b&amp;gt;Global Dynasty&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font size=3&amp;gt;The Global Dynasty&#039;s core military ideology is steamrolling opponents with sheer overwhelming force.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font size=4&amp;gt;Strategy&amp;lt;/font&amp;gt;===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;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;
# STAYING POWER - 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.&lt;br /&gt;
&lt;br /&gt;
# LACK OF MOBILITY - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately.  GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult.  Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability.&lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:LOGOoption07.png&amp;diff=21870</id>
		<title>File:LOGOoption07.png</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:LOGOoption07.png&amp;diff=21870"/>
		<updated>2006-04-20T01:48:41Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* &amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Image:E&amp;amp;E-wikiheadline.png]]&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;lt;font size=10&amp;gt;Expand &amp;amp; Exterminate&amp;lt;/font&amp;gt;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;The struggle for the blue planet &#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NaodW29-HTMLCommentStrip4c5c7e9d57b6d91400000001&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=5&amp;gt;&amp;lt;b&amp;gt;Overview&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ thier own style of combat to defeat opponents. All three teams also have thier 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;
&amp;lt;font size=4&amp;gt;&amp;lt;b&amp;gt;&amp;lt;dl&amp;gt;Faction Overview &amp;lt;/dl&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;Global Dynasty &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;dd&amp;gt;A tank force that uses brute force to push through enemies. GD has the strongest units and nuclear weapons but have higher costs and build times. Thier airforce consists of helicopters.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;United Robot Confederation&amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;dd&amp;gt;Enforces control through walking mechanized units that use stealth and versatility to attack. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Thier airforce consists of Vtols.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;New Initiative &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;dd&amp;gt;Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. Includes best airforce of all three factions. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt;===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;GD&amp;lt;/b&amp;gt;&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;
# STAYING POWER - 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.&lt;br /&gt;
&lt;br /&gt;
# LACK OF MOBILITY - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately.  GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult.  Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability.&lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;URC&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
# AGILITY - To begin, when using the URC faction its best to take advantage of thier 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 thier hills or mountains around thier base.&lt;br /&gt;
&lt;br /&gt;
# STEALTH - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font size=5&amp;gt;Links&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&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  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
===&amp;lt;font size=5&amp;gt;Credits&amp;lt;/font&amp;gt;===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Mod Creation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;TA: WD&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ground Zero - Provided models and sounds &lt;br /&gt;
&lt;br /&gt;
Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Gundam Annihilation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Final Frontier Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dopefishhh - Predator Concept &lt;br /&gt;
&lt;br /&gt;
Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
&lt;br /&gt;
M. Kenyon - Battlestation script&lt;br /&gt;
&lt;br /&gt;
Savant - Models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;The Lost Legacy Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Additional Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Testing &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Alpha &amp;lt;/dt&amp;gt;  &amp;lt;dd&amp;gt;(Big Steve, Cabbage, Das Bruce, Dave the Brave, Decimator, Drexion, Guilty Spark, Over Damage, Forboding Angel, Flintlock, J5mello, Smoth, Tenebrous,  Wasp, )&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Beta &amp;lt;/dt&amp;gt; &amp;lt;dd&amp;gt;(Sleksa, WarhammerC, Cronyx, Aun, Kixxe, Krogothe, Emmanuel, Drone_Fragger, Azu(Azn))&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13146</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13146"/>
		<updated>2006-01-07T02:57:36Z</updated>

		<summary type="html">&lt;p&gt;Decimator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;2 Valleys:&#039;&#039;&#039;&lt;br /&gt;
Deci- Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4B Facility:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 skulls:&#039;&#039;&#039;&lt;br /&gt;
Deci- Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
-FizWizz Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alaska:&#039;&#039;&#039;&lt;br /&gt;
AF- Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Arena:&#039;&#039;&#039;&lt;br /&gt;
Deci- I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anglo-Saxon Starfish:&#039;&#039;&#039;&lt;br /&gt;
Deci- Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appleville Two:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashap Plateau:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashpen:&#039;&#039;&#039;&lt;br /&gt;
Gnome- Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid-Dilo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atlantic:&#039;&#039;&#039;&lt;br /&gt;
Deci- A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Rampart:&#039;&#039;&#039;&lt;br /&gt;
Deci- Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BallerBurg:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Planet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brazilian Battlefield:&#039;&#039;&#039;&lt;br /&gt;
AF- Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear a Ditch:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caldera:&#039;&#039;&#039;&lt;br /&gt;
Deci- Basically a larger version on Ashpen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castles:&#039;&#039;&#039;&lt;br /&gt;
Deci- the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caustic Realm:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cliff Run:&#039;&#039;&#039;&lt;br /&gt;
Deci- too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome- I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CometCatcher:&#039;&#039;&#039;&lt;br /&gt;
Deci- one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat:- Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Prime Industrial Area:&#039;&#039;&#039;&lt;br /&gt;
-FizWizz The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat:-Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CorrosivePits:&#039;&#039;&#039;&lt;br /&gt;
Deci- apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;County Crossing:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crust:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crystal-Harbor:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crystal-World:&#039;&#039;&#039;&lt;br /&gt;
Deci- Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Valley:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling Bases:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling Forts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duggans Metal Map:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duggans Metal Map Two:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Egypt:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EuroGreen:&#039;&#039;&#039;&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fizzy Lakes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foothill Basin:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foothills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gods of War two remake:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grassy Paradox:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenhaven:&#039;&#039;&#039;&lt;br /&gt;
Deci- one of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenriver:&#039;&#039;&#039;&lt;br /&gt;
Min3mat:- awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hamburger Hill:&#039;&#039;&#039;&lt;br /&gt;
Deci- Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell&#039;s Pass:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hill Haven:&#039;&#039;&#039;&lt;br /&gt;
-FizWizz My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hills and Valleys:&#039;&#039;&#039;&lt;br /&gt;
Deci- a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IceArena:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Icebergs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Island in the Sun:&#039;&#039;&#039;&lt;br /&gt;
-FizWizz A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Island Alpha:&#039;&#039;&#039;&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Island Hopping:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King of the Castle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava Highground:&#039;&#039;&#039;&lt;br /&gt;
Deci- extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava Rivers:&#039;&#039;&#039;&lt;br /&gt;
Deci- Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marshlands:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martian Desert:&#039;&#039;&#039;&lt;br /&gt;
Gnome- Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Isles:&#039;&#039;&#039;&lt;br /&gt;
FizWizz Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MetalHeck:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MicroMetalAlpha:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monolith NaAr:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Seige:&#039;&#039;&#039;&lt;br /&gt;
Deci- a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
-FizWizz I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightscape:&#039;&#039;&#039;&lt;br /&gt;
Deci- a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oki River:&#039;&#039;&#039;&lt;br /&gt;
Deci- this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCB:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Painted Desert Remake:&#039;&#039;&#039;&lt;br /&gt;
Deci- no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat:-Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathways of Destruction:&#039;&#039;&#039;&lt;br /&gt;
Deci- now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pax Prime:&#039;&#039;&#039;&lt;br /&gt;
Deci- an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plains and Passes:&#039;&#039;&#039;&lt;br /&gt;
Deci- this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proving Grounds:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rainbow Land:&#039;&#039;&#039;&lt;br /&gt;
Deci- as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redhaven:&#039;&#039;&#039;&lt;br /&gt;
Deci- rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;River Dale:&#039;&#039;&#039;&lt;br /&gt;
Deci- excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Road to War:&#039;&#039;&#039;&lt;br /&gt;
Deci- my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rockies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Hills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rush Hour:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rusted Divide:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrap Metal:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shore to Shore:&#039;&#039;&#039;&lt;br /&gt;
-FizWizz I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snowscape:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sparewood:&#039;&#039;&#039;&lt;br /&gt;
Gnome- Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speedymetal2:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splintered 4x4:&#039;&#039;&#039;&lt;br /&gt;
Deci- Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring-Islands:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Bridges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunken Outpost:&#039;&#039;&#039;&lt;br /&gt;
Deci- an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swamp Island:&#039;&#039;&#039;&lt;br /&gt;
Deci- mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Highlands:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hunters:&#039;&#039;&#039;&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pass:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Abyss:&#039;&#039;&#039;&lt;br /&gt;
Deci- Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
-FizWizz Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cold Place:&#039;&#039;&#039;&lt;br /&gt;
Deci- works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome- Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal War:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tri-Vega:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valles Marineris:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valley of Death:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WideOpenCombat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windswept Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XantheTerra:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acid Bridge:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AcidQuadratic:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cliff Down:&#039;&#039;&#039;&lt;br /&gt;
Deci- a good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome- Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Pyramid:&#039;&#039;&#039;&lt;br /&gt;
Deci- a map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Dunes:&#039;&#039;&#039;&lt;br /&gt;
Deci- too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
-FizWizz This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green River:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tendril Mountain:&#039;&#039;&#039;&lt;br /&gt;
Deci- another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano Island:&#039;&#039;&#039;&lt;br /&gt;
Deci- subs have some difficulty getting though certain areas, should be changed&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13145</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13145"/>
		<updated>2006-01-07T02:39:41Z</updated>

		<summary type="html">&lt;p&gt;Decimator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;2 Valleys:&#039;&#039;&#039;&lt;br /&gt;
Deci- Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4B Facility:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 skulls:&#039;&#039;&#039;&lt;br /&gt;
Deci- Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
-FizWizz Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alaska:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Arena:&#039;&#039;&#039;&lt;br /&gt;
Deci- I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anglo-Saxon Starfish:&#039;&#039;&#039;&lt;br /&gt;
Deci- Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appleville Two:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashap Plateau:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashpen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid-Dilo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atlantic:&#039;&#039;&#039;&lt;br /&gt;
Deci- A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Rampart:&#039;&#039;&#039;&lt;br /&gt;
Deci- Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BallerBurg:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Planet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brazilian Battlefield:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear a Ditch:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caldera:&#039;&#039;&#039;&lt;br /&gt;
Deci- Basically a larger version on Ashpen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castles:&#039;&#039;&#039;&lt;br /&gt;
Deci- the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caustic Realm:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cliff Run:&#039;&#039;&#039;&lt;br /&gt;
Deci- too small to really play on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CometCatcher:&#039;&#039;&#039;&lt;br /&gt;
Deci- one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
Min3mat:- Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Prime Industrial Area:&#039;&#039;&#039;&lt;br /&gt;
-FizWizz The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
Min3mat:-Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CorrosivePits:&#039;&#039;&#039;&lt;br /&gt;
Deci- apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;County Crossing:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crust:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crystal-Harbor:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crystal-World:&#039;&#039;&#039;&lt;br /&gt;
Deci- Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Valley:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling Bases:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling Forts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duggans Metal Map:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duggans Metal Map Two:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Egypt:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EuroGreen:&#039;&#039;&#039;&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fizzy Lakes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foothill Basin:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foothills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gods of War two remake:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grassy Paradox:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenhaven:&#039;&#039;&#039;&lt;br /&gt;
Deci- one of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenriver:&#039;&#039;&#039;&lt;br /&gt;
Min3mat:- awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hamburger Hill:&#039;&#039;&#039;&lt;br /&gt;
Deci- Open-area tank warfare, barely deserves to be called a hill Razz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell&#039;s Pass:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hill Haven:&#039;&#039;&#039;&lt;br /&gt;
-FizWizz My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hills and Valleys:&#039;&#039;&#039;&lt;br /&gt;
Deci- a good vehicle and kbot map, i really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IceArena:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Icebergs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Island in the Sun:&#039;&#039;&#039;&lt;br /&gt;
-FizWizz A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Island Alpha:&#039;&#039;&#039;&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Island Hopping:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King of the Castle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava Highground:&#039;&#039;&#039;&lt;br /&gt;
Deci- extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava Rivers:&#039;&#039;&#039;&lt;br /&gt;
Deci- Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marshlands:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martian Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Isles:&#039;&#039;&#039;&lt;br /&gt;
FizWizz Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MetalHeck:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MicroMetalAlpha:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monolith NaAr:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Seige:&#039;&#039;&#039;&lt;br /&gt;
Deci- a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
-FizWizz I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightscape:&#039;&#039;&#039;&lt;br /&gt;
Deci- a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oki River:&#039;&#039;&#039;&lt;br /&gt;
Deci- this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCB:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Painted Desert Remake:&#039;&#039;&#039;&lt;br /&gt;
Deci- no qualms with this one, solid map&lt;br /&gt;
Min3mat:-Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathways of Destruction:&#039;&#039;&#039;&lt;br /&gt;
Deci- now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pax Prime:&#039;&#039;&#039;&lt;br /&gt;
Deci- an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plains and Passes:&#039;&#039;&#039;&lt;br /&gt;
Deci- this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proving Grounds:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rainbow Land:&#039;&#039;&#039;&lt;br /&gt;
Deci- as far as I can tell, this is a joke map Razz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redhaven:&#039;&#039;&#039;&lt;br /&gt;
Deci- rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;River Dale:&#039;&#039;&#039;&lt;br /&gt;
Deci- excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Road to War:&#039;&#039;&#039;&lt;br /&gt;
Deci- my map, so I don&#039;t think I can comment Razz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rockies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Hills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rush Hour:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rusted Divide:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrap Metal:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shore to Shore:&#039;&#039;&#039;&lt;br /&gt;
-FizWizz I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snowscape:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sparewood:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speedymetal2:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splintered 4x4:&#039;&#039;&#039;&lt;br /&gt;
Deci- Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring-Islands:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Bridges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunken Outpost:&#039;&#039;&#039;&lt;br /&gt;
Deci- an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swamp Island:&#039;&#039;&#039;&lt;br /&gt;
Deci- mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Highlands:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pass:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Abyss:&#039;&#039;&#039;&lt;br /&gt;
Deci- Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
-FizWizz Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cold Place:&#039;&#039;&#039;&lt;br /&gt;
Deci- works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidal War:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tri-Vega:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valles Marineris:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valley of Death:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WideOpenCombat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windswept Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XantheTerra:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acid Bridge:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AcidQuadratic:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cliff Down:&#039;&#039;&#039;&lt;br /&gt;
Deci- a good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Pyramid:&#039;&#039;&#039;&lt;br /&gt;
Deci- a map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Dunes:&#039;&#039;&#039;&lt;br /&gt;
Deci- too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
-FizWizz This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green River:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tendril Mountain:&#039;&#039;&#039;&lt;br /&gt;
Deci- another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano Island:&#039;&#039;&#039;&lt;br /&gt;
Deci- subs have some difficulty getting though certain areas, should be changed&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy:Absolute_Annihilation&amp;diff=17921</id>
		<title>Strategy:Absolute Annihilation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy:Absolute_Annihilation&amp;diff=17921"/>
		<updated>2005-11-18T20:55:33Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* Artiliary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Strategy==&lt;br /&gt;
Absolute Annihilation is a modification of TA. Therefore, the same basic strategies and tactics that good TA players utilize are also utilized by good AA players. Although the best players heavily analyze famous military works such as &amp;lt;i&amp;gt;The Art of War&amp;lt;/i&amp;gt;, the essence of the message lies in the following points: &lt;br /&gt;
&lt;br /&gt;
# Always Expand&lt;br /&gt;
# Be Offensive&lt;br /&gt;
# Practice&lt;br /&gt;
&lt;br /&gt;
Indeed, the actual units present in AA are irrelevant; it takes little time to learn what they all do. The key lies in utilizing them effectively. Always keep the following points in mind when playing, and above all, practice, and even if you lose, ask the person to whom you lost what you did wrong and right.&lt;br /&gt;
&lt;br /&gt;
===Strategies and their counters===&lt;br /&gt;
This is a list of strategies, and a good way to counter them&lt;br /&gt;
&lt;br /&gt;
====Skirmishers====&lt;br /&gt;
If you like small quick battles every now and again just to annoy your opponent, Skirmishing is the way to go. Just build a couple of decent units and send them on their way. By the time they die, you should have almost completed the second batch of skirmishers. Effective micro is the key to success with this mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use lots of planes, and build heavy defenses with a fair bit of range.&lt;br /&gt;
&lt;br /&gt;
====Stationary Defenses====&lt;br /&gt;
If you like slow drawn out games, that result in a huge climax at the end, Stationary Defences are the way to go. Just amass lots of heavy defences, concentrating on choke points. But do not forget the sides, and even the middle of your base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use Mobile Artiliary and Missle units. Cover these with skirmishers and a small level 1 swarm.&lt;br /&gt;
&lt;br /&gt;
====Artiliary====&lt;br /&gt;
If close action is not for you, artiliary is a good option. Build lots of Mobile Artiliary, Missle Units, and other long range things. Use these to slowly creep towards your opponents base, killing any defences from afar. But Artiliary on thier own are usless. Complement them with either Stealth Units, Mobile Radar, or Scout Planes, so you can see what your shooting at.&lt;br /&gt;
&lt;br /&gt;
Artillery should be used with a line of heavy units in front of it to prevent fast units from rushing right up next to your artillery, artillery will still shoot at a unit right next to them, dealing serious damage to themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use radar jammers to block out any chance of your assailant using radar to spot you. Put up plenty of AA to stop air scouts. Attack the artiliary with some mobile units. Either a level 1 swarm so you can dodge the artiliary shells, or heavy assault units, so the shots dont hurt.&lt;br /&gt;
&lt;br /&gt;
====Jammers====&lt;br /&gt;
Like stealth? Cover your base in Radar Jammers. Stops you from being spotted as easily. This is actually a good tactic for anyone to employ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use stealth units, or scouts to work out where the base is, and locate important structures within the base. Attack however you want to.&lt;br /&gt;
&lt;br /&gt;
====Defense Swarming====&lt;br /&gt;
One good option is to pump out defences. Pump out enough, and your base will be untouchable. Make sure to build plenty of every type of defence, pushing for the heavy defences quite quickly. If you can sucessfully control most of the map using lots of defence, there is no way for you to lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Expand as quiclkly as possible, and try to take the land before your opponent. Set up a line of long range defences somewhere to stop your opponent getting to ambitious.&lt;br /&gt;
&lt;br /&gt;
====Mass Expansion====&lt;br /&gt;
If you like power, and want to control the whole map, this is the way to go. Expand your base as quickly as possible, claming every resource point avaliable to you. If done right, your economy will expand extreemly quickly, making you the sole ruller of the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Raid their early defences. As all their resources are going into expanding at first, they have nothing left to build defences. Raid their base as much as you can, and cripple every expansion they make.&lt;br /&gt;
&lt;br /&gt;
====Unit Swarming====&lt;br /&gt;
Like huge battles? Swarm as many units as you can. Dont worry about static defences, as your army can quickly respond to any attack made against your base. Then, with your massive army, overwhelm the oppositions base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Pump out some defences. Before the flood arive. When they do, fight back with all youve got, and then retaliate. If you attack on multiple fronts, their army will be to spread out to porperly respond.&lt;br /&gt;
&lt;br /&gt;
====Commander====&lt;br /&gt;
Advanced to a point that your comm is usless? Tired of seeing that old hunk of junk wasting away? Worried about that mobile bomb sitting in the middle of your base? Worry no longer! Cloak your commander and go on a D-Gunning rampage through the other persons base! Not only is it effective, when it dies, it leaves a massive smoking crater to remeber him by. Great for when you feel like some FPS action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Build radar so you can spot him coming. Send out some long range units so you can take it out from affar. DONT engage close range, cause a D-Gun to the face hurts!&lt;br /&gt;
&lt;br /&gt;
====Level One Swarming====&lt;br /&gt;
Cant be bothered making that crucial step to level 2? Have a large, but almost usless level 1 army sitting round rusting? Put them to work! Pump out as many level one units as you can and go attack! They are so cheap, by the time one army is dead, you will have another ready to go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Invest in some level two defences, and micro some level 2 units, especially skirmishers and assult units.&lt;br /&gt;
&lt;br /&gt;
====Heavy Short Range Defenses====&lt;br /&gt;
Use this option if you are to lazy to move. Just pump out some heavy duty firepower, and watch the opposition dropping like flies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Heavy level two units, or artiliary. Just slowly wear the opposition down, until nothing but dust is left.&lt;br /&gt;
&lt;br /&gt;
====Assault Units====&lt;br /&gt;
Just find the biggest, most expensive unit you can find, and build a hundred of them. Then watch your opponent crumble under the sheer ferocity of your attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; As they are putting all their resources into production, just raid their defences base. Air units work well, especially a brawler swarm. When you go in, hit the economy to halt their production.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy:Absolute_Annihilation&amp;diff=17920</id>
		<title>Strategy:Absolute Annihilation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy:Absolute_Annihilation&amp;diff=17920"/>
		<updated>2005-11-18T20:55:06Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* Jammers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Strategy==&lt;br /&gt;
Absolute Annihilation is a modification of TA. Therefore, the same basic strategies and tactics that good TA players utilize are also utilized by good AA players. Although the best players heavily analyze famous military works such as &amp;lt;i&amp;gt;The Art of War&amp;lt;/i&amp;gt;, the essence of the message lies in the following points: &lt;br /&gt;
&lt;br /&gt;
# Always Expand&lt;br /&gt;
# Be Offensive&lt;br /&gt;
# Practice&lt;br /&gt;
&lt;br /&gt;
Indeed, the actual units present in AA are irrelevant; it takes little time to learn what they all do. The key lies in utilizing them effectively. Always keep the following points in mind when playing, and above all, practice, and even if you lose, ask the person to whom you lost what you did wrong and right.&lt;br /&gt;
&lt;br /&gt;
===Strategies and their counters===&lt;br /&gt;
This is a list of strategies, and a good way to counter them&lt;br /&gt;
&lt;br /&gt;
====Skirmishers====&lt;br /&gt;
If you like small quick battles every now and again just to annoy your opponent, Skirmishing is the way to go. Just build a couple of decent units and send them on their way. By the time they die, you should have almost completed the second batch of skirmishers. Effective micro is the key to success with this mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use lots of planes, and build heavy defenses with a fair bit of range.&lt;br /&gt;
&lt;br /&gt;
====Stationary Defenses====&lt;br /&gt;
If you like slow drawn out games, that result in a huge climax at the end, Stationary Defences are the way to go. Just amass lots of heavy defences, concentrating on choke points. But do not forget the sides, and even the middle of your base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use Mobile Artiliary and Missle units. Cover these with skirmishers and a small level 1 swarm.&lt;br /&gt;
&lt;br /&gt;
====Artiliary====&lt;br /&gt;
If close action is not for you, artiliary is a good option. Build lots of Mobile Artiliary, Missle Units, and other long range things. Use these to slowly creep towards your opponents base, killing any defences from afar. But Artiliary on thier own are usless. Complement them with either Stealth Units, Mobile Radar, or Scout Planes, so you can see what your shooting at.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use radar jammers to block out any chance of your assailant using radar to spot you. Put up plenty of AA to stop air scouts. Attack the artiliary with some mobile units. Either a level 1 swarm so you can dodge the artiliary shells, or heavy assault units, so the shots dont hurt.&lt;br /&gt;
&lt;br /&gt;
====Jammers====&lt;br /&gt;
Like stealth? Cover your base in Radar Jammers. Stops you from being spotted as easily. This is actually a good tactic for anyone to employ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use stealth units, or scouts to work out where the base is, and locate important structures within the base. Attack however you want to.&lt;br /&gt;
&lt;br /&gt;
====Defense Swarming====&lt;br /&gt;
One good option is to pump out defences. Pump out enough, and your base will be untouchable. Make sure to build plenty of every type of defence, pushing for the heavy defences quite quickly. If you can sucessfully control most of the map using lots of defence, there is no way for you to lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Expand as quiclkly as possible, and try to take the land before your opponent. Set up a line of long range defences somewhere to stop your opponent getting to ambitious.&lt;br /&gt;
&lt;br /&gt;
====Mass Expansion====&lt;br /&gt;
If you like power, and want to control the whole map, this is the way to go. Expand your base as quickly as possible, claming every resource point avaliable to you. If done right, your economy will expand extreemly quickly, making you the sole ruller of the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Raid their early defences. As all their resources are going into expanding at first, they have nothing left to build defences. Raid their base as much as you can, and cripple every expansion they make.&lt;br /&gt;
&lt;br /&gt;
====Unit Swarming====&lt;br /&gt;
Like huge battles? Swarm as many units as you can. Dont worry about static defences, as your army can quickly respond to any attack made against your base. Then, with your massive army, overwhelm the oppositions base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Pump out some defences. Before the flood arive. When they do, fight back with all youve got, and then retaliate. If you attack on multiple fronts, their army will be to spread out to porperly respond.&lt;br /&gt;
&lt;br /&gt;
====Commander====&lt;br /&gt;
Advanced to a point that your comm is usless? Tired of seeing that old hunk of junk wasting away? Worried about that mobile bomb sitting in the middle of your base? Worry no longer! Cloak your commander and go on a D-Gunning rampage through the other persons base! Not only is it effective, when it dies, it leaves a massive smoking crater to remeber him by. Great for when you feel like some FPS action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Build radar so you can spot him coming. Send out some long range units so you can take it out from affar. DONT engage close range, cause a D-Gun to the face hurts!&lt;br /&gt;
&lt;br /&gt;
====Level One Swarming====&lt;br /&gt;
Cant be bothered making that crucial step to level 2? Have a large, but almost usless level 1 army sitting round rusting? Put them to work! Pump out as many level one units as you can and go attack! They are so cheap, by the time one army is dead, you will have another ready to go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Invest in some level two defences, and micro some level 2 units, especially skirmishers and assult units.&lt;br /&gt;
&lt;br /&gt;
====Heavy Short Range Defenses====&lt;br /&gt;
Use this option if you are to lazy to move. Just pump out some heavy duty firepower, and watch the opposition dropping like flies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Heavy level two units, or artiliary. Just slowly wear the opposition down, until nothing but dust is left.&lt;br /&gt;
&lt;br /&gt;
====Assault Units====&lt;br /&gt;
Just find the biggest, most expensive unit you can find, and build a hundred of them. Then watch your opponent crumble under the sheer ferocity of your attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; As they are putting all their resources into production, just raid their defences base. Air units work well, especially a brawler swarm. When you go in, hit the economy to halt their production.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy:Absolute_Annihilation&amp;diff=17919</id>
		<title>Strategy:Absolute Annihilation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy:Absolute_Annihilation&amp;diff=17919"/>
		<updated>2005-11-18T20:52:51Z</updated>

		<summary type="html">&lt;p&gt;Decimator: /* Jammers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Strategy==&lt;br /&gt;
Absolute Annihilation is a modification of TA. Therefore, the same basic strategies and tactics that good TA players utilize are also utilized by good AA players. Although the best players heavily analyze famous military works such as &amp;lt;i&amp;gt;The Art of War&amp;lt;/i&amp;gt;, the essence of the message lies in the following points: &lt;br /&gt;
&lt;br /&gt;
# Always Expand&lt;br /&gt;
# Be Offensive&lt;br /&gt;
# Practice&lt;br /&gt;
&lt;br /&gt;
Indeed, the actual units present in AA are irrelevant; it takes little time to learn what they all do. The key lies in utilizing them effectively. Always keep the following points in mind when playing, and above all, practice, and even if you lose, ask the person to whom you lost what you did wrong and right.&lt;br /&gt;
&lt;br /&gt;
===Strategies and their counters===&lt;br /&gt;
This is a list of strategies, and a good way to counter them&lt;br /&gt;
&lt;br /&gt;
====Skirmishers====&lt;br /&gt;
If you like small quick battles every now and again just to annoy your opponent, Skirmishing is the way to go. Just build a couple of decent units and send them on their way. By the time they die, you should have almost completed the second batch of skirmishers. Effective micro is the key to success with this mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use lots of planes, and build heavy defenses with a fair bit of range.&lt;br /&gt;
&lt;br /&gt;
====Stationary Defenses====&lt;br /&gt;
If you like slow drawn out games, that result in a huge climax at the end, Stationary Defences are the way to go. Just amass lots of heavy defences, concentrating on choke points. But do not forget the sides, and even the middle of your base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use Mobile Artiliary and Missle units. Cover these with skirmishers and a small level 1 swarm.&lt;br /&gt;
&lt;br /&gt;
====Artiliary====&lt;br /&gt;
If close action is not for you, artiliary is a good option. Build lots of Mobile Artiliary, Missle Units, and other long range things. Use these to slowly creep towards your opponents base, killing any defences from afar. But Artiliary on thier own are usless. Complement them with either Stealth Units, Mobile Radar, or Scout Planes, so you can see what your shooting at.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use radar jammers to block out any chance of your assailant using radar to spot you. Put up plenty of AA to stop air scouts. Attack the artiliary with some mobile units. Either a level 1 swarm so you can dodge the artiliary shells, or heavy assault units, so the shots dont hurt.&lt;br /&gt;
&lt;br /&gt;
====Jammers====&lt;br /&gt;
Like stealth? Cover your base in Radar Jammers. Stops you from being spotted as easily. This is actually a good tactic for anyone to employ.&lt;br /&gt;
&lt;br /&gt;
Artillery should be used with a line of heavy units in front of it to prevent fast units from rushing right up next to your artillery, artillery will still shoot at a unit right next to them, dealing serious damage to themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Use stealth units, or scouts to work out where the base is, and locate important structures within the base. Attack however you want to.&lt;br /&gt;
&lt;br /&gt;
====Defense Swarming====&lt;br /&gt;
One good option is to pump out defences. Pump out enough, and your base will be untouchable. Make sure to build plenty of every type of defence, pushing for the heavy defences quite quickly. If you can sucessfully control most of the map using lots of defence, there is no way for you to lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Expand as quiclkly as possible, and try to take the land before your opponent. Set up a line of long range defences somewhere to stop your opponent getting to ambitious.&lt;br /&gt;
&lt;br /&gt;
====Mass Expansion====&lt;br /&gt;
If you like power, and want to control the whole map, this is the way to go. Expand your base as quickly as possible, claming every resource point avaliable to you. If done right, your economy will expand extreemly quickly, making you the sole ruller of the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Raid their early defences. As all their resources are going into expanding at first, they have nothing left to build defences. Raid their base as much as you can, and cripple every expansion they make.&lt;br /&gt;
&lt;br /&gt;
====Unit Swarming====&lt;br /&gt;
Like huge battles? Swarm as many units as you can. Dont worry about static defences, as your army can quickly respond to any attack made against your base. Then, with your massive army, overwhelm the oppositions base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Pump out some defences. Before the flood arive. When they do, fight back with all youve got, and then retaliate. If you attack on multiple fronts, their army will be to spread out to porperly respond.&lt;br /&gt;
&lt;br /&gt;
====Commander====&lt;br /&gt;
Advanced to a point that your comm is usless? Tired of seeing that old hunk of junk wasting away? Worried about that mobile bomb sitting in the middle of your base? Worry no longer! Cloak your commander and go on a D-Gunning rampage through the other persons base! Not only is it effective, when it dies, it leaves a massive smoking crater to remeber him by. Great for when you feel like some FPS action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Build radar so you can spot him coming. Send out some long range units so you can take it out from affar. DONT engage close range, cause a D-Gun to the face hurts!&lt;br /&gt;
&lt;br /&gt;
====Level One Swarming====&lt;br /&gt;
Cant be bothered making that crucial step to level 2? Have a large, but almost usless level 1 army sitting round rusting? Put them to work! Pump out as many level one units as you can and go attack! They are so cheap, by the time one army is dead, you will have another ready to go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Invest in some level two defences, and micro some level 2 units, especially skirmishers and assult units.&lt;br /&gt;
&lt;br /&gt;
====Heavy Short Range Defenses====&lt;br /&gt;
Use this option if you are to lazy to move. Just pump out some heavy duty firepower, and watch the opposition dropping like flies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; Heavy level two units, or artiliary. Just slowly wear the opposition down, until nothing but dust is left.&lt;br /&gt;
&lt;br /&gt;
====Assault Units====&lt;br /&gt;
Just find the biggest, most expensive unit you can find, and build a hundred of them. Then watch your opponent crumble under the sheer ferocity of your attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to counter:&#039;&#039;&#039; As they are putting all their resources into production, just raid their defences base. Air units work well, especially a brawler swarm. When you go in, hit the economy to halt their production.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Decimator</name></author>
	</entry>
</feed>