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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Esteroth12</id>
	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-08T21:34:57Z</updated>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=BOTA&amp;diff=2335</id>
		<title>BOTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=BOTA&amp;diff=2335"/>
		<updated>2006-10-19T02:30:09Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* About BOTA */  GR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basically OTA==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About BOTA===&lt;br /&gt;
&lt;br /&gt;
[[Image:Botabattle.jpg|thumb|200px|left|A battle at full tilt in BOTA 1.4]]&lt;br /&gt;
Basically OTA, or BOTA, was originally masterminded and created by Thor. Thor, like many old time OTA players, felt that the spring conversion of OTA was lackluster and sloppy at best, as Spring&#039;s lack of features at the time made it difficult to properly recreate the feel and gameplay of OTA. But instead of working to create an exact conversion of OTA, he decided to create his own mod in the flavor of OTA, calling it &amp;quot;Basically OTA&amp;quot;. BOTA was first released as Version 1.0 around the same time as AA Version 1.35.&lt;br /&gt;
&lt;br /&gt;
Instead of aiming to change the game&#039;s balance through things like armor classes and weapon types as Absolute Annihilation has, BOTA uses the same type universal damage stats as OTA, and instead determines unit balance through basic stats such as Hit Points, Speed, and Range. All of the units in BOTA have recieved a substantial Range and Speed increase. Also, like OTA, Missile Towers can shoot at ground, laser and ballistic weapons can hit and kill air (because of the universal damage system). Mobile Units in BOTA 1.4 also have a much greater speed and acceleration than the previous versions.&lt;br /&gt;
&lt;br /&gt;
===BOTA Gameplay===&lt;br /&gt;
&lt;br /&gt;
Gameplay in BOTA is based on the &amp;quot;War of Manuever&amp;quot; style of strategy. Many mobile units have a range advantage over defensive turrets. Also, level 1 units continue to be effect straight to the end of a match in many cases. Level 2 units, while more powerful than level 1, do not have a signifigant HP advantage over level 1 and can be overwhelmed easily by superior numbers of level 1. [[Image:Botaarty.jpg|thumb|200px|right|Level 2 Artillery Supporting a level 1 Rush.]] It is always best to use level 2 as a supplimental force for your level 1 grunts.&lt;br /&gt;
&lt;br /&gt;
===BOTA Today===&lt;br /&gt;
&lt;br /&gt;
Thor ceased developement with &#039;&#039;&#039;BOTA Version 1.3&#039;&#039;&#039;. Unfortunately this was also  at the same time that the mod began to pick up in popularity. The mod&#039;s primary supporter, Quanto, opted to contact Thor to allow him to continue the mod where Thor left off. Thor agreed, and Quanto promptly completed BOTA Version 1.4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOTA Version 1.4&#039;&#039;&#039; is the first ever Spring Mod that features the &#039;&#039;&#039;&amp;quot;Fire Through Friendlies&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Friendly Fire&amp;quot;&#039;&#039;&#039; found in OTA. Now, more than ever, BOTA closely resembles OTA in gameplay. But as Thor had always strongly said, BOTA was never meant to &#039;&#039;&#039;&#039;&#039;be&#039;&#039;&#039;&#039;&#039; OTA, it has simply been a different take on OTA gameplay.&lt;br /&gt;
&lt;br /&gt;
Future Versions of BOTA may still be completed, mainly to keep BOTA up to date with future spring versions, and also to possibly tweak its balance while still remaining faithful to Thor&#039;s Original Concept.&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>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=BOTA&amp;diff=2334</id>
		<title>BOTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=BOTA&amp;diff=2334"/>
		<updated>2006-10-19T02:29:04Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* BOTA Gameplay */  SP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basically OTA==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About BOTA===&lt;br /&gt;
&lt;br /&gt;
[[Image:Botabattle.jpg|thumb|200px|left|A battle at full tilt in BOTA 1.4]]&lt;br /&gt;
Basically OTA, or BOTA, was originally masterminded and created by Thor. Thor, like many old time OTA players, felt that the spring conversion of OTA was lackluster and sloppy at best, as Spring&#039;s lack of features at the time made it difficult to properly recreate the feel and gameplay of OTA. But instead of working to create an exact conversion of OTA, he decided to create his own mod in the flavor of OTA. In so calling it &amp;quot;Basically OTA&amp;quot;. BOTA was first released as Version 1.0 around the same time as AA Version 1.35.&lt;br /&gt;
&lt;br /&gt;
Instead of aiming to change the game&#039;s balance through things like armor classes and weapon types as Absolute Annihilation has, BOTA uses the same type universal damage stats as OTA, and instead determines unit balance through basic stats such as Hit Points, Speed, and Range. All of the units in BOTA have recieved a substantial Range and Speed increase. Also, like OTA, Missile Towers can shoot at ground, laser and ballistic weapons can hit and kill air (because of the universal damage system). Mobile Units in BOTA 1.4 also have a much greater speed and acceleration than the previous versions.&lt;br /&gt;
&lt;br /&gt;
===BOTA Gameplay===&lt;br /&gt;
&lt;br /&gt;
Gameplay in BOTA is based on the &amp;quot;War of Manuever&amp;quot; style of strategy. Many mobile units have a range advantage over defensive turrets. Also, level 1 units continue to be effect straight to the end of a match in many cases. Level 2 units, while more powerful than level 1, do not have a signifigant HP advantage over level 1 and can be overwhelmed easily by superior numbers of level 1. [[Image:Botaarty.jpg|thumb|200px|right|Level 2 Artillery Supporting a level 1 Rush.]] It is always best to use level 2 as a supplimental force for your level 1 grunts.&lt;br /&gt;
&lt;br /&gt;
===BOTA Today===&lt;br /&gt;
&lt;br /&gt;
Thor ceased developement with &#039;&#039;&#039;BOTA Version 1.3&#039;&#039;&#039;. Unfortunately this was also  at the same time that the mod began to pick up in popularity. The mod&#039;s primary supporter, Quanto, opted to contact Thor to allow him to continue the mod where Thor left off. Thor agreed, and Quanto promptly completed BOTA Version 1.4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOTA Version 1.4&#039;&#039;&#039; is the first ever Spring Mod that features the &#039;&#039;&#039;&amp;quot;Fire Through Friendlies&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Friendly Fire&amp;quot;&#039;&#039;&#039; found in OTA. Now, more than ever, BOTA closely resembles OTA in gameplay. But as Thor had always strongly said, BOTA was never meant to &#039;&#039;&#039;&#039;&#039;be&#039;&#039;&#039;&#039;&#039; OTA, it has simply been a different take on OTA gameplay.&lt;br /&gt;
&lt;br /&gt;
Future Versions of BOTA may still be completed, mainly to keep BOTA up to date with future spring versions, and also to possibly tweak its balance while still remaining faithful to Thor&#039;s Original Concept.&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>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=BOTA&amp;diff=2333</id>
		<title>BOTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=BOTA&amp;diff=2333"/>
		<updated>2006-10-19T02:27:07Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* BOTA Today */  Sp&amp;amp;Gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basically OTA==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About BOTA===&lt;br /&gt;
&lt;br /&gt;
[[Image:Botabattle.jpg|thumb|200px|left|A battle at full tilt in BOTA 1.4]]&lt;br /&gt;
Basically OTA, or BOTA, was originally masterminded and created by Thor. Thor, like many old time OTA players, felt that the spring conversion of OTA was lackluster and sloppy at best, as Spring&#039;s lack of features at the time made it difficult to properly recreate the feel and gameplay of OTA. But instead of working to create an exact conversion of OTA, he decided to create his own mod in the flavor of OTA. In so calling it &amp;quot;Basically OTA&amp;quot;. BOTA was first released as Version 1.0 around the same time as AA Version 1.35.&lt;br /&gt;
&lt;br /&gt;
Instead of aiming to change the game&#039;s balance through things like armor classes and weapon types as Absolute Annihilation has, BOTA uses the same type universal damage stats as OTA, and instead determines unit balance through basic stats such as Hit Points, Speed, and Range. All of the units in BOTA have recieved a substantial Range and Speed increase. Also, like OTA, Missile Towers can shoot at ground, laser and ballistic weapons can hit and kill air (because of the universal damage system). Mobile Units in BOTA 1.4 also have a much greater speed and acceleration than the previous versions.&lt;br /&gt;
&lt;br /&gt;
===BOTA Gameplay===&lt;br /&gt;
&lt;br /&gt;
Gameplay in BOTA is based on the &amp;quot;War of Manuever&amp;quot; style of strategy. Many mobile units have a range advantage over defensive turrets. Also, LVL1 units continue to be effect straight to the end of a match in many cases. LVL2 units while more powerful than LVL1 do not have a signifigant HP advantage over LVL1 and can be overwhelmed easily by supperior numbers of LVL1. [[Image:Botaarty.jpg|thumb|200px|right|LVL2 Artillery Supporting a LVL1 Rush.]] It is always best to use LVL2 as a supplimental force for your LVL1 grunts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===BOTA Today===&lt;br /&gt;
&lt;br /&gt;
Thor ceased developement with &#039;&#039;&#039;BOTA Version 1.3&#039;&#039;&#039;. Unfortunately this was also  at the same time that the mod began to pick up in popularity. The mod&#039;s primary supporter, Quanto, opted to contact Thor to allow him to continue the mod where Thor left off. Thor agreed, and Quanto promptly completed BOTA Version 1.4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOTA Version 1.4&#039;&#039;&#039; is the first ever Spring Mod that features the &#039;&#039;&#039;&amp;quot;Fire Through Friendlies&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Friendly Fire&amp;quot;&#039;&#039;&#039; found in OTA. Now, more than ever, BOTA closely resembles OTA in gameplay. But as Thor had always strongly said, BOTA was never meant to &#039;&#039;&#039;&#039;&#039;be&#039;&#039;&#039;&#039;&#039; OTA, it has simply been a different take on OTA gameplay.&lt;br /&gt;
&lt;br /&gt;
Future Versions of BOTA may still be completed, mainly to keep BOTA up to date with future spring versions, and also to possibly tweak its balance while still remaining faithful to Thor&#039;s Original Concept.&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>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17893</id>
		<title>Squad Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17893"/>
		<updated>2006-10-18T02:44:21Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Who cares if the squad dies if the target does too?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Squad Tactics: What they are? How to use them?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A squad is a group of units specialized for a specific purpose.&lt;br /&gt;
&lt;br /&gt;
Squads can cover almost any roll in any mod, provided they are set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: What they are made of.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squads should comprise of a versatile assortment of units, infantry, kbots, or whatever. A squad should have several artillery units in the case it happens to come across a defended position. Squads also need skirmish troops, or anything you send in to fight first. These guys are what commences the attack. You should always have a scout-ish type of unit or several. The increased sight radius will help the squad all the way around. Several slow and fast units could help in the tactical department. Medical aiding units are also important, especially if you are trying to get veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: Strategies and Tactics.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strategies and tactics are what makes, and breaks, a squad. You wouldn&#039;t send a speedy raiding and scout party at a defensive line, just wasted supplies. Squads can be stand alone, which means they are given a standard order (attack the line, try to break through), or commander controlled. Commander controlled squads survive to fight another day quite often, and are normally veterans after a few missions. A mission is an order given to a squad by the commander, you. However, for commander controlled squads, these can be long and harsh, but can deliver unto your enemies a world of pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On to the actual strategies during a fight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanking&#039;&#039;&#039;: Several fast units in your group may move around to attack the enemy from behind, this is moderately hard to do in flat terrain, but easier in forest or mountain terrain. This draws enemy fire in two directions, splitting his damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Enemy Attention&#039;&#039;&#039;: This tactic is most used for speedy raiding groups to keep the enemy guessing. When doing this, attacking economy, then the front lines could make him pull all his forces to the area you attacked, thinking that you may be mounting an extremely large offensive, when it was a small group of 5-10 units, just causing some hell and mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Breaker&#039;&#039;&#039;: This squad has artillery and units good at breaking defensive lines. Afterwards your main force can rush through the gap. These squads can be fast, slow, or long range. It doesn&#039;t make any difference in the long run under a good commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;: Flash, as in, gone in an instant. This squad is based around ultra speedy units, or even planes. These squads can be used for reconnaisance, raids, bomb runs, or assassination. These squads are good at most of the other things, but get slaughtered easily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassination&#039;&#039;&#039;: Cold-Hearted Murder, just for all of you people that send hundreds of robots to the scrap heap everyday. Assassination squads can be planes, or speedy assault units. These guys rush past the line and attack the commander, normally a failed mission is the target not being destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Squad:&#039;&#039;&#039; Used in tasks such as building walls, defences or mexes in enemy territory, this is the hardest, but most devastating. It&#039;s annoying to have an artillery attacking you from your own base, somewhere. Building mines in an enemies territory is also in this squad. Mines are destructive mean things to use, but only when they work. Mines can take a whole convoy from a commander who is not paying attention..&lt;br /&gt;
&lt;br /&gt;
-Snipawolf&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7879</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7879"/>
		<updated>2006-09-13T00:30:52Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* 3do units */  Furtive Fox&amp;#039;s site no longer exists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mod development=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===getting started===&lt;br /&gt;
*http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6015 - Getting started thread in mod forum.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===general===&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Create_units - old Wiki&amp;lt;br&amp;gt;&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Mod_Development - general mod info&amp;lt;br&amp;gt;&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Mod_specification - general mod info&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===s3o units===&lt;br /&gt;
* http://lassie.student.utwente.nl/vliet/springtut.pdf - Maestro&#039;s tutorial of Upspring and textures.&lt;br /&gt;
* http://taspring.clan-sy.com/w/index.php?title=Basic_s3o_unit_making_guide - Mongus Unit creation guide&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/wiki/Simple_Mod_Tutorial - SinbadEV&#039;s Guide&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/wiki/Units:CreateModel - Das Bruces guide&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4519 - about s3o textures&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660 - the main s3o thread&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3641 - s3o errors thread&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?p=75495 - various things about unit making. (Also contains an illustrated alpha-channel tut)&lt;br /&gt;
&lt;br /&gt;
===3do units===&lt;br /&gt;
* [http://www.tauniverse.com/forum/forumdisplay.php?s=&amp;amp;forumid=13 TAU Unit Discusion Forums]&lt;br /&gt;
* [http://www.tadesigners.com TA Designers] has some tutorials, and most utilities.&lt;br /&gt;
* [http://www.tadesigners.com/guides/Maestro/TA-DesignGuideTOC.shtml A unit design guide] made by Maestro And Team S.TA.R..&lt;br /&gt;
* Maestro has nice tutorials hidden on his [http://www.angelfire.com/mh/maestro/ site], such as this [http://www.angelfire.com/mh/maestro/efitex.htm Texture Guide].&lt;br /&gt;
* Nexus was planning to do some [http://www.tauniverse.com/forum/forumdisplay.php?s=&amp;amp;forumid=112 workshop &amp;amp; modding classes], maybe one day it&#039;ll happen.&lt;br /&gt;
* [http://www.fileuniverse.com FileUniverse] has nearly all known utilities and tutorials, but it can be overwhelming if you don&#039;t know what you&#039;re looking for.&lt;br /&gt;
* [http://www.planetannihilation.com/madta/ta_downloads.asp M.A.D. TA] also host a few utilities and tutorials.&lt;br /&gt;
* Storm&#039;s [http://urc.tauniverse.com/UHT/08.htm Ultimate Help Topic] (mostly offline)&lt;br /&gt;
* [http://www.fileuniverse.com/uploads/tadesign.zip TA Design Guide] : the most complete and awesome reference guide I ever saw. Explain all script functions, all weapons .tdf tags, all units .fbi tags, and much more. &#039;&#039;&#039;A must have&#039;&#039;&#039;.&lt;br /&gt;
* [http://www.tadesigners.com/guides/Maestro/maeweap0.htm Mastreo&#039;s Weapons Reference]&lt;br /&gt;
* [http://www.fileuniverse.com/uploads/Rhino%20Tutorial.zip Wizzball&#039;s Rhino3D modelling Tutorial]&lt;br /&gt;
* [http://fileuniverse.com/?page=download&amp;amp;unity=/uploads/MADTA-scriptank.zip&amp;amp;ID=122 How to script a basic tank tutorial]&lt;br /&gt;
&lt;br /&gt;
===specific information===&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min%2C_max%2C_default%2C_type|Units:FBI (variables)]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:High-poly]]&lt;br /&gt;
*[[Units:Download TDF]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Units:Weapons]]&lt;br /&gt;
*[[All_Weapons_variable_values:_min%2C_max%2C_default%2C_type|Units:Weapons (variables)]]&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Spawn]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomExplosionGenerators|Mod Development:Custom explosions]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7878</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7878"/>
		<updated>2006-09-12T23:41:05Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: No longer useful (Argh editted his posts)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mod development=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===getting started===&lt;br /&gt;
*http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6015 - Getting started thread in mod forum.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===general===&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Create_units - old Wiki&amp;lt;br&amp;gt;&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Mod_Development - general mod info&amp;lt;br&amp;gt;&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Mod_specification - general mod info&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===s3o units===&lt;br /&gt;
* http://lassie.student.utwente.nl/vliet/springtut.pdf - Maestro&#039;s tutorial of Upspring and textures.&lt;br /&gt;
* http://taspring.clan-sy.com/w/index.php?title=Basic_s3o_unit_making_guide - Mongus Unit creation guide&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/wiki/Simple_Mod_Tutorial - SinbadEV&#039;s Guide&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/wiki/Units:CreateModel - Das Bruces guide&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4519 - about s3o textures&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660 - the main s3o thread&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3641 - s3o errors thread&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?p=75495 - various things about unit making. (Also contains an illustrated alpha-channel tut)&lt;br /&gt;
&lt;br /&gt;
===3do units===&lt;br /&gt;
* [http://www.tauniverse.com/forum/forumdisplay.php?s=&amp;amp;forumid=13 TAU Unit Discusion Forums]&lt;br /&gt;
* [http://www.tadesigners.com TA Designers] has some tutorials, and most utilities.&lt;br /&gt;
* [http://www.tadesigners.com/guides/Maestro/TA-DesignGuideTOC.shtml A unit design guide] made by Maestro And Team S.TA.R..&lt;br /&gt;
* [http://membres.lycos.fr/furtivefox/ Furtive Fox] left long ago Well, so I assume, but his site is still up with good tutorials, but in French.!(Page non trouvÃƒÂ©e=not found)=&amp;gt;broken link&lt;br /&gt;
* Maestro has nice tutorials hidden on his [http://www.angelfire.com/mh/maestro/ site], such as this [http://www.angelfire.com/mh/maestro/efitex.htm Texture Guide].&lt;br /&gt;
* Nexus was planning to do some [http://www.tauniverse.com/forum/forumdisplay.php?s=&amp;amp;forumid=112 workshop &amp;amp; modding classes], maybe one day it&#039;ll happen.&lt;br /&gt;
* [http://www.fileuniverse.com FileUniverse] has nearly all known utilities and tutorials, but it can be overwhelming if you don&#039;t know what you&#039;re looking for.&lt;br /&gt;
* [http://www.planetannihilation.com/madta/ta_downloads.asp M.A.D. TA] also host a few utilities and tutorials.&lt;br /&gt;
* Storm&#039;s [http://urc.tauniverse.com/UHT/08.htm Ultimate Help Topic] (mostly offline)&lt;br /&gt;
* [http://www.fileuniverse.com/uploads/tadesign.zip TA Design Guide] : the most complete and awesome reference guide I ever saw. Explain all script functions, all weapons .tdf tags, all units .fbi tags, and much more. &#039;&#039;&#039;A must have&#039;&#039;&#039;.&lt;br /&gt;
* [http://www.tadesigners.com/guides/Maestro/maeweap0.htm Mastreo&#039;s Weapons Reference]&lt;br /&gt;
* [http://www.fileuniverse.com/uploads/Rhino%20Tutorial.zip Wizzball&#039;s Rhino3D modelling Tutorial]&lt;br /&gt;
* [http://fileuniverse.com/?page=download&amp;amp;unity=/uploads/MADTA-scriptank.zip&amp;amp;ID=122 How to script a basic tank tutorial]&lt;br /&gt;
&lt;br /&gt;
===specific information===&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min%2C_max%2C_default%2C_type|Units:FBI (variables)]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:High-poly]]&lt;br /&gt;
*[[Units:Download TDF]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Units:Weapons]]&lt;br /&gt;
*[[All_Weapons_variable_values:_min%2C_max%2C_default%2C_type|Units:Weapons (variables)]]&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Spawn]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomExplosionGenerators|Mod Development:Custom explosions]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14721</id>
		<title>Monthly Topic Rotation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14721"/>
		<updated>2006-09-08T22:12:32Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* Custom Resources */  Added new thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Monthy Topic Rotation&amp;quot; is a term coined by Gnome referring to the fact that people keep coming into the forums and posting messages on the same subject.  It seems that as Spring becomes more popular, more new people keep coming up with the same ideas and questions... think of this as the &amp;quot;Is your idea original?&amp;quot; FAQ as opposed to the &amp;quot;real&amp;quot; [[FAQ]].&lt;br /&gt;
&lt;br /&gt;
Now in some situations it&#039;s okay to repost on the same topic, if it has been only mentioned before in other people&#039;s topics or if you make reference to the fact that it is a known issue you are addressing with new ideas... but that doesn&#039;t excuse you from the list.  One way or the other, the community might make fun of you for rehashing old topics, expecially when they aren&#039;t forgotten so much as people are bored of talking about them.&lt;br /&gt;
&lt;br /&gt;
This has now turned into a sort of game. You can see the current scores here: http://maelstrom.niiil.com/?l=mtr (Note from a visitor: link seems to be down)&lt;br /&gt;
&lt;br /&gt;
=The Topics=&lt;br /&gt;
&#039;&#039;&#039;List of Generic Topics with brief discussion and list of topics posted on these subjects for quick reference:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Custom Resources===&lt;br /&gt;
Requests or Suggestions that involve anything from different names for the resources we have, better control over the handling of resources, resources like those in other games etc.  The best generalized suggestion is for a more dynamic, mod controlled resource and unit limit. Often coupled with suggestions for hacking or script based work arounds for the lack of the requested feature.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5932 A Third Resource PLEASE!]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6277 A proposed System]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6342 Mentioned in conjunction with other requests for resource related features]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=121014 Carbon or Something]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5966 Reserach as a Resource]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=121186 spicing up economy]&lt;br /&gt;
&lt;br /&gt;
===OTA Style Music===&lt;br /&gt;
Requests or Suggestions that the engine include music playback, especially music that changes depending on what kind of action is happening in game.  Associated with requests for a sound track of any kind or asking for a link to get the orriginal TA Soundtrack in MP3 format.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2856 Soundtracks.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2786&amp;amp;highlight=music Original TA music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2640&amp;amp;highlight=music TA Style music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2363&amp;amp;highlight=music Music Player code]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2348&amp;amp;highlight=music Is original music needed?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=80030#80030 Music support?]&lt;br /&gt;
&lt;br /&gt;
As a subnote, many of Spring&#039;s pre beta members have been working on code to get the music working, while yet others have spent time studying other games and their setups. Current thinking is of a THE SIMS style, where you can specify your own music.&lt;br /&gt;
&lt;br /&gt;
===Raise/Lower Terrain===&lt;br /&gt;
People suggesting or requesting some kind of better control over deformable terrain or some kind of terraforming unit.  Often associated with people posting pictures of cool effects they have achieved through the use of the current &amp;quot;blow a big hole and then restore to the desired surface&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2838 Raise/Lower Terrain?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6346 Terraforming]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=121091 Building Holes]&lt;br /&gt;
&lt;br /&gt;
===Camera Angles===&lt;br /&gt;
suggesting changes to current camera angles, popularly related to the inability of the rotatable and FPS cams to go outside the map boundries, making it difficult to see units close to the edges of the map.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2821 The #2 item on my wishlist]&lt;br /&gt;
&lt;br /&gt;
Also, there&#039;s the problem of the world stopping at a rather steep drop.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2789 What is good, and what is bad]&lt;br /&gt;
&lt;br /&gt;
===The New GUI===&lt;br /&gt;
Anything related to how bad the current GUI is, suggestions for features that already exists but users do not know about because they are barely documented, or simply threads asking for or about the new GUI.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2801 New GUI questions]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1994 New GUI testing]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35418 Wheres the new gui?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1643 re: about the newGUI]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4110 New &amp;quot;Interface&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
===Multiple transport load sharing via cable hooks===&lt;br /&gt;
Seriously WTF, this isn&#039;t even a good idea, why does this keep coming up?&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2621 Transports]&lt;br /&gt;
&lt;br /&gt;
===Mobile factories===&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2017 Rise and walk, or how my factorie grew legs (and wings too).]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2809#38534 &amp;quot;Build pads&amp;quot; for units]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35072#35072 air based factories for FF]&lt;br /&gt;
&lt;br /&gt;
===Day and Night===&lt;br /&gt;
&lt;br /&gt;
Wouldn&#039;t it be pretty to see a tank&#039;s headlights in the dark? Even prettier would be to have a dynamic sun to go with it. =) Watch the mountain&#039;s shadows lengthen...&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=5514#5514 Reviving the request list]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1598 Day and Night]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=552 how about night and day]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2872 Gameplay idea: Night]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===FPS mode hud/movement changes===&lt;br /&gt;
Lots of people don&#039;t think the FPS mode implimentation is being all that it can be.  They love to make forum topics about it.&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2917 Regarding the FPS &amp;quot;gimmick&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
===Game lobby moderators===&lt;br /&gt;
A well known issue. People always seem to request it...&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2770 Client moderators]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3065 We need moderators]&lt;br /&gt;
&lt;br /&gt;
===Gaia Player===&lt;br /&gt;
&lt;br /&gt;
Subject specific threads:&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1410 first one?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3189 Almost directly related]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1204 This is the last one]&lt;br /&gt;
&lt;br /&gt;
But this request appears in random threads every now and then.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3154&amp;amp;start=20 is gaia in cvs? Alantai says so.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2791], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2627], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2293&amp;amp;start=20], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1395].&lt;br /&gt;
&lt;br /&gt;
===Improved feature reactivity===&lt;br /&gt;
&lt;br /&gt;
Bridges that you can acctually walk on, better hit detection, there are lots of improvements that could be made to the way spring units, models, and features react to eachother in the most basic sense.  Often they are mentioned in the same topic.  &lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=48196#48196 3D Collission Mesh?]&lt;br /&gt;
&lt;br /&gt;
===Spherical/Looping/Endless maps===&lt;br /&gt;
&lt;br /&gt;
A number of options are available for making the map &amp;quot;go on forever&amp;quot;... and apparently the &#039;&#039;&#039;new&#039;&#039;&#039; new map format includes support for extanding the map behond the playable area of the map (no more ugly edges).&lt;br /&gt;
&lt;br /&gt;
Usually what is being suggested if for maps to just loop, refered to a sphere but more like a &amp;quot;double cylinder&amp;quot; or &amp;quot;Torus&amp;quot;... some people basically think we could just &amp;quot;warp&amp;quot; units to the other side of the map, but issues have been brought up with ranged weapons, line of sight and figuring out where shots are coming from. If you go WAY WAY back you can even see this idea included in an idea for an MMORTS based on the spring engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=64751#64751 Monster Truck Madness 2? Looping Maps.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4065 Even MORE 3D]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3275 Spherical Maps]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=473 stop talking about this!!!]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=655 Does anyone Want This?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=870&amp;amp;highlight=mmorts Multiple Maps Linked together... would also require being able to join a battle already in progress]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What is that map with the trees... (and others)===&lt;br /&gt;
&lt;br /&gt;
Ok, so its a map, but me, and others I&#039;m sure are fed up of repeting ourselves... The map with trees is NOT availble for download. Its part of aGorms imagination. Unfortunatly the engin currentlyt can&#039;t handel the trees very well so its not released... You will see the screen alot because... well people think its a realy good screen.&lt;br /&gt;
&lt;br /&gt;
See the said screen:&lt;br /&gt;
[http://taspring.clan-sy.com/screenshots/screen87.jpg The Tree Map]&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=99835#99835 Spring on Wikipedia]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5707&amp;amp;highlight=whats+map  What&#039;s this wiki map]&lt;br /&gt;
&lt;br /&gt;
===Rewinding Replays===&lt;br /&gt;
&lt;br /&gt;
Many people want stuff such as a .jumpto (time) command, or the ability to rewind during a replay. The nature of replays and the spring simulation implies that rewinding can never happen, so discussing this is really pointless.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6009 Rewinding for Replays?]&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:TSI&amp;diff=1110</id>
		<title>AI:TSI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:TSI&amp;diff=1110"/>
		<updated>2006-09-03T17:55:34Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AI|TSI|Tow.IMPono, Tow.Dragon|V0.11|Supports AA2.11|Under Active Development|GPL}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSI&#039;&#039;&#039; is beeing developed by [[User:Tow.IMPono|Tow.IMPono]] and Tow.Dragon. It it stable and supports most popular [[Mods|mod]] - [[Absolute_Annihilation|Absolute Annihilation]].&lt;br /&gt;
Support for other mods is in development. It will be probably ready in TSI 0.2.&lt;br /&gt;
&lt;br /&gt;
First versions (0.01 - 0.05) of TSI was based on SAI, but since v0.1 it has own, written from scratch, engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Info ===&lt;br /&gt;
*Playability : Plays quite well, especially on big maps with many metal spots.&lt;br /&gt;
*Limitations : No water support, limited support for nukes.&lt;br /&gt;
&lt;br /&gt;
=== Related forum threads ===&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6787 &amp;quot;TSI 0.11 released!!&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[AIs|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:AAI&amp;diff=385</id>
		<title>AI:AAI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:AAI&amp;diff=385"/>
		<updated>2006-09-03T17:49:59Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Nitpicky about spelling ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AI|AAI|Submarine|V0.70|Supports XTAV7, AA2.11, TA:WD, SWTA, TLL, KuroTA, FF, Gundam, E&amp;amp;E|Under Active Development|Closed Source}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AAI&#039;&#039;&#039; is being developed by [[User:Submarine|Submarine]]. It is stable and supports most popular [[mods]] (e.g. AA, TA:WD, XTA, SWTA and TLL).&lt;br /&gt;
&lt;br /&gt;
AAI attempts to learn about the mod it&#039;s playing, however this may take a few games - do not wonder if it makes stupid choices at first. It also  places its defences according to where it has been attacked.&lt;br /&gt;
&lt;br /&gt;
Since AAI 0.50, a new economy management has been implemented. AAI will build all kinds of power plants, storages and metal makers according to its current demand and situation. AAI will also try to exchange metal extractors with better versions once they are available.&lt;br /&gt;
&lt;br /&gt;
AAI will use its airforce to weaken enemy defences, destroy outposts and support ground assault units.&lt;br /&gt;
&lt;br /&gt;
Since version 0.60, some experimental water support has been implemented. &lt;br /&gt;
&lt;br /&gt;
=== Info ===&lt;br /&gt;
*Playability : especially on big maps with lots of metal it will put up a decent fight (play against 3 AAIs on Comet Catcher Remake :) )&lt;br /&gt;
*Limitations : experimental water support, no support for nukes/anti nukes etc.&lt;br /&gt;
&lt;br /&gt;
=== Related forum threads ===&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6094 &amp;quot;AAI v0.70&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[AIs|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14715</id>
		<title>Monthly Topic Rotation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14715"/>
		<updated>2006-07-16T02:43:29Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Added Rewinding replays, removed some that are done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Monthy Topic Rotation&amp;quot; is a term coined by Gnome referring to the fact that people keep coming into the forums and posting messages on the same subject.  It seems that as Spring becomes more popular, more new people keep coming up with the same ideas and questions... think of this as the &amp;quot;Is your idea original?&amp;quot; FAQ as opposed to the &amp;quot;real&amp;quot; [[FAQ]].&lt;br /&gt;
&lt;br /&gt;
Now in some situations it&#039;s okay to repost on the same topic, if it has been only mentioned before in other people&#039;s topics or if you make reference to the fact that it is a known issue you are addressing with new ideas... but that doesn&#039;t excuse you from the list.  One way or the other, the community might make fun of you for rehashing old topics, expecially when they aren&#039;t forgotten so much as people are bored of talking about them.&lt;br /&gt;
&lt;br /&gt;
This has now turned into a sort of game. You can see the current scores here: http://maelstrom.niiil.com/?l=mtr (Note from a visitor: link seems to be down)&lt;br /&gt;
&lt;br /&gt;
=The Topics=&lt;br /&gt;
&#039;&#039;&#039;List of Generic Topics with brief discussion and list of topics posted on these subjects for quick reference:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===OTA Style Music===&lt;br /&gt;
Requests or Suggestions that the engine include music playback, especially music that changes depending on what kind of action is happening in game.  Associated with requests for a sound track of any kind or asking for a link to get the orriginal TA Soundtrack in MP3 format.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2856 Soundtracks.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2786&amp;amp;highlight=music Original TA music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2640&amp;amp;highlight=music TA Style music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2363&amp;amp;highlight=music Music Player code]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2348&amp;amp;highlight=music Is original music needed?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=80030#80030 Music support?]&lt;br /&gt;
&lt;br /&gt;
As a subnote, many of Spring&#039;s pre beta members have been working on code to get the music working, while yet others have spent time studying other games and their setups. Current thinking is of a THE SIMS style, where you can specify your own music.&lt;br /&gt;
&lt;br /&gt;
===Raise/Lower Terrain===&lt;br /&gt;
People suggesting or requesting some kind of better control over deformable terrain or some kind of terraforming unit.  Often associated with people posting pictures of cool effects they have achieved through the use of the current &amp;quot;blow a big hole and then restore to the desired surface&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2838 Raise/Lower Terrain?]&lt;br /&gt;
&lt;br /&gt;
===Camera Angles===&lt;br /&gt;
suggesting changes to current camera angles, popularly related to the inability of the rotatable and FPS cams to go outside the map boundries, making it difficult to see units close to the edges of the map.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2821 The #2 item on my wishlist]&lt;br /&gt;
&lt;br /&gt;
Also, there&#039;s the problem of the world stopping at a rather steep drop.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2789 What is good, and what is bad]&lt;br /&gt;
&lt;br /&gt;
===The New GUI===&lt;br /&gt;
Anything related to how bad the current GUI is, suggestions for features that already exists but users do not know about because they are barely documented, or simply threads asking for or about the new GUI.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2801 New GUI questions]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1994 New GUI testing]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35418 Wheres the new gui?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1643 re: about the newGUI]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4110 New &amp;quot;Interface&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
===Multiple transport load sharing via cable hooks===&lt;br /&gt;
Seriously WTF, this isn&#039;t even a good idea, why does this keep coming up?&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2621 Transports]&lt;br /&gt;
&lt;br /&gt;
===Mobile factories===&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2017 Rise and walk, or how my factorie grew legs (and wings too).]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2809#38534 &amp;quot;Build pads&amp;quot; for units]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35072#35072 air based factories for FF]&lt;br /&gt;
&lt;br /&gt;
===Day and Night===&lt;br /&gt;
&lt;br /&gt;
Wouldn&#039;t it be pretty to see a tank&#039;s headlights in the dark? Even prettier would be to have a dynamic sun to go with it. =) Watch the mountain&#039;s shadows lengthen...&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=5514#5514 Reviving the request list]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1598 Day and Night]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=552 how about night and day]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2872 Gameplay idea: Night]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===FPS mode hud/movement changes===&lt;br /&gt;
Lots of people don&#039;t think the FPS mode implimentation is being all that it can be.  They love to make forum topics about it.&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2917 Regarding the FPS &amp;quot;gimmick&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
===Game lobby moderators===&lt;br /&gt;
A well known issue. People always seem to request it...&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2770 Client moderators]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3065 We need moderators]&lt;br /&gt;
&lt;br /&gt;
===Gaia Player===&lt;br /&gt;
&lt;br /&gt;
Subject specific threads:&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1410 first one?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3189 Almost directly related]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1204 This is the last one]&lt;br /&gt;
&lt;br /&gt;
But this request appears in random threads every now and then.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3154&amp;amp;start=20 is gaia in cvs? Alantai says so.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2791], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2627], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2293&amp;amp;start=20], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1395].&lt;br /&gt;
&lt;br /&gt;
===Improved feature reactivity===&lt;br /&gt;
&lt;br /&gt;
Bridges that you can acctually walk on, better hit detection, there are lots of improvements that could be made to the way spring units, models, and features react to eachother in the most basic sense.  Often they are mentioned in the same topic.  &lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=48196#48196 3D Collission Mesh?]&lt;br /&gt;
&lt;br /&gt;
===Spherical/Looping/Endless maps===&lt;br /&gt;
&lt;br /&gt;
A number of options are available for making the map &amp;quot;go on forever&amp;quot;... and apparently the &#039;&#039;&#039;new&#039;&#039;&#039; new map format includes support for extanding the map behond the playable area of the map (no more ugly edges).&lt;br /&gt;
&lt;br /&gt;
Usually what is being suggested if for maps to just loop, refered to a sphere but more like a &amp;quot;double cylinder&amp;quot; or &amp;quot;Torus&amp;quot;... some people basically think we could just &amp;quot;warp&amp;quot; units to the other side of the map, but issues have been brought up with ranged weapons, line of sight and figuring out where shots are coming from. If you go WAY WAY back you can even see this idea included in an idea for an MMORTS based on the spring engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=64751#64751 Monster Truck Madness 2? Looping Maps.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4065 Even MORE 3D]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3275 Spherical Maps]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=473 stop talking about this!!!]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=655 Does anyone Want This?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=870&amp;amp;highlight=mmorts Multiple Maps Linked together... would also require being able to join a battle already in progress]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What is that map with the trees... (and others)===&lt;br /&gt;
&lt;br /&gt;
Ok, so its a map, but me, and others I&#039;m sure are fed up of repeting ourselves... The map with trees is NOT availble for download. Its part of aGorms imagination. Unfortunatly the engin currentlyt can&#039;t handel the trees very well so its not released... You will see the screen alot because... well people think its a realy good screen.&lt;br /&gt;
&lt;br /&gt;
See the said screen:&lt;br /&gt;
[http://taspring.clan-sy.com/screenshots/screen87.jpg The Tree Map]&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=99835#99835 Spring on Wikipedia]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5707&amp;amp;highlight=whats+map  What&#039;s this wiki map]&lt;br /&gt;
&lt;br /&gt;
===Rewinding Replays===&lt;br /&gt;
&lt;br /&gt;
Many people want stuff such as a .jumpto (time) command, or the ability to rewind during a replay.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6009 Rewinding for Replays?]&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20269</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20269"/>
		<updated>2006-07-15T02:19:22Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Discussion Archive====&lt;br /&gt;
I moved what has been discussed up to now to [[Talk:Main Page/archive1]] as it is not really of interest at the moment.&lt;br /&gt;
&lt;br /&gt;
== Category system ==&lt;br /&gt;
&lt;br /&gt;
My previous proposal slightly refinded:&lt;br /&gt;
&lt;br /&gt;
3 Main Categories:&lt;br /&gt;
&lt;br /&gt;
#Development&lt;br /&gt;
#Content&lt;br /&gt;
#Playing / using the engine&lt;br /&gt;
&lt;br /&gt;
(IÃ‚Â´d be thankful for good ideas for category names)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development&#039;&#039;&#039; is really two categories in one: &lt;br /&gt;
* Spring engine development&lt;br /&gt;
* Content Development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Content&#039;&#039;&#039; is all about the mods, maps etc. that have been created, including strategies for mods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing / using the engine&#039;&#039;&#039; is only for infos that are true for all mods, maps and AIÃ‚Â´s,&lt;br /&gt;
so basicly its installing, getting a game set up, interface infos, changing settings and such.&lt;br /&gt;
&lt;br /&gt;
IÃ‚Â´d also make a 4. Category, for: about the wiki, how to make pages, which category system :D, etc. (the documentation of the documentation)&lt;br /&gt;
&lt;br /&gt;
The only thing which is kind of missing in this system is where &amp;quot;feature requests&amp;quot; the montly topic rotation and such things go.&lt;br /&gt;
&lt;br /&gt;
For a more indepth (and presumably less understandable) explanation go to [[user_talk:SeanHeron|my talk page]].&lt;br /&gt;
&lt;br /&gt;
If nobody responds to this, IÃ‚Â´m going to do it in the next few days :D&lt;br /&gt;
&lt;br /&gt;
-- [[User:SeanHeron|SeanHeron]]&lt;br /&gt;
&lt;br /&gt;
:Sounds good, go ahead and implement it. One other category you could use would be Misc, which would fit in the random stuff like the MTR page.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Maelstrom|Maelstrom]] 11:58, 17 Mar 2006 (W. Europe Standard Time)&lt;br /&gt;
&lt;br /&gt;
==Browse the Wiki moved back here==&lt;br /&gt;
&lt;br /&gt;
I moved the &amp;quot;original&amp;quot; main page back here, and main page to front page. Since this is the main page of the wiki this makes more sense to me, and then I don&#039;t have to change any links. :) http://taspring.clan-sy.com/index2.php is a w.i.p of a frontpage using [[Front Page]] as a source for the header. I&#039;m not sure the talk pages are matching anymore though, perhaps some wiki master could take a look at it :)&lt;br /&gt;
--[[User:Fnordia|Fnordia]] 15:53, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
:Its looking good. You still have to properly implement the Community News (Just replace {{Template:Community_News}} with the community news), but apart from that I cant see a problem at all.&lt;br /&gt;
:&lt;br /&gt;
:Should the page be protected so random vandals dont come in and destroy it? Its not a problem now, but in the future it might be.&lt;br /&gt;
:&lt;br /&gt;
: --[[User:Maelstrom|Maelstrom]] 16:00, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Hey, cool to see that its on its way :) . Your right, the history and talk are somewhat messed up (I think). I donÃ‚Â´t have the time now, but I might fix it later. However, I donÃ‚Â´t think I can do everything without admin rights. &lt;br /&gt;
regards [[User:SeanHeron|SeanHeron]] 13:23, 2 May 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Ok, had a look at the history and that seems to be A OK :D . The Talk:Browse the Wiki was still there, but I messed up moving it here (cause I changed this page first, doh!). Anyway well done on moving the pages Fnordia. And sorry about me hurrying you :) . Nice work, and now I can understand why you needed some time (I wasnÃ‚Â´t expecting you to make a new .php page :D) . regards [[User:SeanHeron|SeanHeron]] 09:42, 8 May 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
http://i10.photobucket.com/albums/a145/azn831kd/yu.jpg  lol&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should I add links to Google translations of the main page? [http://www.google.com/translate_t The source] at the bottom is translating a website, I&#039;ll link that to our current translations at the top. -Esteroth12&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20268</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20268"/>
		<updated>2006-07-15T02:18:31Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Discussion Archive====&lt;br /&gt;
I moved what has been discussed up to now to [[Talk:Main Page/archive1]] as it is not really of interest at the moment.&lt;br /&gt;
&lt;br /&gt;
== Category system ==&lt;br /&gt;
&lt;br /&gt;
My previous proposal slightly refinded:&lt;br /&gt;
&lt;br /&gt;
3 Main Categories:&lt;br /&gt;
&lt;br /&gt;
#Development&lt;br /&gt;
#Content&lt;br /&gt;
#Playing / using the engine&lt;br /&gt;
&lt;br /&gt;
(IÃ‚Â´d be thankful for good ideas for category names)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development&#039;&#039;&#039; is really two categories in one: &lt;br /&gt;
* Spring engine development&lt;br /&gt;
* Content Development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Content&#039;&#039;&#039; is all about the mods, maps etc. that have been created, including strategies for mods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing / using the engine&#039;&#039;&#039; is only for infos that are true for all mods, maps and AIÃ‚Â´s,&lt;br /&gt;
so basicly its installing, getting a game set up, interface infos, changing settings and such.&lt;br /&gt;
&lt;br /&gt;
IÃ‚Â´d also make a 4. Category, for: about the wiki, how to make pages, which category system :D, etc. (the documentation of the documentation)&lt;br /&gt;
&lt;br /&gt;
The only thing which is kind of missing in this system is where &amp;quot;feature requests&amp;quot; the montly topic rotation and such things go.&lt;br /&gt;
&lt;br /&gt;
For a more indepth (and presumably less understandable) explanation go to [[user_talk:SeanHeron|my talk page]].&lt;br /&gt;
&lt;br /&gt;
If nobody responds to this, IÃ‚Â´m going to do it in the next few days :D&lt;br /&gt;
&lt;br /&gt;
-- [[User:SeanHeron|SeanHeron]]&lt;br /&gt;
&lt;br /&gt;
:Sounds good, go ahead and implement it. One other category you could use would be Misc, which would fit in the random stuff like the MTR page.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Maelstrom|Maelstrom]] 11:58, 17 Mar 2006 (W. Europe Standard Time)&lt;br /&gt;
&lt;br /&gt;
==Browse the Wiki moved back here==&lt;br /&gt;
&lt;br /&gt;
I moved the &amp;quot;original&amp;quot; main page back here, and main page to front page. Since this is the main page of the wiki this makes more sense to me, and then I don&#039;t have to change any links. :) http://taspring.clan-sy.com/index2.php is a w.i.p of a frontpage using [[Front Page]] as a source for the header. I&#039;m not sure the talk pages are matching anymore though, perhaps some wiki master could take a look at it :)&lt;br /&gt;
--[[User:Fnordia|Fnordia]] 15:53, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
:Its looking good. You still have to properly implement the Community News (Just replace {{Template:Community_News}} with the community news), but apart from that I cant see a problem at all.&lt;br /&gt;
:&lt;br /&gt;
:Should the page be protected so random vandals dont come in and destroy it? Its not a problem now, but in the future it might be.&lt;br /&gt;
:&lt;br /&gt;
: --[[User:Maelstrom|Maelstrom]] 16:00, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Hey, cool to see that its on its way :) . Your right, the history and talk are somewhat messed up (I think). I donÃ‚Â´t have the time now, but I might fix it later. However, I donÃ‚Â´t think I can do everything without admin rights. &lt;br /&gt;
regards [[User:SeanHeron|SeanHeron]] 13:23, 2 May 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Ok, had a look at the history and that seems to be A OK :D . The Talk:Browse the Wiki was still there, but I messed up moving it here (cause I changed this page first, doh!). Anyway well done on moving the pages Fnordia. And sorry about me hurrying you :) . Nice work, and now I can understand why you needed some time (I wasnÃ‚Â´t expecting you to make a new .php page :D) . regards [[User:SeanHeron|SeanHeron]] 09:42, 8 May 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
http://i10.photobucket.com/albums/a145/azn831kd/yu.jpg  lol&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should I add links to Google translations of the main page? [http://www.google.com/translate_t The source] at the bottom is translating a website, I&#039;ll link that to our current translations at the top. -Esteroth12&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6514</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=6514"/>
		<updated>2006-07-14T06:05:26Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* &amp;lt;b&amp;gt;GD&amp;lt;/b&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;
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[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
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[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
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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;
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[[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;
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[[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;
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[[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;
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==&amp;lt;b&amp;gt;GD&amp;lt;/b&amp;gt;==&lt;br /&gt;
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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;
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* &#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;
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* &#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;
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* &#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;
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* &#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;
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GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
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==&amp;lt;b&amp;gt;URC&amp;lt;/b&amp;gt;==&lt;br /&gt;
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In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
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* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
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* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
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As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
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[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
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= &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;
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=&amp;lt;font size=5&amp;gt;Credits&amp;lt;/font&amp;gt;=&lt;br /&gt;
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&amp;lt;h3&amp;gt;Mod Creation&amp;lt;/h3&amp;gt;&lt;br /&gt;
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Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds. &lt;br /&gt;
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&amp;lt;h3&amp;gt;TA: WD&amp;lt;/h3&amp;gt;&lt;br /&gt;
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Ground Zero - Provided models and sounds &lt;br /&gt;
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Maestro - Provided models and sounds&lt;br /&gt;
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&amp;lt;h3&amp;gt;Gundam Annihilation&amp;lt;/h3&amp;gt;&lt;br /&gt;
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Smoth - Scripting and modeling advice&lt;br /&gt;
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&amp;lt;h3&amp;gt;Final Frontier Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
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Dopefishhh - Predator Concept &lt;br /&gt;
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Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
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M. Kenyon - Battlestation script&lt;br /&gt;
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Savant - Models&lt;br /&gt;
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&amp;lt;h3&amp;gt;The Lost Legacy Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
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M3G - Provided textures, sounds and models&lt;br /&gt;
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&amp;lt;h3&amp;gt;Additional Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
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Decimator - Wrote GD Strategy&lt;br /&gt;
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Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
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&amp;lt;h3&amp;gt;Testing &amp;lt;/h3&amp;gt;&lt;br /&gt;
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&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;
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&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;
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Back to [[Mods]]&lt;br /&gt;
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[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14711</id>
		<title>Monthly Topic Rotation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14711"/>
		<updated>2006-07-02T03:29:43Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* Fog of War, Line of Sight */&lt;/p&gt;
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&lt;div&gt;&amp;quot;Monthy Topic Rotation&amp;quot; is a term coined by Gnome referring to the fact that people keep coming into the forums and posting messages on the same subject.  It seems that as Spring becomes more popular, more new people keep coming up with the same ideas and questions... think of this as the &amp;quot;Is your idea original?&amp;quot; FAQ as opposed to the &amp;quot;real&amp;quot; [[FAQ]].&lt;br /&gt;
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Now in some situations it&#039;s okay to repost on the same topic, if it has been only mentioned before in other people&#039;s topics or if you make reference to the fact that it is a known issue you are addressing with new ideas... but that doesn&#039;t excuse you from the list.  One way or the other, the community might make fun of you for rehashing old topics, expecially when they aren&#039;t forgotten so much as people are bored of talking about them.&lt;br /&gt;
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This has now turned into a sort of game. You can see the current scores here: http://maelstrom.niiil.com/?l=mtr (Note from a visitor: link seems to be down)&lt;br /&gt;
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=The Topics=&lt;br /&gt;
&#039;&#039;&#039;List of Generic Topics with brief discussion and list of topics posted on these subjects for quick reference:&#039;&#039;&#039;&lt;br /&gt;
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===OTA Style Music===&lt;br /&gt;
Requests or Suggestions that the engine include music playback, especially music that changes depending on what kind of action is happening in game.  Associated with requests for a sound track of any kind or asking for a link to get the orriginal TA Soundtrack in MP3 format.&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2856 Soundtracks.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2786&amp;amp;highlight=music Original TA music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2640&amp;amp;highlight=music TA Style music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2363&amp;amp;highlight=music Music Player code]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2348&amp;amp;highlight=music Is original music needed?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=80030#80030 Music support?]&lt;br /&gt;
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As a subnote, many of Spring&#039;s pre beta members have been working on code to get the music working, while yet others have spent time studying other games and their setups. Current thinking is of a THE SIMS style, where you can specify your own music.&lt;br /&gt;
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===Raise/Lower Terrain===&lt;br /&gt;
People suggesting or requesting some kind of better control over deformable terrain or some king of terraforming unit.  Often associated with people posting pictures of cool effects they have achieved through the use of the current &amp;quot;blow a big hole and then restore to the desired surface&amp;quot; method.&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2838 Raise/Lower Terrain?]&lt;br /&gt;
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===Camera Angles===&lt;br /&gt;
suggesting changes to current camera angles, popularly related to the inability of the rotatable and FPS cams to go outside the map boundries, making it difficult to see units close to the edges of the map.&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2821 The #2 item on my wishlist]&lt;br /&gt;
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Also, there&#039;s the problem of the world stopping at a rather steep drop.&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2789 What is good, and what is bad]&lt;br /&gt;
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===The New GUI===&lt;br /&gt;
Anything related to how bad the current GUI is, suggestions for features that already exists but users do not know about because they are barely documented, or simply threads asking for or about the new GUI.&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2801 New GUI questions]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1994 New GUI testing]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35418 Wheres the new gui?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1643 re: about the newGUI]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4110 New &amp;quot;Interface&amp;quot;]&lt;br /&gt;
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===Multiple transport load sharing via cable hooks===&lt;br /&gt;
Seriously WTF, this isn&#039;t even a good idea, why does this keep coming up?&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2621 Transports]&lt;br /&gt;
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===Mobile factories===&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2017 Rise and walk, or how my factorie grew legs (and wings too).]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2809#38534 &amp;quot;Build pads&amp;quot; for units]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35072#35072 air based factories for FF]&lt;br /&gt;
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===Rotatable buildings - Fixed===&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=95104 Everyone bow down to Sean Mirssen]&lt;br /&gt;
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Partly, Spring&#039;s pathfinding and collision assumes buildings align themselves with the map; no-one&#039;s made any detailed claims about how much code this would affect, other than &#039;lots&#039;.&lt;br /&gt;
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Even if you stick with 90 degree rotations, there&#039;s still figuring out the controls for rotating a building.&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2820 The #1 item on my wishlist]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4711 northern tactical advantage... fair?]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
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Wouldn&#039;t it be pretty to see a tank&#039;s headlights in the dark? Even prettier would be to have a dynamic sun to go with it. =) Watch the mountain&#039;s shadows lengthen...&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=5514#5514 Reviving the request list]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1598 Day and Night]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=552 how about night and day]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2872 Gameplay idea: Night]&lt;br /&gt;
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===Fog of War, Line of Sight - Done===&lt;br /&gt;
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Now, when you hit &#039;l&#039; and semicolon (;), you grey out the area that is out of LOS. this turns off shadows, however, and is disabled by the F4 metal-map.&lt;br /&gt;
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Particularly when in &#039;possession&#039; mode, people unconsciously assume that their unit can see further than it can, typically to how much &amp;lt;em&amp;gt;terrain&amp;lt;/em&amp;gt; they can see.&lt;br /&gt;
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Some have suggested using FPS-style line of sight.&lt;br /&gt;
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And there&#039;s &#039;building memory&#039;, seeing greyed^Wfaded out versions of buildings when the originals aren&#039;t in line-of-sight anymore.&lt;br /&gt;
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Some find being able to see the whole map, but only being able to see units in their line of sight, somewhat disturbing.&lt;br /&gt;
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===FPS mode hud/movement changes===&lt;br /&gt;
Lots of people don&#039;t think the FPS mode implimentation is being all that it can be.  They love to make forum topics about it.&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2917 Regarding the FPS &amp;quot;gimmick&amp;quot;]&lt;br /&gt;
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===Game lobby moderators===&lt;br /&gt;
A well known issue. People always seem to request it...&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2770 Client moderators]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3065 We need moderators]&lt;br /&gt;
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===Gaia Player===&lt;br /&gt;
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Subject specific threads:&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1410 first one?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3189 Almost directly related]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1204 This is the last one]&lt;br /&gt;
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But this request appears in random threads every now and then.&lt;br /&gt;
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*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3154&amp;amp;start=20 is gaia in cvs? Alantai says so.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2791], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2627], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2293&amp;amp;start=20], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1395].&lt;br /&gt;
&lt;br /&gt;
===Improved feature reactivity===&lt;br /&gt;
&lt;br /&gt;
Bridges that you can acctually walk on, better hit detection, there are lots of improvements that could be made to the way spring units, models, and features react to eachother in the most basic sense.  Often they are mentioned in the same topic.  &lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=48196#48196 3D Collission Mesh?]&lt;br /&gt;
&lt;br /&gt;
===Spherical/Looping/Endless maps===&lt;br /&gt;
&lt;br /&gt;
A number of options are available for making the map &amp;quot;go on forever&amp;quot;... and apparently the &#039;&#039;&#039;new&#039;&#039;&#039; new map format includes support for extanding the map behond the playable area of the map (no more ugly edges).&lt;br /&gt;
&lt;br /&gt;
Usually what is being suggested if for maps to just loop, refered to a sphere but more like a &amp;quot;double cylinder&amp;quot; or &amp;quot;Torus&amp;quot;... some people basically think we could just &amp;quot;warp&amp;quot; units to the other side of the map, but issues have been brought up with ranged weapons, line of sight and figuring out where shots are coming from. If you go WAY WAY back you can even see this idea included in an idea for an MMORTS based on the spring engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=64751#64751 Monster Truck Madness 2? Looping Maps.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4065 Even MORE 3D]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3275 Spherical Maps]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=473 stop talking about this!!!]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=655 Does anyone Want This?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=870&amp;amp;highlight=mmorts Multiple Maps Linked together... would also require being able to join a battle already in progress]&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14710</id>
		<title>Monthly Topic Rotation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14710"/>
		<updated>2006-07-02T03:26:53Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* Rotatable buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Monthy Topic Rotation&amp;quot; is a term coined by Gnome referring to the fact that people keep coming into the forums and posting messages on the same subject.  It seems that as Spring becomes more popular, more new people keep coming up with the same ideas and questions... think of this as the &amp;quot;Is your idea original?&amp;quot; FAQ as opposed to the &amp;quot;real&amp;quot; [[FAQ]].&lt;br /&gt;
&lt;br /&gt;
Now in some situations it&#039;s okay to repost on the same topic, if it has been only mentioned before in other people&#039;s topics or if you make reference to the fact that it is a known issue you are addressing with new ideas... but that doesn&#039;t excuse you from the list.  One way or the other, the community might make fun of you for rehashing old topics, expecially when they aren&#039;t forgotten so much as people are bored of talking about them.&lt;br /&gt;
&lt;br /&gt;
This has now turned into a sort of game. You can see the current scores here: http://maelstrom.niiil.com/?l=mtr (Note from a visitor: link seems to be down)&lt;br /&gt;
&lt;br /&gt;
=The Topics=&lt;br /&gt;
&#039;&#039;&#039;List of Generic Topics with brief discussion and list of topics posted on these subjects for quick reference:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===OTA Style Music===&lt;br /&gt;
Requests or Suggestions that the engine include music playback, especially music that changes depending on what kind of action is happening in game.  Associated with requests for a sound track of any kind or asking for a link to get the orriginal TA Soundtrack in MP3 format.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2856 Soundtracks.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2786&amp;amp;highlight=music Original TA music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2640&amp;amp;highlight=music TA Style music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2363&amp;amp;highlight=music Music Player code]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2348&amp;amp;highlight=music Is original music needed?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=80030#80030 Music support?]&lt;br /&gt;
&lt;br /&gt;
As a subnote, many of Spring&#039;s pre beta members have been working on code to get the music working, while yet others have spent time studying other games and their setups. Current thinking is of a THE SIMS style, where you can specify your own music.&lt;br /&gt;
&lt;br /&gt;
===Raise/Lower Terrain===&lt;br /&gt;
People suggesting or requesting some kind of better control over deformable terrain or some king of terraforming unit.  Often associated with people posting pictures of cool effects they have achieved through the use of the current &amp;quot;blow a big hole and then restore to the desired surface&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2838 Raise/Lower Terrain?]&lt;br /&gt;
&lt;br /&gt;
===Camera Angles===&lt;br /&gt;
suggesting changes to current camera angles, popularly related to the inability of the rotatable and FPS cams to go outside the map boundries, making it difficult to see units close to the edges of the map.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2821 The #2 item on my wishlist]&lt;br /&gt;
&lt;br /&gt;
Also, there&#039;s the problem of the world stopping at a rather steep drop.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2789 What is good, and what is bad]&lt;br /&gt;
&lt;br /&gt;
===The New GUI===&lt;br /&gt;
Anything related to how bad the current GUI is, suggestions for features that already exists but users do not know about because they are barely documented, or simply threads asking for or about the new GUI.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2801 New GUI questions]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1994 New GUI testing]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35418 Wheres the new gui?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1643 re: about the newGUI]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4110 New &amp;quot;Interface&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
===Multiple transport load sharing via cable hooks===&lt;br /&gt;
Seriously WTF, this isn&#039;t even a good idea, why does this keep coming up?&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2621 Transports]&lt;br /&gt;
&lt;br /&gt;
===Mobile factories===&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2017 Rise and walk, or how my factorie grew legs (and wings too).]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2809#38534 &amp;quot;Build pads&amp;quot; for units]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35072#35072 air based factories for FF]&lt;br /&gt;
&lt;br /&gt;
===Rotatable buildings - Fixed===&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=95104 Everyone bow down to Sean Mirssen]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partly, Spring&#039;s pathfinding and collision assumes buildings align themselves with the map; no-one&#039;s made any detailed claims about how much code this would affect, other than &#039;lots&#039;.&lt;br /&gt;
&lt;br /&gt;
Even if you stick with 90 degree rotations, there&#039;s still figuring out the controls for rotating a building.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2820 The #1 item on my wishlist]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4711 northern tactical advantage... fair?]&lt;br /&gt;
&lt;br /&gt;
===Day and Night===&lt;br /&gt;
&lt;br /&gt;
Wouldn&#039;t it be pretty to see a tank&#039;s headlights in the dark? Even prettier would be to have a dynamic sun to go with it. =) Watch the mountain&#039;s shadows lengthen...&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=5514#5514 Reviving the request list]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1598 Day and Night]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=552 how about night and day]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2872 Gameplay idea: Night]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fog of War, Line of Sight===&lt;br /&gt;
&lt;br /&gt;
Particularly when in &#039;possession&#039; mode, people unconsciously assume that their unit can see further than it can, typically to how much &amp;lt;em&amp;gt;terrain&amp;lt;/em&amp;gt; they can see.&lt;br /&gt;
&lt;br /&gt;
Some have suggested using FPS-style line of sight.&lt;br /&gt;
&lt;br /&gt;
And there&#039;s &#039;building memory&#039;, seeing greyed^Wfaded out versions of buildings when the originals aren&#039;t in line-of-sight anymore.&lt;br /&gt;
&lt;br /&gt;
Some find being able to see the whole map, but only being able to see units in their line of sight, somewhat disturbing.&lt;br /&gt;
&lt;br /&gt;
===FPS mode hud/movement changes===&lt;br /&gt;
Lots of people don&#039;t think the FPS mode implimentation is being all that it can be.  They love to make forum topics about it.&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2917 Regarding the FPS &amp;quot;gimmick&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
===Game lobby moderators===&lt;br /&gt;
A well known issue. People always seem to request it...&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2770 Client moderators]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3065 We need moderators]&lt;br /&gt;
&lt;br /&gt;
===Gaia Player===&lt;br /&gt;
&lt;br /&gt;
Subject specific threads:&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1410 first one?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3189 Almost directly related]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1204 This is the last one]&lt;br /&gt;
&lt;br /&gt;
But this request appears in random threads every now and then.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3154&amp;amp;start=20 is gaia in cvs? Alantai says so.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2791], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2627], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2293&amp;amp;start=20], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1395].&lt;br /&gt;
&lt;br /&gt;
===Improved feature reactivity===&lt;br /&gt;
&lt;br /&gt;
Bridges that you can acctually walk on, better hit detection, there are lots of improvements that could be made to the way spring units, models, and features react to eachother in the most basic sense.  Often they are mentioned in the same topic.  &lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=48196#48196 3D Collission Mesh?]&lt;br /&gt;
&lt;br /&gt;
===Spherical/Looping/Endless maps===&lt;br /&gt;
&lt;br /&gt;
A number of options are available for making the map &amp;quot;go on forever&amp;quot;... and apparently the &#039;&#039;&#039;new&#039;&#039;&#039; new map format includes support for extanding the map behond the playable area of the map (no more ugly edges).&lt;br /&gt;
&lt;br /&gt;
Usually what is being suggested if for maps to just loop, refered to a sphere but more like a &amp;quot;double cylinder&amp;quot; or &amp;quot;Torus&amp;quot;... some people basically think we could just &amp;quot;warp&amp;quot; units to the other side of the map, but issues have been brought up with ranged weapons, line of sight and figuring out where shots are coming from. If you go WAY WAY back you can even see this idea included in an idea for an MMORTS based on the spring engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=64751#64751 Monster Truck Madness 2? Looping Maps.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4065 Even MORE 3D]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3275 Spherical Maps]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=473 stop talking about this!!!]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=655 Does anyone Want This?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=870&amp;amp;highlight=mmorts Multiple Maps Linked together... would also require being able to join a battle already in progress]&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14709</id>
		<title>Monthly Topic Rotation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14709"/>
		<updated>2006-07-02T03:26:07Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* Rotatable buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Monthy Topic Rotation&amp;quot; is a term coined by Gnome referring to the fact that people keep coming into the forums and posting messages on the same subject.  It seems that as Spring becomes more popular, more new people keep coming up with the same ideas and questions... think of this as the &amp;quot;Is your idea original?&amp;quot; FAQ as opposed to the &amp;quot;real&amp;quot; [[FAQ]].&lt;br /&gt;
&lt;br /&gt;
Now in some situations it&#039;s okay to repost on the same topic, if it has been only mentioned before in other people&#039;s topics or if you make reference to the fact that it is a known issue you are addressing with new ideas... but that doesn&#039;t excuse you from the list.  One way or the other, the community might make fun of you for rehashing old topics, expecially when they aren&#039;t forgotten so much as people are bored of talking about them.&lt;br /&gt;
&lt;br /&gt;
This has now turned into a sort of game. You can see the current scores here: http://maelstrom.niiil.com/?l=mtr (Note from a visitor: link seems to be down)&lt;br /&gt;
&lt;br /&gt;
=The Topics=&lt;br /&gt;
&#039;&#039;&#039;List of Generic Topics with brief discussion and list of topics posted on these subjects for quick reference:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===OTA Style Music===&lt;br /&gt;
Requests or Suggestions that the engine include music playback, especially music that changes depending on what kind of action is happening in game.  Associated with requests for a sound track of any kind or asking for a link to get the orriginal TA Soundtrack in MP3 format.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2856 Soundtracks.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2786&amp;amp;highlight=music Original TA music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2640&amp;amp;highlight=music TA Style music]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2363&amp;amp;highlight=music Music Player code]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2348&amp;amp;highlight=music Is original music needed?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=80030#80030 Music support?]&lt;br /&gt;
&lt;br /&gt;
As a subnote, many of Spring&#039;s pre beta members have been working on code to get the music working, while yet others have spent time studying other games and their setups. Current thinking is of a THE SIMS style, where you can specify your own music.&lt;br /&gt;
&lt;br /&gt;
===Raise/Lower Terrain===&lt;br /&gt;
People suggesting or requesting some kind of better control over deformable terrain or some king of terraforming unit.  Often associated with people posting pictures of cool effects they have achieved through the use of the current &amp;quot;blow a big hole and then restore to the desired surface&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2838 Raise/Lower Terrain?]&lt;br /&gt;
&lt;br /&gt;
===Camera Angles===&lt;br /&gt;
suggesting changes to current camera angles, popularly related to the inability of the rotatable and FPS cams to go outside the map boundries, making it difficult to see units close to the edges of the map.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2821 The #2 item on my wishlist]&lt;br /&gt;
&lt;br /&gt;
Also, there&#039;s the problem of the world stopping at a rather steep drop.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2789 What is good, and what is bad]&lt;br /&gt;
&lt;br /&gt;
===The New GUI===&lt;br /&gt;
Anything related to how bad the current GUI is, suggestions for features that already exists but users do not know about because they are barely documented, or simply threads asking for or about the new GUI.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2801 New GUI questions]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1994 New GUI testing]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35418 Wheres the new gui?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1643 re: about the newGUI]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4110 New &amp;quot;Interface&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
===Multiple transport load sharing via cable hooks===&lt;br /&gt;
Seriously WTF, this isn&#039;t even a good idea, why does this keep coming up?&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2621 Transports]&lt;br /&gt;
&lt;br /&gt;
===Mobile factories===&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2017 Rise and walk, or how my factorie grew legs (and wings too).]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2809#38534 &amp;quot;Build pads&amp;quot; for units]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=35072#35072 air based factories for FF]&lt;br /&gt;
&lt;br /&gt;
===Rotatable buildings===&lt;br /&gt;
&lt;br /&gt;
Fixed!&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=95104 Everyone bow down to Sean Mirssen]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partly, Spring&#039;s pathfinding and collision assumes buildings align themselves with the map; no-one&#039;s made any detailed claims about how much code this would affect, other than &#039;lots&#039;.&lt;br /&gt;
&lt;br /&gt;
Even if you stick with 90 degree rotations, there&#039;s still figuring out the controls for rotating a building.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2820 The #1 item on my wishlist]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4711 northern tactical advantage... fair?]&lt;br /&gt;
&lt;br /&gt;
===Day and Night===&lt;br /&gt;
&lt;br /&gt;
Wouldn&#039;t it be pretty to see a tank&#039;s headlights in the dark? Even prettier would be to have a dynamic sun to go with it. =) Watch the mountain&#039;s shadows lengthen...&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=5514#5514 Reviving the request list]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1598 Day and Night]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=552 how about night and day]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2872 Gameplay idea: Night]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fog of War, Line of Sight===&lt;br /&gt;
&lt;br /&gt;
Particularly when in &#039;possession&#039; mode, people unconsciously assume that their unit can see further than it can, typically to how much &amp;lt;em&amp;gt;terrain&amp;lt;/em&amp;gt; they can see.&lt;br /&gt;
&lt;br /&gt;
Some have suggested using FPS-style line of sight.&lt;br /&gt;
&lt;br /&gt;
And there&#039;s &#039;building memory&#039;, seeing greyed^Wfaded out versions of buildings when the originals aren&#039;t in line-of-sight anymore.&lt;br /&gt;
&lt;br /&gt;
Some find being able to see the whole map, but only being able to see units in their line of sight, somewhat disturbing.&lt;br /&gt;
&lt;br /&gt;
===FPS mode hud/movement changes===&lt;br /&gt;
Lots of people don&#039;t think the FPS mode implimentation is being all that it can be.  They love to make forum topics about it.&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2917 Regarding the FPS &amp;quot;gimmick&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
===Game lobby moderators===&lt;br /&gt;
A well known issue. People always seem to request it...&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2770 Client moderators]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3065 We need moderators]&lt;br /&gt;
&lt;br /&gt;
===Gaia Player===&lt;br /&gt;
&lt;br /&gt;
Subject specific threads:&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1410 first one?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3189 Almost directly related]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1204 This is the last one]&lt;br /&gt;
&lt;br /&gt;
But this request appears in random threads every now and then.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3154&amp;amp;start=20 is gaia in cvs? Alantai says so.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2791], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2627], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2293&amp;amp;start=20], [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1395].&lt;br /&gt;
&lt;br /&gt;
===Improved feature reactivity===&lt;br /&gt;
&lt;br /&gt;
Bridges that you can acctually walk on, better hit detection, there are lots of improvements that could be made to the way spring units, models, and features react to eachother in the most basic sense.  Often they are mentioned in the same topic.  &lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=48196#48196 3D Collission Mesh?]&lt;br /&gt;
&lt;br /&gt;
===Spherical/Looping/Endless maps===&lt;br /&gt;
&lt;br /&gt;
A number of options are available for making the map &amp;quot;go on forever&amp;quot;... and apparently the &#039;&#039;&#039;new&#039;&#039;&#039; new map format includes support for extanding the map behond the playable area of the map (no more ugly edges).&lt;br /&gt;
&lt;br /&gt;
Usually what is being suggested if for maps to just loop, refered to a sphere but more like a &amp;quot;double cylinder&amp;quot; or &amp;quot;Torus&amp;quot;... some people basically think we could just &amp;quot;warp&amp;quot; units to the other side of the map, but issues have been brought up with ranged weapons, line of sight and figuring out where shots are coming from. If you go WAY WAY back you can even see this idea included in an idea for an MMORTS based on the spring engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=64751#64751 Monster Truck Madness 2? Looping Maps.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4065 Even MORE 3D]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3275 Spherical Maps]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=473 stop talking about this!!!]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=655 Does anyone Want This?]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=870&amp;amp;highlight=mmorts Multiple Maps Linked together... would also require being able to join a battle already in progress]&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Floating_Metal_Maker&amp;diff=7559</id>
		<title>Floating Metal Maker</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Floating_Metal_Maker&amp;diff=7559"/>
		<updated>2006-06-18T02:35:20Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is simply a floating variant of the normal [[Metal Maker]]. This should not be used as a source of metal, unless you have expanded across as much of the map and cannot get to any more metal patches. It should be used to funnel excess energy to metal, and should be used with the Metal Maker GroupAI for the greatest effect.&lt;br /&gt;
&lt;br /&gt;
[[Image:armfmakr.jpg|Arm Floating Metal Maker]][[Image:corfmakr.jpg|Core Floating Metal Maker]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Production_buildings&amp;diff=15440</id>
		<title>Production buildings</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Production_buildings&amp;diff=15440"/>
		<updated>2006-06-18T02:28:41Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Added resource production&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit Production ==&lt;br /&gt;
&lt;br /&gt;
Production buildings build mobile units for your army.&lt;br /&gt;
&lt;br /&gt;
=== Arm ===&lt;br /&gt;
&lt;br /&gt;
* Land Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Vehicles#Arm Vehicle Plant|Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Arm Air Plant|Air Base]]&lt;br /&gt;
*** [[KBots#Arm KBot Plant|KBot Lab]]&lt;br /&gt;
*** [[Hovercraft#Arm Hovercraft Plant|Hover Plant]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Vehicles#Arm Advanced Vehicle Plant|Advanced Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Arm Advanced Air Plant|Advanced Air Base]]&lt;br /&gt;
*** [[KBots#Arm Advanced KBot Plant|Advanced KBot Lab]]&lt;br /&gt;
* Sea Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Ships#Arm Naval Base|Navy Base]]&lt;br /&gt;
*** [[Seaplanes#Arm Seaplane Factory|Seaplane Factory]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Ships#Arm Advanced Naval Base|Advanced Navy Base]]&lt;br /&gt;
&lt;br /&gt;
=== Core ===&lt;br /&gt;
&lt;br /&gt;
* Land Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Vehicles#Core Vehicle Plant|Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Core Air Plant|Air Base]]&lt;br /&gt;
*** [[KBots#Core KBot Plant|KBot Lab]]&lt;br /&gt;
*** [[Hovercraft#Core Hovercraft Plant|Hover Plant]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Vehicles#Core Advanced Vehicle Plant|Advanced Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Core Advanced Air Plant|Advanced Air Base]]&lt;br /&gt;
*** [[KBots#Core Advanced KBot Plant|Advanced KBot Lab]]&lt;br /&gt;
* Sea Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Ships#Core Naval Base|Navy Base]]&lt;br /&gt;
*** [[Seaplanes#Core Seaplane Factory|Seaplane Factory]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Ships#Core Advanced Naval Base|Advanced Navy Base]]&lt;br /&gt;
&lt;br /&gt;
== Resource Production ==&lt;br /&gt;
&lt;br /&gt;
As a sidenote, units with nanolathes (building units) can reclaim wrecks, features (such as trees and rocks) and units for resources also. Also, mobile units typically provide a small amount of energy.&lt;br /&gt;
&lt;br /&gt;
As Arm and Core use the same types of structures, the followwing applies to both.&lt;br /&gt;
&lt;br /&gt;
* Energy&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Solar Panel]]&lt;br /&gt;
*** [[Geothermal Powerplant]]&lt;br /&gt;
*** [[Tidal Generator]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Fusion Reactor]]&lt;br /&gt;
*** [[Cloakable Fusion Reactor]]&lt;br /&gt;
* Metal&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Metal Extractor]]&lt;br /&gt;
*** [[Metal Maker]]&lt;br /&gt;
*** [[Underwater Metal Extractor]]&lt;br /&gt;
*** [[Floating Metal Maker]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Moho Metal Extractor]]&lt;br /&gt;
*** [[Moho Metal Maker]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Vehicles&amp;diff=19427</id>
		<title>Vehicles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Vehicles&amp;diff=19427"/>
		<updated>2006-06-16T18:28:59Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* Core Slasher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the Total Annihilation vehicles, both Arm and Core. This is not intended to be an extensive overview of the units, though it does provide a good look into each.&lt;br /&gt;
&lt;br /&gt;
=Arm Vehicles=&lt;br /&gt;
==Tech Level 1==&lt;br /&gt;
&lt;br /&gt;
===Arm Vehicle Plant===&lt;br /&gt;
&lt;br /&gt;
http://img378.imageshack.us/img378/6426/armvp0hn.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm vehicle plant, shown above, is built by the commander, and can be built by other Arm construction units as they are attained. The vehicle plant builds the basic, Tech Level 1 vehicles, such as the:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Construction Vehicle====&lt;br /&gt;
&lt;br /&gt;
http://img355.imageshack.us/img355/2862/armcv3io.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Construction Vehicle is an unarmed, mobile unit that builds Tech Level 2 structures and can reclaim metal from wreckage. It can also build the same basic structures that the Commander can, thus freeing the commander from those duties&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Jeffy====&lt;br /&gt;
&lt;br /&gt;
http://img355.imageshack.us/img355/2424/armfav8aj.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Jeffy is a fast scout vehicle that is cheap and quick to produce. It is very effective as a recon or patrol vehicle, and, endowed with a light laser, has the firepower to destroy unguarded enemy structures such as metal extractors. However, an enemy hit does a lot of damage, so this unit is not meant for slugging it out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Flash====&lt;br /&gt;
&lt;br /&gt;
http://img355.imageshack.us/img355/9070/armflash5aq.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Flash is a light assault tank. It moves fast, and with its relative low cost, the Flash becomes a good unit for recon patrols, assaults on light targets, and for just generally aggravating your enemy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Stumpy====&lt;br /&gt;
&lt;br /&gt;
http://img378.imageshack.us/img378/96/armstump1fw.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Stumpy is a medium assault tank, stronger and slower than the [[#Arm Flash|Flash]], but faster and weaker compared to the [[#Arm Bulldog|Bulldog]] main battle tank. It is good in small groups for removing recon posts or fledgling enemy bases, and is also good in larger groups for a base assault.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Samson====&lt;br /&gt;
&lt;br /&gt;
http://img355.imageshack.us/img355/9739/armsam7mr.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Samson is an Anti-Air rocket vehicle, though capable of ground fire also. It is comparable to the jethro, but provides a more powerful anti-aircraft defense. Placed a bit sparsely and on patrol in your base, they can create a good anti-aircraft defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tech Level 2==&lt;br /&gt;
&lt;br /&gt;
===Arm Advanced Vehicle Plant===&lt;br /&gt;
&lt;br /&gt;
http://img378.imageshack.us/img378/7129/armavp6io.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Advanced vehicle plant provides you with mobile artillery, amphibious tanks, mobile rocket launchers, and heavy assault tanks, as well as the Spider.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Advanced Construction Vehicle====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/3338/armacv9ob.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This construction vehicle produces long-range cannons, nuclear missile launchers, other powerful weapons, and the most advanced radar available in game. It also produces more advanced resource collectors, capable of making the ones you have built at the start of the game obsolete.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Bulldog====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/7168/armbull3tp.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Bulldog is a heavy assault tank, with about half the speed and acceleration, and turning rate, of the Stumpy. What it lacks in speed, though, it makes up for in its plasma cannon firepower. This is the Arm&#039;s main battle tank, slow, but durable and powerful.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Jammer====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/8869/armjam9up.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Jammer is synonymous with the Eraser, and jams enemy radar signals.&lt;br /&gt;
&lt;br /&gt;
====Arm Seer====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/2583/armseer1sg.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Seer is a mobile radar vehicle. It gives you the ability to move your radar coverage to where it can reveal most about the enemy. It can also be set on a patrol route, giving it greater coverage, and making it harder to target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Luger====&lt;br /&gt;
&lt;br /&gt;
http://img389.imageshack.us/img389/6219/armmart7ps.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Luger is a mobile artillery vehicle. It can accurately hit targets within its range, and is quite powerful, making it a good support unit for assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Spider====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/861/armspid6zk.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Spider is considered a vehicle in some senses, and a kbot in others. Its laser does not do damage, but stuns instead. In large groups, it can be useful to paralyze an attacking enemy so that the Commander can capture them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Penetrator====&lt;br /&gt;
&lt;br /&gt;
http://img47.imageshack.us/img47/8499/armmanni3mj.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Penetrator is similar in weapon to the [[Energy Weapon|Annihilator]], except in the fact that it&#039;s mobile and has less range. It is useful for holding positions as an assault group advances, leaving a strong point for a group to fall back to if need be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Panther====&lt;br /&gt;
&lt;br /&gt;
http://img47.imageshack.us/img47/2113/armlatnk3fd.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Panther is a lightning tank, a special unit good when combined with assault groups a few at a time. It is also equipped with a missile launcher, which gives it an edge over the penetrator against air. It also requires no energy to fire, unlike the [[#Arm Penetrator|penetrator]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Phalanx====&lt;br /&gt;
&lt;br /&gt;
http://img47.imageshack.us/img47/4817/armyork5gd.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Phalanx is a mobile flak weapon, good for assault groups vulnerable to bombings or to patrol your base in place of flakkers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Merl====&lt;br /&gt;
&lt;br /&gt;
http://img144.imageshack.us/img144/438/armmerl6mw.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Merl fires unguided rockets in the same way as the nuclear missile silo, up, and over. These rockets can travel up to a screen away to hit targets within the Merl&#039;s range. This unit is not a good anti-air defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Triton====&lt;br /&gt;
&lt;br /&gt;
http://img161.imageshack.us/img161/6347/armcroc2mh.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Triton is a light assault tank, with an ability to submerge itself in water. It is not heavily armored, and is not intended for heavy fighting, though can be used in small groups to take over islands and small sentries. This unit, like all other water units, is susceptible to submarine attack, so escort it with a friendly submarine group. It will be exposed by sonar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Core Vehicles=&lt;br /&gt;
==Tech Level 1==&lt;br /&gt;
&lt;br /&gt;
===Core Vehicle Plant===&lt;br /&gt;
&lt;br /&gt;
http://img231.imageshack.us/img231/3773/corvp0rt.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Core vehicle plant is the counterpart to the Arm vehicle plant. It produces Tech Level 1 vehicles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Construction Vehicle====&lt;br /&gt;
&lt;br /&gt;
http://img105.imageshack.us/img105/5381/corcv1uv.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Construction Vehicle is an unarmed, mobile unit that builds Tech Level 2 structures and can reclaim metal from wreckage. It can also build the same basic structures that the Commander can, thus freeing the commander from those duties&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Weasel====&lt;br /&gt;
&lt;br /&gt;
http://img231.imageshack.us/img231/9088/corfav5hz.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Weasel scout vehicle has several uses early in the game. They can be positioned as sentries around metal extractors early in the game to ward off fast attackers, and can be sent into an undefended base to harass enemy construction units trying to build structures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Instigator====&lt;br /&gt;
&lt;br /&gt;
http://img105.imageshack.us/img105/8913/corgator2hk.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Core Instigator is a fast, maneuverable unit. It relies on its speed, as the laser it carries is rather weak. It is good for quick attacks in groups of four to six tanks, and can be used one or two at a time in a patrol or stationed as a sentry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Raider====&lt;br /&gt;
&lt;br /&gt;
http://img231.imageshack.us/img231/5281/corraid7rb.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Raider has the best combination of firepower, maneuverability, and speed, among the other vehicles and kbots in its class. However, it&#039;s slow enough to be easily destroyed by three or four PeeWees. Travel with these tanks in groups.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Slasher====&lt;br /&gt;
&lt;br /&gt;
http://img105.imageshack.us/img105/1172/cormist2ji.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Slasher is analogous to the [[#Arm Samson|Samson]]. It is great early in the game to defend against enemy air power, but is not particularly strong against ground units, though it can be deployed in this role if need be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tech Level 2==&lt;br /&gt;
&lt;br /&gt;
===Core Advanced Vehicle Plant===&lt;br /&gt;
&lt;br /&gt;
http://img231.imageshack.us/img231/3802/coravp4ek.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Core Advanced vehicle plant produces Tech Level 2 vehicles. It is a key structure in battle. Protected by its own radar jammer, it can be set up some distance from your base, and provide itself with its own firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Advanced Construction Vehicle====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/8897/coracv0kq.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Core Advanced Construction Vehicle builds the Core Tech Level 2 structures. It is in most aspects, if not all, similar to the Arm ACV, building long range cannons and nuclear missile silos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Reaper====&lt;br /&gt;
&lt;br /&gt;
http://img116.imageshack.us/img116/4797/correap6le.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Reaper is a slow but powerful unit. It is heavily armored, and is the Core main battle tank. It is not intended for hit-and-run operations. It is the Core equivalent of the [[#Arm Bulldog|Bulldog]], and will almost completely destroy a Bulldog alone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Deleter====&lt;br /&gt;
&lt;br /&gt;
http://img235.imageshack.us/img235/7540/coreter6wd.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Electronic Counter Measures unit, this unit can be used to conceal a force of tanks within a small area, or to hide a single metal extractor from enemy radar. The jam radius is short, however. Don&#039;t expect it to cover an army by itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Informer====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/1074/corvrad5ip.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Informer is a mobile radar units useful for providing dynamic radar coverage. It does not have the accessability that a KBot does, however, so its terrain access is limited. Be careful not to run it into enemy patrols or sentries without backup.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Pillager====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/2063/cormart1ed.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Pillager is a Tech Level 2 artillery unit. It is an excellent choice for lobbing shells into large groups, and for base bombardment. Its range allows it to send shells over rough or uneven terrain and other obstructions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Goliath====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/1701/corgol0kx.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This tank is the ace up Core&#039;s sleeve, as is the [[#Arm Spider|Spider]] to Arm. It is a super heavy tank, the only one in the game. It can be very effective in major base assaults. Although slow, this unit can provide invaluable support against tough opposition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Diplomat====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/6052/corvroc6kh.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Diplomat launches an unguided rocket at targets within its range. It can be very useful in standoff attacks on enemy bases, or, coupled with radar, can be used to provide an early advantage against incoming attackers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Copperhead====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/3558/corsent4fp.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Copperhead is synonymous with the [[#Arm Phalanx|Phalanx]]. It can be used as a roaming base patrol against bombing raids, or can be dispatched with a group of units to cover them against enemy fighters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Crock====&lt;br /&gt;
&lt;br /&gt;
http://img460.imageshack.us/img460/9648/corseal5hl.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Crock, like crocodile, is an amphibious tank. It can be used to make a suprise attack on an enemy that is expecting boats or planes. However, it is not intended to be used as a heavy assault unit, it&#039;s good in larger groups. This unit can be exposed by sonar and attacked by subs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Hedgehog====&lt;br /&gt;
&lt;br /&gt;
[[Image:CORMIST.PNG|Build Pic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hedgehog is a mobile missile defense, made for blocking enemy nuclear strikes. It has no normal weapons, so do not put this near combat if you can help it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Core Leveler====&lt;br /&gt;
&lt;br /&gt;
[[Image:CORLEVLR.png|Build Pic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Leveler is a riot tank that uses a flamethrower, which is very effective against light swarms, as it pierces most units and also does heavy damage. It is less effective against single, high-power units. It also has less health then the [[#Arm Bulldog|Bulldog]] and [[#Core Reaper|Reaper]].&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Production_buildings&amp;diff=15439</id>
		<title>Production buildings</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Production_buildings&amp;diff=15439"/>
		<updated>2006-06-16T18:26:15Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production buildings build units for your army.&lt;br /&gt;
&lt;br /&gt;
== Arm ==&lt;br /&gt;
&lt;br /&gt;
* Land Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Vehicles#Arm Vehicle Plant|Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Arm Air Plant|Air Base]]&lt;br /&gt;
*** [[KBots#Arm KBot Plant|KBot Lab]]&lt;br /&gt;
*** [[Hovercraft#Arm Hovercraft Plant|Hover Plant]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Vehicles#Arm Advanced Vehicle Plant|Advanced Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Arm Advanced Air Plant|Advanced Air Base]]&lt;br /&gt;
*** [[KBots#Arm Advanced KBot Plant|Advanced KBot Lab]]&lt;br /&gt;
* Sea Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Ships#Arm Naval Base|Navy Base]]&lt;br /&gt;
*** [[Seaplanes#Arm Seaplane Factory|Seaplane Factory]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Ships#Arm Advanced Naval Base|Advanced Navy Base]]&lt;br /&gt;
&lt;br /&gt;
== Core ==&lt;br /&gt;
&lt;br /&gt;
* Land Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Vehicles#Core Vehicle Plant|Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Core Air Plant|Air Base]]&lt;br /&gt;
*** [[KBots#Core KBot Plant|KBot Lab]]&lt;br /&gt;
*** [[Hovercraft#Core Hovercraft Plant|Hover Plant]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Vehicles#Core Advanced Vehicle Plant|Advanced Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Core Advanced Air Plant|Advanced Air Base]]&lt;br /&gt;
*** [[KBots#Core Advanced KBot Plant|Advanced KBot Lab]]&lt;br /&gt;
* Sea Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Ships#Core Naval Base|Navy Base]]&lt;br /&gt;
*** [[Seaplanes#Core Seaplane Factory|Seaplane Factory]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Ships#Core Advanced Naval Base|Advanced Navy Base]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Production_buildings&amp;diff=15438</id>
		<title>Production buildings</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Production_buildings&amp;diff=15438"/>
		<updated>2006-06-16T18:25:08Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production buildings build units for your army.&lt;br /&gt;
&lt;br /&gt;
== Arm ==&lt;br /&gt;
&lt;br /&gt;
* Land Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Vehicles#Arm Vehicle Plant|Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Arm Air Plant|Air Base]]&lt;br /&gt;
*** [[KBots#Arm KBot Plant|KBot Lab]]&lt;br /&gt;
*** [[Hovercraft#Arm Hovercraft Plant|Hover Plant]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Vehicles#Arm Advanced Vehicle Plant|Advanced Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Arm Advanced Air Plant|Advanced Air Base]]&lt;br /&gt;
*** [[KBots#Arm Advanced KBot Plant|Advanced KBot Lab]]&lt;br /&gt;
* Sea Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Ships#Arm Naval Base|Navy Base]]&lt;br /&gt;
*** [[Seaplanes#Arm Seaplane Factory|Seaplane Factory]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Ships#Arm Advanced Naval Base|Advanced Navy Base]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:NS_Flakker.jpg&amp;diff=21960</id>
		<title>File:NS Flakker.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:NS_Flakker.jpg&amp;diff=21960"/>
		<updated>2006-06-16T02:48:09Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Arm NS Flakker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arm NS Flakker&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:NS_Cobra.jpg&amp;diff=21959</id>
		<title>File:NS Cobra.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:NS_Cobra.jpg&amp;diff=21959"/>
		<updated>2006-06-15T01:56:55Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: NS Cobra&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NS Cobra&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Corumex.jpg&amp;diff=21654</id>
		<title>File:Corumex.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Corumex.jpg&amp;diff=21654"/>
		<updated>2006-06-15T01:56:26Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Core Underwater Mex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Core Underwater Mex&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:CorNShlt.jpg&amp;diff=21627</id>
		<title>File:CorNShlt.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:CorNShlt.jpg&amp;diff=21627"/>
		<updated>2006-06-15T01:55:47Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Core Floating HLT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Core Floating HLT&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Corfmakr.jpg&amp;diff=21640</id>
		<title>File:Corfmakr.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Corfmakr.jpg&amp;diff=21640"/>
		<updated>2006-06-15T01:54:45Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Core Floating Metal Maker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Core Floating Metal Maker&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Armfmakr.jpg&amp;diff=21507</id>
		<title>File:Armfmakr.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Armfmakr.jpg&amp;diff=21507"/>
		<updated>2006-06-15T01:54:26Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Arm Floating Metal Maker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arm Floating Metal Maker&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:NS_Sentinel.jpg&amp;diff=21962</id>
		<title>File:NS Sentinel.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:NS_Sentinel.jpg&amp;diff=21962"/>
		<updated>2006-06-15T01:54:09Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Arm NS Sentinel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arm NS Sentinel&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:NS_Pulverizer.jpg&amp;diff=21961</id>
		<title>File:NS Pulverizer.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:NS_Pulverizer.jpg&amp;diff=21961"/>
		<updated>2006-06-15T01:53:43Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Core NS Pulverizer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Core NS Pulverizer&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:ArmNSmissile.jpg&amp;diff=21491</id>
		<title>File:ArmNSmissile.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:ArmNSmissile.jpg&amp;diff=21491"/>
		<updated>2006-06-15T01:42:22Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Arm NS Missile Tower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arm NS Missile Tower&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Armumex.jpg&amp;diff=21521</id>
		<title>File:Armumex.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Armumex.jpg&amp;diff=21521"/>
		<updated>2006-06-15T01:41:23Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Arm Underwater Mex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arm Underwater Mex&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flak_Cannon&amp;diff=7553</id>
		<title>Flak Cannon</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flak_Cannon&amp;diff=7553"/>
		<updated>2006-06-15T00:54:26Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flak cannon are the main defense against air, other than fighters. It only takes a couple of these to wipe out a group of air units. They can fire at ground units, but are very ineffective and need to be backed up with traditional defense and units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arm: Flakker&lt;br /&gt;
[[Image:armflak.jpg|Flakker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Core: Cobra&lt;br /&gt;
[[Image:corflak.jpg|Cobra]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flak_Cannon&amp;diff=7552</id>
		<title>Flak Cannon</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flak_Cannon&amp;diff=7552"/>
		<updated>2006-06-15T00:53:52Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flak cannon are the main defense against air, other than fighters. It only takes a couple of these to wipe out a group of air units. They can fire at ground units, but are very ineffective and need to be backed up with traditional defense and units.&lt;br /&gt;
&lt;br /&gt;
Arm: Flakker&lt;br /&gt;
[[Image:armflak.jpg|Flakker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Core: Cobra&lt;br /&gt;
[[Image:corflak.jpg|Cobra]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Defense_buildings&amp;diff=5362</id>
		<title>Defense buildings</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Defense_buildings&amp;diff=5362"/>
		<updated>2006-06-15T00:51:39Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* Sea-Based */  Forgot the NS Tower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Defensive Buildings ==&lt;br /&gt;
&amp;lt;p&amp;gt;This details the various defensive buildings in [[XTA]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land-Based ===&lt;br /&gt;
&amp;lt;p&amp;gt;The larger group (as opposed to sea-based, and (maybe;)) eventually air-based). This group includes everything, from lasers to missiles and plasma cannon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ground Defense&lt;br /&gt;
** Lasers&lt;br /&gt;
*** [[LLT]] (Light Laser Tower)&lt;br /&gt;
*** [[HLT]] (Heavy Laser Tower)&lt;br /&gt;
*** [[Energy Weapon]]&lt;br /&gt;
** Plasma&lt;br /&gt;
*** [[Pop-Up Cannon]]&lt;br /&gt;
*** [[Plasma Battery]]&lt;br /&gt;
*** [[LRPC]] (Long Range Plasma Cannon - aka VLRPC)&lt;br /&gt;
*** [[RFLRPC]] (Rapid-fire Long Range Plasma Cannon)&lt;br /&gt;
** Wall&lt;br /&gt;
*** [[Dragon&#039;s Teeth]]&lt;br /&gt;
*** [[Fortification Wall]]&lt;br /&gt;
* Air Defense&lt;br /&gt;
** Missiles&lt;br /&gt;
*** [[Missile Tower]]&lt;br /&gt;
** Flak&lt;br /&gt;
*** [[Flak Cannon]]&lt;br /&gt;
* Intelligence&lt;br /&gt;
** [[Radar]]&lt;br /&gt;
** [[Advanced Radar]]&lt;br /&gt;
** [[Jammer]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sea-Based ===&lt;br /&gt;
&amp;lt;p&amp;gt;This category include every definsive structure built on or under the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sea Defense&lt;br /&gt;
** Lasers&lt;br /&gt;
*** [[Floating HLT]]&lt;br /&gt;
** Torpedo &amp;amp; Depthcharge&lt;br /&gt;
*** [[Torpedo Launcher]]&lt;br /&gt;
*** [[Advanced Torpedo Launcher]]&lt;br /&gt;
** Wall&lt;br /&gt;
*** [[Floating Dragon&#039;s Teeth]]&lt;br /&gt;
* Air Defense&lt;br /&gt;
** Missiles&lt;br /&gt;
*** [[NS Missile Tower]]&lt;br /&gt;
** Flak&lt;br /&gt;
*** [[NS Flak Cannon]]&lt;br /&gt;
* Intelligence&lt;br /&gt;
** [[Sonar]]&lt;br /&gt;
** [[Advanced Sonar]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Air-Based ===&lt;br /&gt;
&amp;lt;p&amp;gt;None yet, sadly.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Armflak.jpg&amp;diff=21506</id>
		<title>File:Armflak.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Armflak.jpg&amp;diff=21506"/>
		<updated>2006-06-15T00:49:18Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Flakker Flak Cannon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flakker Flak Cannon&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Corflak.jpg&amp;diff=21639</id>
		<title>File:Corflak.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Corflak.jpg&amp;diff=21639"/>
		<updated>2006-06-15T00:42:15Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Cobra Flak Cannon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cobra Flak Cannon&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Defense_buildings&amp;diff=5361</id>
		<title>Defense buildings</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Defense_buildings&amp;diff=5361"/>
		<updated>2006-06-15T00:33:11Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: /* Land-Based */  Reorganized, changed links for compliance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Defensive Buildings ==&lt;br /&gt;
&amp;lt;p&amp;gt;This details the various defensive buildings in [[XTA]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land-Based ===&lt;br /&gt;
&amp;lt;p&amp;gt;The larger group (as opposed to sea-based, and (maybe;)) eventually air-based). This group includes everything, from lasers to missiles and plasma cannon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ground Defense&lt;br /&gt;
** Lasers&lt;br /&gt;
*** [[LLT]] (Light Laser Tower)&lt;br /&gt;
*** [[HLT]] (Heavy Laser Tower)&lt;br /&gt;
*** [[Energy Weapon]]&lt;br /&gt;
** Plasma&lt;br /&gt;
*** [[Pop-Up Cannon]]&lt;br /&gt;
*** [[Plasma Battery]]&lt;br /&gt;
*** [[LRPC]] (Long Range Plasma Cannon - aka VLRPC)&lt;br /&gt;
*** [[RFLRPC]] (Rapid-fire Long Range Plasma Cannon)&lt;br /&gt;
** Wall&lt;br /&gt;
*** [[Dragon&#039;s Teeth]]&lt;br /&gt;
*** [[Fortification Wall]]&lt;br /&gt;
* Air Defense&lt;br /&gt;
** Missiles&lt;br /&gt;
*** [[Missile Tower]]&lt;br /&gt;
** Flak&lt;br /&gt;
*** [[Flak Cannon]]&lt;br /&gt;
* Intelligence&lt;br /&gt;
** [[Radar]]&lt;br /&gt;
** [[Advanced Radar]]&lt;br /&gt;
** [[Jammer]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sea-Based ===&lt;br /&gt;
&amp;lt;p&amp;gt;This category include every definsive structure built on or under the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Lasers&lt;br /&gt;
** [[Floating HLT]]&lt;br /&gt;
* Torpedo &amp;amp; Depthcharge&lt;br /&gt;
** [[Torpedo Launcher]]&lt;br /&gt;
** [[Advanced Torpedo Launcher]]&lt;br /&gt;
* Flak&lt;br /&gt;
** [[NS Flak Cannon]]&lt;br /&gt;
* Wall&lt;br /&gt;
** [[Floating Dragon&#039;s Teeth]]&lt;br /&gt;
* Intelligence&lt;br /&gt;
** [[Sonar]]&lt;br /&gt;
** [[Advanced Sonar]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Air-Based ===&lt;br /&gt;
&amp;lt;p&amp;gt;None yet, sadly.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander&amp;diff=4533</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander&amp;diff=4533"/>
		<updated>2006-06-14T23:49:14Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: JPEG&amp;#039;d (350K--&amp;gt;45K)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Commander is the first unit you own (unless you are playing a mission of some sort in which you have no commander or gain him later). He is capable of building Tech Level 0 buildings, including resource collectors and unit plants.&lt;br /&gt;
&lt;br /&gt;
The Commander is equipped with a light laser gun, and the unique [[D-gun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:commanders.JPG|Commanders]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Commanders.JPG&amp;diff=21622</id>
		<title>File:Commanders.JPG</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Commanders.JPG&amp;diff=21622"/>
		<updated>2006-06-14T23:48:05Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Commander Pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commander Pictures&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LLT&amp;diff=10294</id>
		<title>LLT</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LLT&amp;diff=10294"/>
		<updated>2006-06-14T23:43:32Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These laser towers are the earliest you can build in game without advancing to Tech Level 1. They can briefly hold off an attacking enemy, and can be built by the [[Commander]], making them the only structural defense available early in the game. They are best used two or three at a time where they can concentrate their fire on bottlenecks, or points where the enemy can only move one or two units through at a time. Their range, however, is easily negated by a [[Missile KBot|missile KBot]] or [[Missile Vehicle|missile truck]]. These units can destroy LLT&#039;s without much damage to themselves. This makes it rather important to back them up with something heavier or with a larger range than itself, such as a [[Missile Tower|missile turret]], if you plan on keeping it as a permanent base defense.&lt;br /&gt;
&lt;br /&gt;
[[Image:llt_pics.JPG|you need broadband]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Energy_Weapon&amp;diff=6253</id>
		<title>Energy Weapon</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Energy_Weapon&amp;diff=6253"/>
		<updated>2006-06-14T22:28:24Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: JPEG&amp;#039;d (500K--&amp;gt;32K)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Annihilator and Doomsday Machine are one of the most powerful structures you can build. They are Tech Level 3 structures, built by the most advanced construction units available.&lt;br /&gt;
&lt;br /&gt;
===The Arm Annihilator===&lt;br /&gt;
&lt;br /&gt;
[[Image:Annihilator.JPG|Arm Annihilator]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Annihilator is an offensive and defensive weapon that fires energy shells, and is effective against the stronger units, but can easily be taken down by many weak units. It does massive damage, but shoots slowly and takes a lot of energy (4000) to fire. Although expensive to build, and time consuming, it is one of Arm&#039;s most powerful structures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Core Doomsday Machine===&lt;br /&gt;
&lt;br /&gt;
[[Image:Doomsday.JPG|Core Doomsday Device]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Doomsday Machine is equipped with a cannon that fires explosive energy shells. However, its range is slightly less than that of an annihilator. This is compensated for by an [[HLT]] below the main cannon, and another HLT below that. Like the Annihilator, it is time consuming and expensive to build, but it is extremely powerful and very effective. It can become a linchpin of your base defense the moment you build it.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Doomsday.JPG&amp;diff=21707</id>
		<title>File:Doomsday.JPG</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Doomsday.JPG&amp;diff=21707"/>
		<updated>2006-06-14T22:28:12Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Doomsday Device&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doomsday Device&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Annihilator.JPG&amp;diff=21479</id>
		<title>File:Annihilator.JPG</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Annihilator.JPG&amp;diff=21479"/>
		<updated>2006-06-14T22:27:38Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Annihilator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Annihilator&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=HLT&amp;diff=9686</id>
		<title>HLT</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=HLT&amp;diff=9686"/>
		<updated>2006-06-14T22:26:04Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: JPEG&amp;#039;d (400K--&amp;gt;35K)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sentinel and the Gaat Gun, Arm and Core&#039;s Level 2 heavy laser towers, are an important part of a developing base. They can provide an invaluable defense, where [[Missile Tower|rocket towers]] are too weak, and [[Plop-Up Cannon|plasma turrets]] are too inaccurate, these sum it up nicely. They require energy to fire, so make sure that you still have some other land defense.&lt;br /&gt;
&lt;br /&gt;
===The Arm Sentinel===&lt;br /&gt;
&lt;br /&gt;
[[Image:sentinel_hlt.JPG|Sentinel action shot]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sentinel is the Arm HLT.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Core Gaat Gun===&lt;br /&gt;
&lt;br /&gt;
[[Image:gaatgun_hlt.JPG|Gaat Gun]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Core version, the Gaat Gun is a powerful triple barreled laser tower.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Sentinel_hlt.JPG&amp;diff=22059</id>
		<title>File:Sentinel hlt.JPG</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Sentinel_hlt.JPG&amp;diff=22059"/>
		<updated>2006-06-14T22:25:30Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Sentinel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sentinel&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Gaatgun_hlt.JPG&amp;diff=21747</id>
		<title>File:Gaatgun hlt.JPG</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Gaatgun_hlt.JPG&amp;diff=21747"/>
		<updated>2006-06-14T22:24:24Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Gaat Gun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaat Gun&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LLT&amp;diff=10293</id>
		<title>LLT</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LLT&amp;diff=10293"/>
		<updated>2006-06-14T22:22:46Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Converting to jpg (812K--&amp;gt;37K)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These laser towers are the earliest you can build in game without advancing to Tech Level 1. They can briefly hold off an attacking enemy, and can be built by the [[Commander]], making them the only structural defense available early in the game. They are best used two or three at a time where they can concentrate their fire on bottlenecks, or points where the enemy can only move one or two units through at a time. Their range, however, is easily negated by a [[missile KBot|missile KBot]] or [[missile vehicle|missile truck]]. These units can destroy LLT&#039;s without much damage to themselves. This makes it rather important to back them up with something heavier or with a larger range than itself, such as a [[missile tower|missile turret]], if you plan on keeping it as a permanent base defense.&lt;br /&gt;
&lt;br /&gt;
[[Image:llt_pics.JPG|you need broadband]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Llt_pics.JPG&amp;diff=21883</id>
		<title>File:Llt pics.JPG</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Llt_pics.JPG&amp;diff=21883"/>
		<updated>2006-06-14T22:22:24Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: JPEG&amp;#039;d to reduce size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;JPEG&#039;d to reduce size&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Missile_Tower&amp;diff=14330</id>
		<title>Missile Tower</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Missile_Tower&amp;diff=14330"/>
		<updated>2006-06-14T22:13:08Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Missile Towers are light defense structures made for destroying aircraft. Their advantages over an [[LLT]] are that they have a longer range and do not consume energy, and are homing. However, they have much less health and do not shoot as quickly, so they should not be used as your main defensive structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:armrl.jpg|Arm Missile Tower]][[Image:corrl.jpg|Core Missile Tower]]&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Corrl.jpg&amp;diff=21651</id>
		<title>File:Corrl.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Corrl.jpg&amp;diff=21651"/>
		<updated>2006-06-14T22:10:26Z</updated>

		<summary type="html">&lt;p&gt;Esteroth12: Core Rocket Launcher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Core Rocket Launcher&lt;/div&gt;</summary>
		<author><name>Esteroth12</name></author>
	</entry>
</feed>