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		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6577</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=6577"/>
		<updated>2008-02-18T17:17:07Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
Current version is .42&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Active Note: location of test builds so pay attention when downloading&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/files/ExpandandExterminatev0.42.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a smaller air force than the other sides thats based on flying drones.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy units that can build cameras and mines) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads up as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase their forces (and tech level) by cloning or morphing their units. The commander can construct the scout, construction and light combat forms. These units are built the same way as a building. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started) and the clone is ready to go. Aircraft however cannot morph or clone and must be built by the appropriate level Anti Air form. Ships can clone but not morph, in order to access higher level ships you&#039;ll need a higher level constructor.&lt;br /&gt;
&lt;br /&gt;
* Morphing works similarly to cloning except the unit that is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is [http://img252.imageshack.us/img252/6838/morphsystemkz1.jpg here]. You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get Extraction Pylons up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
* Generally two Extractors and four Energies will be enough to cover early unit costs.&lt;br /&gt;
* After the inital set of Scouts (2-4)and Light Combat Forms(0-2), have you commander go on to building 6-7 or so Energy Pylons. &lt;br /&gt;
* Use cloning and morphing to increase your army size and diversity but always have some &amp;quot;live&amp;quot; units to deal with enemies. &lt;br /&gt;
* Storage is very important for the aliens as an excess of resources allows cloning and morphing whenever its needed. 3-4 storage will carry you through most of a match but spares are always nice to have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606/ Download latest versions]&#039;&#039;&#039;  WARNING: these versions can be testing versions so bugs and imbalances could be present!!!&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewtopic.php?f=14&amp;amp;t=13801 Current Expand &amp;amp; Exterminate Thread on Spring Forums]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/viewforum.php?f=7 Expand &amp;amp; Exterminate section on Smoth&#039;s Forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - Wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6576</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=6576"/>
		<updated>2008-02-18T17:15:30Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Aliens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
Current version is .42&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Active Note: location of test builds so pay attention when downloading&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/files/ExpandandExterminatev0.42.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a smaller air force than the other sides thats based on flying drones.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy units that can build cameras and mines) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads up as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase their forces (and tech level) by cloning or morphing their units. The commander can construct the scout, construction and light combat forms. These units are built the same way as a building. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started) and the clone is ready to go. Aircraft however cannot morph or clone and must be built by the appropriate level Anti Air form. Ships can clone but not morph, in order to access higher level ships you&#039;ll need a higher level constructor.&lt;br /&gt;
&lt;br /&gt;
* Morphing works similarly to cloning except the unit that is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is [http://img252.imageshack.us/img252/6838/morphsystemkz1.jpg here]. You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get Extraction Pylons up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
* Generally two Extractors and four Energies will be enough to cover early unit costs.&lt;br /&gt;
* After the inital set of Scouts (2-4)and Light Combat Forms(0-2), have you commander go on to building 6-7 or so Energy Pylons. &lt;br /&gt;
* Use cloning and morphing to increase your army size and diversity but always have some &amp;quot;live&amp;quot; units to deal with enemies. &lt;br /&gt;
* Storage is very important for the aliens as an excess of resources allows cloning and morphing whenever its needed. 3-4 storage will carry you through most of a match but spares are always nice to have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606/ Download latest versions]&#039;&#039;&#039;  WARNING: these version can be testing versions so bugs and major imbalances could be present!!!&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewtopic.php?f=14&amp;amp;t=13801 Current Expand &amp;amp; Exterminate Thread on Spring Forums]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/viewforum.php?f=7 Expand &amp;amp; Exterminate section on Smoth&#039;s Forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - Wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6575</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=6575"/>
		<updated>2008-02-18T17:14:50Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
Current version is .42&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Active Note: location of test builds so pay attention when downloading&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/files/ExpandandExterminatev0.42.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a more compact air force than the other sides thats based on flying drones. &lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy units that can build cameras and mines) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads up as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase their forces (and tech level) by cloning or morphing their units. The commander can construct the scout, construction and light combat forms. These units are built the same way as a building. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started) and the clone is ready to go. Aircraft however cannot morph or clone and must be built by the appropriate level Anti Air form. Ships can clone but not morph, in order to access higher level ships you&#039;ll need a higher level constructor.&lt;br /&gt;
&lt;br /&gt;
* Morphing works similarly to cloning except the unit that is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is [http://img252.imageshack.us/img252/6838/morphsystemkz1.jpg here]. You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get Extraction Pylons up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
* Generally two Extractors and four Energies will be enough to cover early unit costs.&lt;br /&gt;
* After the inital set of Scouts (2-4)and Light Combat Forms(0-2), have you commander go on to building 6-7 or so Energy Pylons. &lt;br /&gt;
* Use cloning and morphing to increase your army size and diversity but always have some &amp;quot;live&amp;quot; units to deal with enemies. &lt;br /&gt;
* Storage is very important for the aliens as an excess of resources allows cloning and morphing whenever its needed. 3-4 storage will carry you through most of a match but spares are always nice to have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606/ Download latest versions]&#039;&#039;&#039;  WARNING: these version can be testing versions so bugs and major imbalances could be present!!!&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewtopic.php?f=14&amp;amp;t=13801 Current Expand &amp;amp; Exterminate Thread on Spring Forums]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/viewforum.php?f=7 Expand &amp;amp; Exterminate section on Smoth&#039;s Forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - Wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6574</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=6574"/>
		<updated>2008-02-06T04:47:59Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Aliens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Inactive, Note: location of test builds so pay attention when downloading&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/ExpandandExterminatev0.41.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a more compact air force than the other sides thats based on flying drones. &lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy units that can build cameras and mines) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads up as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase their forces (and tech level) by cloning or morphing their units. The commander can construct the scout, construction and light combat forms. These units are built the same way as a building. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started) and the clone is ready to go. Aircraft however cannot morph or clone and must be built by the appropriate level Anti Air form. Ships can clone but not morph, in order to access higher level ships you&#039;ll need a higher level constructor.&lt;br /&gt;
&lt;br /&gt;
* Morphing works similarly to cloning except the unit that is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is [http://img252.imageshack.us/img252/6838/morphsystemkz1.jpg here]. You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get Extraction Pylons up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
* Generally two Extractors and four Energies will be enough to cover early unit costs.&lt;br /&gt;
* After the inital set of Scouts (2-4)and Light Combat Forms(0-2), have you commander go on to building 6-7 or so Energy Pylons. &lt;br /&gt;
* Use cloning and morphing to increase your army size and diversity but always have some &amp;quot;live&amp;quot; units to deal with enemies. &lt;br /&gt;
* Storage is very important for the aliens as an excess of resources allows cloning and morphing whenever its needed. 3-4 storage will carry you through most of a match but spares are always nice to have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606/ Download latest versions]&#039;&#039;&#039;  WARNING: these version can be testing versions so bugs and major imbalances could be present!!!&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewtopic.php?f=14&amp;amp;t=13801 Current Expand &amp;amp; Exterminate Thread on Spring Forums]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/viewforum.php?f=7 Expand &amp;amp; Exterminate section on Smoth&#039;s Forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - Wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6573</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=6573"/>
		<updated>2008-02-06T04:31:16Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Aliens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Inactive, Note: location of test builds so pay attention when downloading&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/ExpandandExterminatev0.41.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a more compact air force than the other sides thats based on flying drones. &lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy units that can build cameras and mines) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads up as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase their forces (and tech level) by cloning or morphing their units. The commander can construct the scout, construction and light combat forms. These units are built the same way as a building. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started) and the clone is ready to go. Aircraft however cannot morph or clone and must be built by the appropriate level Anti Air form. Ships can clone but not morph, in order to access higher level ships you&#039;ll need a higher level constructor.&lt;br /&gt;
&lt;br /&gt;
* Morphing works similarly to cloning except the unit that is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is [http://img252.imageshack.us/img252/6838/morphsystemkz1.jpg here]. You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get metal extractors (mexes) up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
* With the scouts expanding, your commander should be putting up energy plants (e-gen) pretty fast. When a match first begins a two to one ratio for e-gen to mex is ideal. After the inital 6-7 or so e-gens move on to building a couple of Light Combat Forms. Once built use their cloning and morphing to increase your army size and diversity. Storage is very important for the aliens as an excess of resources allows cloning and morphing whenever its needed. 3-4 storage will carry you through most of a match but spares are always nice to have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606/ Download latest versions]&#039;&#039;&#039;  WARNING: these version can be testing versions so bugs and major imbalances could be present!!!&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewtopic.php?f=14&amp;amp;t=13801 Current Expand &amp;amp; Exterminate Thread on Spring Forums]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/viewforum.php?f=7 Expand &amp;amp; Exterminate section on Smoth&#039;s Forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - Wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6572</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=6572"/>
		<updated>2008-02-06T04:26:41Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Inactive, Note: location of test builds so pay attention when downloading&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/ExpandandExterminatev0.41.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a more compact air force than the other sides thats based on flying drones. &lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy units that can build cameras and mines) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads up as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase their forces (and tech level) by cloning or morphing their units. The commander can construct the scout, construction and light combat forms. These units are built the same way as a building. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started) and the clone is ready to go. Aircraft however cannot morph or clone and must be built by the appropriate level Anti Air form. Ships can clone but not morph, in order to access higher level ships you&#039;ll need a higher level constructor.&lt;br /&gt;
&lt;br /&gt;
Morphing works similarly to cloning except the unit that is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is [http://img252.imageshack.us/img252/6838/morphsystemkz1.jpg here].&lt;br /&gt;
&lt;br /&gt;
You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get metal extractors (mexes) up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
With the scouts expanding, your commander should be putting up energy plants (e-gen) pretty fast. When a match first begins a two to one ratio for e-gen to mex is ideal. After the inital 6-7 or so e-gens move on to building a couple of Light Combat Forms. Once built use their cloning and morphing to increase your army size and diversity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606/ Download latest versions]&#039;&#039;&#039;  WARNING: these version can be testing versions so bugs and major imbalances could be present!!!&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewtopic.php?f=14&amp;amp;t=13801 Current Expand &amp;amp; Exterminate Thread on Spring Forums]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/viewforum.php?f=7 Expand &amp;amp; Exterminate section on Smoth&#039;s Forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - Wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6571</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=6571"/>
		<updated>2008-02-06T04:25:12Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Inactive, Note: location of test builds so pay attention when downloading&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/ExpandandExterminatev0.41.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a more compact air force than the other sides thats based on flying drones. &lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy units that can build cameras and mines) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads up as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase their forces (and tech level) by cloning or morphing their units. The commander can construct the scout, construction and light combat forms. These units are built the same way as a building. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started) and the clone is ready to go. Aircraft however cannot morph or clone and must be built by the appropriate level Anti Air form. Ships can clone but not morph, in order to access higher level ships you&#039;ll need a higher level constructor.&lt;br /&gt;
&lt;br /&gt;
Morphing works similarly to cloning except the unit that is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is [http://img252.imageshack.us/img252/6838/morphsystemkz1.jpg here].&lt;br /&gt;
&lt;br /&gt;
You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get metal extractors (mexes) up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
With the scouts expanding, your commander should be putting up energy plants (e-gen) pretty fast. When a match first begins a two to one ratio for e-gen to mex is ideal. After the inital 6-7 or so e-gens move on to building a couple of Light Combat Forms. Once built use their cloning and morphing to increase your army size and diversity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606/ Download latest versions]&#039;&#039;&#039;  WARNING: these version can be testing versions so bugs and major imbalances could be present!!!&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewtopic.php?f=14&amp;amp;t=13801 Current Expand &amp;amp; Exterminate Thread on Spring Forums]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/viewforum.php?f=7 Expand &amp;amp; Exterminate section on Smoth&#039;s Forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam RTS&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanoblobs&#039;&#039;&#039;&lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6570</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=6570"/>
		<updated>2008-02-06T04:20:03Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Aliens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Inactive, Note: location of test builds so pay attention when downloading&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/ExpandandExterminatev0.41.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a more compact air force than the other sides thats based on flying drones. &lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy units that can build cameras and mines) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads up as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase their forces (and tech level) by cloning or morphing their units. The commander can construct the scout, construction and light combat forms. These units are built the same way as a building. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started) and the clone is ready to go. Aircraft however cannot morph or clone and must be built by the appropriate level Anti Air form. Ships can clone but not morph, in order to access higher level ships you&#039;ll need a higher level constructor.&lt;br /&gt;
&lt;br /&gt;
Morphing works similarly to cloning except the unit that is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is [http://img252.imageshack.us/img252/6838/morphsystemkz1.jpg here].&lt;br /&gt;
&lt;br /&gt;
You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get metal extractors (mexes) up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
With the scouts expanding, your commander should be putting up energy plants (e-gen) pretty fast. When a match first begins a two to one ratio for e-gen to mex is ideal. After the inital 6-7 or so e-gens move on to building a couple of Light Combat Forms. Once built use their cloning and morphing to increase your army size and diversity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Download Expand &amp;amp; Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8481 Current Expand &amp;amp; Exterminate Thread]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  (Version 0.163) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Version 0.155) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam RTS&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanoblobs&#039;&#039;&#039;&lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6569</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=6569"/>
		<updated>2008-02-06T04:03:58Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Inactive, Note: location of test builds so pay attention when downloading&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/ExpandandExterminatev0.41.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a more compact air force than the other sides thats based on flying drones. &lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy units that can build cameras and mines) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads up as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase their forces (and tech level) by cloning or morphing their units. The commander can construct the scout, construction and light combat forms. These units are built the same way as a building. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started) and the clone is ready to go. Aircraft however cannot morph or clone and must be built by the appropriate level Anti Air form. Ships can clone but not morph, in order to access higher level ships you&#039;ll need a higher level constructor.&lt;br /&gt;
&lt;br /&gt;
Morphing works similarly to cloning except the unit that is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is [[below:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get metal extractors (mexes) up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
With the scouts expanding, your commander should be putting up energy plants (e-gen) pretty fast. When a match first begins a two to one ratio for e-gen to mex is ideal. After the inital 6-7 or so e-gens move on to building a couple of Light Combat Forms. Once built use their cloning and morphing to increase your army size and diversity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Download Expand &amp;amp; Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8481 Current Expand &amp;amp; Exterminate Thread]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  (Version 0.163) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Version 0.155) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam RTS&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanoblobs&#039;&#039;&#039;&lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6568</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=6568"/>
		<updated>2008-02-05T05:47:39Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Inactive, Note: location of test builds so pay attention when downloading&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/ExpandandExterminatev0.41.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and most expensive units on the battlefield. They have a more compact air force than the other sides thats based on flying drones. &lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy unit that can build cameras and mines, LVL1) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase the forces (and tech level) by cloning or morphing their units. The commander can, in addition to standard buildings, construct the scout, construction and light combat forms. These units are built the same way as a building. Once built these units can get right work scout building or blasting. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started)&lt;br /&gt;
&lt;br /&gt;
Morphing works similarly to cloning except the unit thats is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game, one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get metal extractors (mexes) up over a large radius. Going construction form first will stall your economy to the point where you might never recover.&lt;br /&gt;
&lt;br /&gt;
With the scouts pushing, your commander should be putting up energy plants (e-gen) pretty fast. When a match first begins a two to one ratio for e-gen to mex is ideal. After the inital 6-7 or so e-gens move on to building a couple of Light Combat Forms. Once built use their cloning and morphing to increase your army size and diversity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Download Expand &amp;amp; Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8481 Current Expand &amp;amp; Exterminate Thread]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  (Version 0.163) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Version 0.155) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam RTS&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanoblobs&#039;&#039;&#039;&lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6567</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=6567"/>
		<updated>2008-02-04T20:58:43Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://hosted.filefront.com/Fang4606]&#039;&#039;&#039; Currently Inactive, Note: location of test builds so pay attention when downloading&lt;br /&gt;
&#039;&#039;&#039;[http://xta.wolfgame.org/ExpandandExterminatev0.41.sd7]&#039;&#039;&#039; Currently Active&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of jets and helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamethrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Unknown force that fields bipedal and hovering ground combat units. This side is able to clone and morph many of its units to build up larger forces or advance to a new tech. They have the most powerful and therefore most expensive units on the battlefield. Has more compact airforce than the other sides thats based on flying drones. &lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a heavily armored transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. Lasers are particularly good at taking down defensive turrets (as well as units).&amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
this short guide you will explain URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. After you have put up your early economy and first land factory use spiders (cheap, cloakable spy unit that can build cameras and mines, LVL1) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
Aliens are the newest race to enter the E&amp;amp;E battlezones and also one of the most unique. This quick guide should give you a heads as to how they operate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLONE AND MORPH&#039;&#039;&#039; - Rather than using traditional factories like GD or URC, the aliens increase the forces (and tech level) by cloning or morphing their units. The commander can, in addition to standard buildings, construct the scout, construction and light combat forms. These units are built the same way as a building. Once built these units can get right work scout building or blasting. To get more of these units, the commander can build more or a live unit can clone itself. Cloning will stop whatever the unit was currently doing and freeze it in place. As the process moves along the clone&#039;s outline will flash next to the cloning unit. Once cloning is finished the unit can go back to what it was doing (though builders will not automatically go back to building something they started)&lt;br /&gt;
&lt;br /&gt;
Morphing works similarly to cloning except the unit thats is morphed from is lost (in a sense you are &amp;quot;upgrading&amp;quot; that unit to the new type). The morph tree is below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will know you are morphing as the build pic will be overlaid with the word Morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EARLY GAME&#039;&#039;&#039; - The aliens have the most powerful units in the game... one vs. one they will beat their counterparts in the other factions. However this comes at the cost of a high price tag both in resources and building/cloning/morphing time. It is therefore imperative that an alien player spread out and take as many metal deposits on the map as possible. This is best done using the scout form. Scout forms are cheap, fast, have long Line of Sight, and can very quickly get metal extractors (mexes) up over a large radius. Going construction form first will stall your economy to the point where you might never recover. &lt;br /&gt;
With the scouts pushing, your commander should be putting up energy plants (e-gen) pretty fast. When a match first begins a two to one ratio for mex to e-gen. After the inital 6 or so e-gens move on to building a couple of combat units. However don&#039;t neglect your econemy or you&#039;ll be stalling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Download Expand &amp;amp; Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8481 Current Expand &amp;amp; Exterminate Thread]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  (Version 0.163) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Version 0.155) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam RTS&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanoblobs&#039;&#039;&#039;&lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Forboding Angel - Cursors/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
*j5mello - wiki&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*DasBruce&lt;br /&gt;
*DavetheBrave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*GuiltySpark&lt;br /&gt;
*OverDamage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and keep giving input on the current version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6564</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=6564"/>
		<updated>2007-08-29T05:56:23Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* URC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Expand and Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#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 completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During  after you have put up your early economy and first land factory use spiders (cheap, cloakable spy unit that can build cameras and mines, LVL1) 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 build a stealth 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 take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Download Expand &amp;amp; Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8481 Current Expand &amp;amp; Exterminate Thread]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  (Version 0.163) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Version 0.155) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam RTS&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanoblobs&#039;&#039;&#039;&lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Forboding Angel - Cursers/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and giving input on the current version&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTAair&amp;diff=15052</id>
		<title>NOTAair</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTAair&amp;diff=15052"/>
		<updated>2007-06-25T04:25:40Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Air combat in the mod NOTA is vastly different than most other TA variants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FUEL:&#039;&#039;&#039; All aircraft baring a few exceptions use fuel. This means that they can only stay in the air for so long and have a limited number of shots to fire. Planes that are out of fuel will automatically move to the closest unoccupied refuel pad. If none are available they will land near an occupied pad and wait their turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLES:&#039;&#039;&#039; No not the one the baker makes... idiots. Each plane in NOTA has a specific role in mind. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: [Arm_example/Core_example]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Scouts&#039;&#039;: With high sight range, decent radar, and high fuel this is a good early scout though its low hp means if something sneezes at it, it dies. [Fink/Peeper]&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Fighters&#039;&#039;: Air superiority. They are weak vs. ground but their missiles and machine guns (MGs) shred air units. Set them to patrol past what you want to protect to give them time to shoot down bombers and ground attack aircraft. [Freedom Fighter/Avenger]&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Strategic Bombers&#039;&#039;: Flying at a high altitude these planes are great for taking out buildings or large immobile unit clusters. Each bomber has a large fuel contingent but only one bomb load. They fly very high up which means only flak and other aircraft can get to them. With  no defensive weapons they need protection from fighters and interceptors if you want them to survive. [Thunder/Shadow]&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Ground attack&#039;&#039;: Unlike bombers these units are meant to engage ground forces either on the move or not. They fly low to the ground which means missile units like Slashers or Jethros can hit them. Core&#039;s Vashp has powerful rockets and bombs. Arm&#039;s Toadfoot has rockets similar to the Vashp but trades in the bombs for an anti air missile and MG. Arm&#039;s Hellfish light bomber has a similar bomb drop to the vashp but no missiles (does have a tail mounted MG though).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Torpedo Bombers&#039;&#039;: These low flying aircraft can launch a guided torpedo at enemy ships and subs. With absolutely no other weapon they are useful only on maps where ships play a major role.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Transports&#039;&#039;: Use these to move the transportable turrets into new positions or ferry ground forces around impassable terrain or closer to the front line. They can hold only one unit at a time and only level 1 units. They don&#039;t use fuel!!!!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Construction Planes&#039;&#039;: These highly mobile builders have the same build list as the other mobile cons at level 1. They also have the slowest worker time so it will take them longer to build the same structures.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Stealth Fighters&#039;&#039;: These fast maneuverable fighters will dominate the skies. Useless against ground, their AA missiles down most planes in only 2-4 volleys. They also have a flare system which allows them to survive dogfights longs. Oh and they are stealth.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Gunships&#039;&#039;: Ground attack and thats it. These units are designed to take out ground units lacking appropriate anti air. They fly low to the ground and as such can be hit by all anti air (and a few anti ground) weapons so wandering into a base is generally suicide.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Strategic Bombers&#039;&#039;: Flying high above the battlefield these heavy bombers are excellent at taking out defense or resource buildings. Like their lower level cousins they have larger fuel reserves but only one bomb load. But being at a higher tech level they have more hp and a light anti air MG mounted in a turret. Core has access to the Black Lily a specialized stealth bomber that lacks the MG of the Hurricane but has double the weapons damage.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Ground Attack&#039;&#039;: Both sides have a specialize ground attack aircraft. Arm&#039;s Flying wing mounts a lower damage Annihilator laser (roughly 50% less) and twin bombs. The unit exception at taking out armored targets like tanks and defensive buildings. The Wing mounts an MG in the rear for air defense. Core&#039;s Firebat is a napalm bomber designed to take out clusters of kbots. It flies fast and low to the ground to avoid AA and hit its target. Other than its bombs it is unarmed.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Interceptors&#039;&#039;: Mounting fast firing weapons these planes are ideal for taking out enemy bombers and ground attack aircraft. Arm&#039;s Voodoo has 1 anti air missile and several MGs. It is however next to useless against ground units. Core&#039;s Osprey has wing mounted plasma weapons and a centerline beamlaser. It can effectively engage ground targets unlike its Arm counterpart. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Radar Planes&#039;&#039;: A flying radar tower these planes are your eyes in the sky. With unlimited fuel they can constantly provide radar coverage to your forces. They are fairly weak however and have no weapons to defend themselves. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Sonar Planes&#039;&#039;: Flying sonar buoy. Pretty simple eh? Basically the same as the radar plane but provides sonar. Flies low to the ground like the top bomber&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Transports&#039;&#039;: Beefier versions of the level 1 transports, they can carry one unit of any tech level besides those that are untransportable. Arm&#039;s Dragonfly mounts a paralyzer weapon as well.&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTAair&amp;diff=15051</id>
		<title>NOTAair</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTAair&amp;diff=15051"/>
		<updated>2007-06-25T02:21:42Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Air combat in the mod NOTA is vastly different than most other TA variants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FUEL:&#039;&#039;&#039; All aircraft baring the construction and transport aircraft use fuel. This means that they can only stay in the air for so long and have a limited number of shots to fire. Planes that are out of fuel will automatically move to the closest unoccupied refuel pad. If none are available they will land near an occupied pad and wait their turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLES:&#039;&#039;&#039; No not the one the baker makes... idiots. Each plane in NOTA has a specific role in mind. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: [Arm_example/Core_example]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Scouts&#039;&#039;: With high sight range, decent radar, and high fuel this is a good early scout though its low hp means if something sneezes at it, it dies. [Fink/Peeper]&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Fighters&#039;&#039;: Air superiority. They are weak vs. ground but their missiles and machine guns (MGs) shred air units. Set them to patrol past what you want to protect to give them time to shoot down bombers and ground attack aircraft. [Freedom Fighter/Avenger]&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Strategic Bombers&#039;&#039;: Flying at a high altitude these planes are great for taking out buildings or large immobile unit clusters. Each bomber has a large fuel contingent but uses it all up in its one bomb run. They fly very high up which means only flak and other aircraft can get to them. With  no defensive weapons they need protection from fighters and interceptors if you want them to survive. [Thunder/Shadow]&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Ground attack&#039;&#039;: Unlike bombers these units are meant to engage ground forces either on the move or not. They fly low to the ground which means missile units like Slashers or Jethros can hit them. Core&#039;s Vashp has powerful rockets and bombs. Arm&#039;s Toadfoot has rockets similar to the Vashp but trades in the bombs for an anti air missile and MG. Arm&#039;s Hellfish light bomber has a similar bomb drop to the vashp but no missiles (does have a tail mounted MG though).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Torpedo Bombers&#039;&#039;: These low flying aircraft can launch a guided torpedo at enemy ships and subs. With absolutely no other weapon they are useful only on maps where ships play a major role.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Transports&#039;&#039;: Use these to move the transportable turrets into new positions or ferry ground forces around impassable terrain or closer to the front line. They can hold only one unit at a time and only level 1 units. They don&#039;t use fuel!!!!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Construction Planes&#039;&#039;: These highly mobile builders have the same build list as the other mobile cons at level 1. They also have the slowest worker time so it will take them longer to build the same structures.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Stealth Fighters&#039;&#039;: These fast maneuverable fighters will dominate the skies. Useless against ground, their AA missiles down most planes in only 2-4 volleys. They also have a flare system which allows them to survive dogfights longs. Oh and they are stealth.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Gunships&#039;&#039;: Ground attack and thats it. These units are designed to take out ground units lacking appropriate anti air. They fly low to the ground and as such can be hit by all anti air (and a few anti ground) weapons so wandering into a base is generally suicide.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Strategic Bombers&#039;&#039;: Coming soon!!!&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTAair&amp;diff=15050</id>
		<title>NOTAair</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTAair&amp;diff=15050"/>
		<updated>2007-06-24T07:08:59Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Air combat in the mod NOTA is vastly different than most other TA variants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FUEL:&#039;&#039;&#039; All aircraft baring the construction and transport aircraft use fuel. This means that they can only stay in the air for so long and have a limited number of shots to fire. Planes that are out of fuel will automatically move to the closest unoccupied refuel pad. If none are available they will land near an occupied pad and wait their turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLES:&#039;&#039;&#039; No not the one the baker makes... idiots. Each plane in NOTA has a specific role in mind items in [/] is an [Arm_example/Core_example]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 1 ==&lt;br /&gt;
&lt;br /&gt;
- Scouts: With high sight range, decent radar, and high fuel this is a good early scout though its low hp means if something sneezes at it, it dies. [Fink/Peeper]&lt;br /&gt;
&lt;br /&gt;
- Fighters: Air superiority. They are weak vs. ground but their missiles and machine guns (MGs) shred air units. Set them to patrol past what you want to protect to give them time to shoot down bombers and ground attack aircraft. [Freedom Fighter/Avenger]&lt;br /&gt;
&lt;br /&gt;
- Strategic Bombers: Flying at a high altitude these planes are great for taking out buildings or large immobile unit clusters. Each bomber has a large fuel contingent but uses it all up in its one bomb run. They fly very high up which means only flak and other aircraft can get to them. With  no defensive weapons they need protection from fighters and interceptors if you want them to survive. [Thunder/Shadow]&lt;br /&gt;
&lt;br /&gt;
- Ground attack: Unlike bombers these uni[http://www.example.com link title]ts are meant to engage ground forces either on the move or not. They fly low to the ground which means missile units like Slashers or Jethros can hit them. Core&#039;s Vashp has powerful rockets and bombs. Arm&#039;s Toadfoot has rockets similar to the Vashp but trades in the bombs for an anti air missile and MG. Arm&#039;s hellfish light bomber has a similar bomb drop to the vashp but no missiles (does have a tail mounted MG though).&lt;br /&gt;
&lt;br /&gt;
- Torpedo Bombers: These low flying aircraft can launch a guided torpedo at enemy ships and subs. With absolutely no other weapon they are useful only on maps where ships play a major role.&lt;br /&gt;
&lt;br /&gt;
- Transports: Use these to move the transportable turrets into new positions or ferry ground forces around impassable terrain or closer to the front line. They don&#039;t use fuel!!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Coming soon&#039;&#039;&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7629</id>
		<title>GD Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7629"/>
		<updated>2007-02-27T01:45:47Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Level One: Land */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-GD.png|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
== Level One: Land ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost: Light cannon tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Vladost.jpg|left|100px]]&lt;br /&gt;
The Vladost forms the bulk of any Global Dynasty force.  These durable tanks are equiped with a double-barreled cannon. They are best used in lines where their superior range and damage can inflict heavy losses on the enemy. Vladosts nearly always shoot first in an engagement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Petra: Light missile tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Petra.jpg|left|100px]]&lt;br /&gt;
The Petra serves as a support unit for the GD forces.  Their arcing missile fire allows them to bring their weapons to bear no matter their surroundings.  Due to its inferior armor this unit should be put to the rear of a combat force, where it can use its indirect fire to greater effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taiga: Light laser tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Tagia.jpg|left|100px]]&lt;br /&gt;
The Taiga fires a short-ranged continuous laser at enemy targets, rapidly cutting through their armor.  Faster than other GD units as well as more heavily armored these untis excel at short range combat.  Their superior damage against structures makes them ideal for flank attacks or especially as candidates for covert airdrops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost IIC: Radar tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:VladostIIC.jpg|left|100px]]&lt;br /&gt;
The Vladost IIC is a GD forces eyes and ears.  Equipped with a short range sensor suit these tanks can improve line of sight as well as providing mobile radar.  However Armed with only a single-barreled cannon and reduced armor these are not a substitue for light cannon tanks.  They will however tilt the balance in your favor allowing your forces to engage the enemy from maximum range and detecting flank attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tchernia LT: Ion Cannon Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:TcherniaLT.jpg|left|100px]]&lt;br /&gt;
The GD&#039;s ace in the hole when it comes to rapid strikes by the enemy, the Tchernia Ion Cannon Tank is literally a show stopper, armed with a single large bore ion cannon this tank is capable of stopping any enemy units in it&#039;s tracks with an EMP pulse. Due to its expensive cost and high energy use this tank should be built sparingly, however it can turn the tide should you face a numerically superior foe. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pavost Light Artillery&#039;&#039;&#039;&lt;br /&gt;
[[Image:Pavost.jpg|left|100px]]&lt;br /&gt;
The Pavost light artillery is the back bone of the GD&#039;s early long range divisions. Capable of putting a hail of fire on a target area when grouped, The Pavost will get your enemy moving, weakened and confused. However Pavost light artillery have very thin armor, if caught alone it has no chance of survival. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pavost AAI: Light Anti-air tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:PavostAA.jpg|left|100px]]&lt;br /&gt;
The Pavost AAI is the first line in the GD&#039;s defense against aerial attacks. Its Light Flak cannon can easily dispatch light aircraft of all sorts, and built in mass it can even deal with medium aircraft. These should be included in all attack forces to protect against aerial attack. As heavier aircraft become present on the battlefield the Pavost AAI may require support from other anti air elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost IAMP&#039;&#039;&#039; &lt;br /&gt;
[[Image:VladostIIA.jpg|left|100px]]&lt;br /&gt;
A perfect surprise for your enemies, this modified Vladost tank known as the IAMP version, has been refitted with a amphibious suit for navigating even deep water. Equipped with the same double-barreled cannon as its land going counterpart this tank can still pack a punch. However the Amphibious Vladost is easy prey for ships and submarines lacking anyway to retaliate against them. Use them with care, as a well planned and executed amphibious assault can breach even the most heavily defended stronghold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kamir I&#039;&#039;&#039;&#039;&lt;br /&gt;
[[Image:KamirI.jpg|left|100px]]&lt;br /&gt;
This light fast scout tank is capable of building remote camera&#039;s and camoflaged radar.  Great for roving ahead of an attack force and determining the oposition.  This scout tank is perfect for harassing the enemy, keeping tabs on distant parts of your territory and clearing minefields. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gurnz construction vehicle&#039;&#039;&#039;&lt;br /&gt;
[[Image:Gurnz.jpg|left|100px]]&lt;br /&gt;
The Gurnz is your ticket to victory. It may be ugly, it&#039;s crew may be surly and ill trained, it&#039;s paint might be chipped and it might smell, but the Gurnz is still your basic building unit. It can construct level one buildings and level two HUBs, allowing you to tech up to the next level of units.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front== &lt;br /&gt;
January 23, 3132 AD &lt;br /&gt;
Denmark Campaign &lt;br /&gt;
24 km outside URC held Helden &lt;br /&gt;
(Formerly Odense)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“The Vladost battle tank&#039;s control room sounded like a better choice to me when I first joined up. It was either that or the helo division. And every single time I took the plane to Kong I spent the entire time in the head, retching. &lt;br /&gt;
&lt;br /&gt;
	It had &#039;sounded&#039; good. Now I was seriously reconsidering that. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Explosive! Explosive rounds, damn it!Ã¢â‚¬Â Victor kicked me in the back. He was well situated, his head sticking out of the copula, his legs right near my upper back and head. I put my eye against the looker and spotted the enemy bots round the hill. I fingered the trigger, my other hand telling the auto-loader to give us a explosive. A bolt of plasma burnt into the side of our tank and I yelped as the room became boiling hot for a moment. Then the damage control systems kicked in and the air reached a livable temperature. For revenge, I pulled the trigger. &lt;br /&gt;
&lt;br /&gt;
	BOOM! BANG! I swear the second cannon sounds different from the first. I swear it, but neither the driver, nor my commander believe me. No matter. The explosive shell smashes into the ground between the two bots and smoke fills my scanner scope. A secondary explosion kicks up more dirt. The second shell hits and another explosion kicks up even more dust. The dust clears and I grin. Both bots are down. &lt;br /&gt;
&lt;br /&gt;
	WHAM! Something slams me in the back of my head. Smoke fills the cabin and Victor is screaming something. I reach for my escape hatch. It doesn&#039;t open. Victor kicks me in the back, scrambling out of his hatch. The gunner isn&#039;t screaming. I smell burnt meat. Another something slams into the tank and my head smashes against the wall. Then hands are grabbing me, pulling me up. I scramble out, stars dancing in front of my eyes. &lt;br /&gt;
&lt;br /&gt;
	Victor throws me off the tank and I hit the dirt, wheezing. He is about to jump when the tank itself explodes violently. I stand, my head ringing, blood running down the side of my head. Bits of the tank land all around me, piffing into the dirt ground. My knees knock together as it hits me. Victor might have been a bastard...and Hoe, the gunner, he&#039;d been all right...&lt;br /&gt;
&lt;br /&gt;
	I hear the stomp stomp stomp of URC mechs. I turn around and see the four mechs that had hit us...bastards had crested the hill we were sitting against. Where was the rest of the battle group! I turned, trying to see some tanks.&lt;br /&gt;
&lt;br /&gt;
	None. I was alone. &lt;br /&gt;
&lt;br /&gt;
	I turned back to the robos. I supposed the plasma would be quick...I closed my eyes.&lt;br /&gt;
&lt;br /&gt;
	And that was what saved my eyes. A flash, brighter than anything I thought possible, burst through my eye lids. I hit the ground and heat washed over me. I opened my eyes in time to see the robos fall down. A brilliant, beautiful cloud rose above the city of Odense. It was shaped like the mushrooms I used to eat when I was a kid. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Holy shit,Ã¢â‚¬Â I muttered. Ã¢â‚¬Å“They did it. They really did it.Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	So thats why we had been stationed here. Thats why the GD had pulled back. I felt cold. If I had known how bad it was going to get...I&#039;d have deserted. But at the time I only known one thing: The war had gone nuclear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Level One: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doppler: Radar/Sonar Helo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	The helicopter is small, cheap and can be used to patrol the area around your base, extending your radar and sight range. Useful as a mobile spotter and a submarine finder, the Doppler can make your day much easier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cossack: Interceptor Helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Equipped with air to air missiles, the Cossack is perfect for taking down the enemy bombers. Capable of destroying most enemy aircraft (assuming the Cossack team has numbers on its side) the Cossack is a must have for total air superiority. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khan: Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Khan is a gunship, equipped with deadly heavy machine guns, the Khan is suited to destroying enemy patrols and harassing enemy forces. Remember to pull it back before it&#039;s fuel supplies run low, or it will not be coming back from it&#039;s mission. Best used in packs to destroy isolated pockets of resistance, hunt down fleeing enemies, or blasting apart undefended buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
 December, 25 3132 AD. GD &#039;tactical withdrawal&#039; Somewhere over Siberia. &lt;br /&gt;
&lt;br /&gt;
	I bounced in my cockpit and watched my army fall back. It felt bad, It felt worse than the day Moriscaw was plasma bombed by the robo bastards. It felt even worse than when my first son had died. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it. Damn it!Ã¢â‚¬Â I muttered, keeping my voice off the radio. The rest of my squad didn&#039;t near to hear me going to pieces. Hell, I didn&#039;t need to hear me going to pieces. A sudden buffet of wind shook my Cossack. That made me pay attention. Siberia killed. It had killed when my ancient ancestors had fought the Nazis, it had killed before them...it would kill after I and mine had gone by too. &lt;br /&gt;
&lt;br /&gt;
	But the one thing it wouldn&#039;t...couldn&#039;t kill was the robos. URC mechs marched underneath us, bolts of plasma lighting up the ground. Occasionally one of our tanks would fire back...more often, they would explode brightly. Like a star in the night sky. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Contact!Ã¢â‚¬Â Kim shouted, his voice crackling over my radio. I snapped back to focus, my training taking over. The red dots on my radar screen were going to fast to be tanks, too slow to be fighters. Bombers...and the computer in my radar projected their course to the bridge. Shit! &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Form up on my mark,Ã¢â‚¬Â I said. Ã¢â‚¬Å“Don&#039;t let a single one of those bombers get past!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I moved my joystick and the Cossack moves about. I see the bombers. Wide, engines glowing. They&#039;re not even trying to hide! I grin, reading my heat seeking missiles. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missiles away!Ã¢â‚¬Â I shout. The missiles streak towards the bombers. One impacts, then the other. The bomber falls out of the sky, trailing smoke. It hits the ground and it&#039;s plasma hold lights up with a bright green flash. Missiles streak past me as my wingmates open fire. Two more bombers go down. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“This is too easy...Ã¢â‚¬Â I murmur. I let go two missiles and the last bomber explodes. &lt;br /&gt;
&lt;br /&gt;
	I wait for the shoe to drop. &lt;br /&gt;
&lt;br /&gt;
	Nothing. I bring my Cossack back to the patrol route. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey, why can&#039;t they make it this easy each time?Ã¢â‚¬Â That&#039;s...Vlad. Then warning indicators flash and his helo&#039;s signals vanish. A flash bursts through my windshield and I look to the side. Vlad&#039;s helo, whats left of it, falls to the ground. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missles! Break, break break!Ã¢â‚¬Â I shout. Another one of the helo&#039;s, this time Kim&#039;s, explodes. Ã¢â‚¬Å“Fall back!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	The remains of my squad peels towards the bride. As we leave the operational area, my radar detects more URC bombers heading towards the bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Two: Land== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khrushchev: Medium battle tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Armed and armored like a...tank, the Khrushchev is a deadly weapon on the battle. Slow, but heavily armored, the Khrushchev is armed with two cannons and a mini-gun that can take down a verity of targets. The Khrushchev, in numbers, is a platform capable of handling any number of enemy ground units. Beware: It&#039;s lack of mobility and can lead it it&#039;s doom through enemy flanking maneuvers and sneak attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irveranguz: Medium Missle TankÃ¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	With arching missiles and heavier armoring, the Irveranguz can destroy enemies located behind hills, around corners and so on. Use it to back up the direct fire power of your tanks, and to control crowds through it&#039;s high AOE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kirovich: Medium Laser Tank&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
	With no less than four short range, high powered lasers, the Kirovich is a fast assault raider, capable of burning down enemy buildings in a flash. Beware: High energy usage make this tank a nuclear powered beast that can destroy your economy. Make sure your power plants are running at full tilt. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aurora: Bombardment Artillery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Aurora brings death at long range, with two massive barrels and an infinite amounts heavy shells. It is also slower and more unwieldy than the Pavost light artillery. Use it with care, and be sure to protect it, as it is an expensive investment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tchernia: Medium Ion Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A larger, longer ranged, more heavily armored version of the Vladost, the Tchernia is a non-lethal weapon that can turn the tide of battle by paralyzing your enemies and styming their advanced. Guaranteed Ã¢â‚¬Å“Blitzkrieg StopperÃ¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yatioa: AA TankÃ¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	A heavy flack wielding tank, this tank is capable of destroying URC VTOLS en mass. Keep it protected from a ground assault. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yakovitch: ECM Tank&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
	Equipped with nothing but a machine gun, the Yakovitch is still one of the most powerful weapons in your arsenal. Capable of hiding an entire attack force from enemy radar, the Yakovitch is the way to sneak your army behind the enemies gates. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaikovic: Minelayer Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Capable of building light and medium mines, use the Vaikovic to cover the entrances into your base. Capable of stopping all but the most determined (or suicidal) enemies, mine fields are your best friend when it comes to defense. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Khrushchev IAMP: Amphibious Battle Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Equipped with standard suicide pills and self contained air supply, this version of the Khrushchev is perfect for delivering a nasty water born shock to the enemy. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Irveranguz IIAMP: Amphibious Missile Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	With watertight seals for the missiles and an air tight command cabin, this version of the  Irveranguz can cross waters and support your Amphibious Khrushchevs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kurzt IAMPT: Amphibious Torpedo Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The only amphibious tank that comes without suicide pills, the Kurzt is capable of firing torpedoes at sea targets. Use them to cover your amphibious assaults. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Yatioa IIAMP: Amphibious AA Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	An anti air tank that&#039;s also capable of crossing water passages. Use them to create a all purposes water born assault.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3156 AD. Sydney Defense Campaign. 10 km outside GD held Sydney&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Five helos flew over head. They were...I grinned. I wondered if Dyana was in one of those. She and I had met...was it a year already? I had been in the Siberian pull back, the Denmark campaign...&lt;br /&gt;
&lt;br /&gt;
	Had it been a decade? A decade? This war had been going on longer than my sister had lived. Longer than Dyana&#039;s son. Now that had been a sobering conversation. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey! Mal! Radio just chimed in and we&#039;re moving out!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I sat up, folding the mirror I had been using to aid my sunbathing. The thing they didn&#039;t tell you about Khrushchevs is that not only are they excellent main battle tanks, awesome engines of destructions and so on and so forth, but also amazing sunbathing...rest...things. &lt;br /&gt;
&lt;br /&gt;
	Maybe the sun was cooking my brain instead of just my skin. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Moving where?Ã¢â‚¬Â I asked, walking across the hood of the tank to my copula and slipped into my seat. Jaeger and Henekle got into their positions, Henekle near the front of the tank, next to the machine gun. She would be getting us where we were going. Jaeger sat in front of me, in a nicely kick able location. I refrained from abusing my command privileges such, instead slapping the side of the turret, grinning. Ã¢â‚¬Å“Where to!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Point A-5,Ã¢â‚¬Â Henekle said. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Full speed!Ã¢â‚¬Â I said. Around us, the rest of the division was moving out. Some Tagia&#039;s paved the way in front of us, followed by some older Vladost tanks. I remembered when Vladosts had been the forefront of tank warfare. That was back when the robos had used light, four legged bots. Now they had started to use larger, two legged ones. They hit harder and packed more armor...but less armor than our stuff. They&#039;re first strikes against Sydney had been rebuffed, their flanks broken by Iron Rain. Thats what we called the 432nd artillery division. Iron Rain. &lt;br /&gt;
&lt;br /&gt;
	The other Khrushchevs moved along our sides, each of their commanders relaxing in their cupolas. There was a jovial air to our movements. As if we were driving to a party instead of an attack. The URC must have regretted attacking Australia by no- &lt;br /&gt;
&lt;br /&gt;
	A Tagia in front of us exploded. I ducked down, heart hammering in my chest. What the...bombers! &lt;br /&gt;
&lt;br /&gt;
	But the sky was clear. Two helos flew over head, as if to make sure. I knew Dyana wouldn&#039;t let a single robo fla through, let alone a tac bomber.&lt;br /&gt;
&lt;br /&gt;
	This time a Khrushchev next to me cooked up. It hit me, the same time it hit our commanders. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“You have entered a mine field at point A-3. Halt and wait for the sappers. Wait for the sappe-Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Another Khrushchev cooked up. That one had been sitting still. A green bolt burned its way across my eyes and I pointed to the side, shouting at Jaeger. For a moment I slipped back into Russionease, but caught myself. My tank crew just had to be Repatriated East German. This time I got it right, but it had cost us valuable seconds. Another vehicle cooked up, a Kirovich. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Robos! That way!Ã¢â‚¬Â I pointed. Not exact, but it got Jaeger to turn the turret. Cannon reports sounded. The turret turned and I saw the mechs full on. Two leggers, all of them. Most were plasma...but a single one had a shotgun slung under one side. &lt;br /&gt;
&lt;br /&gt;
	Shit. &lt;br /&gt;
&lt;br /&gt;
	The shotgun blasted and the cannon rounds blasted into our sides. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Henekle, move us backwards!Ã¢â‚¬Â I shouted. Ã¢â‚¬Å“Jaeger, bag us that shotgunner!Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Two other Khrushchev commanders had the same idea. The shotgunner exploded. The URC attack peeled off, but the damage had been done. Behind us, explosions sounded. The radio squawked. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Tank group, retreat back to Sydney base. Total URC attack is under way. Repeat. Total URC attack is under way!&lt;br /&gt;
&lt;br /&gt;
==Level Two: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zukov: Air Attack helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Deadly air superiority fighter, this is the heavy fighter can take down enemy planes nicely and survives longer than the Cossack. &lt;br /&gt;
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&#039;&#039;&#039;Kharkrov: Cluster Bomber&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
	Capable of saturating an area with high yield explosives, this helo is affectionately referred to it&#039;s pilots as &#039;Cluster&amp;lt;explative deleated&amp;gt;er&#039; Because it...er...screws the enemy up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharkrov II: Ground Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A rearmed Cluster Bomber, the Kharkroc II is capable of sticking around and delivering missile after missile to it&#039;s targets. Use it as a harassment or harrying role, capable of slowing or even destroying an undefended convoy. &lt;br /&gt;
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&#039;&#039;&#039;Orsk: Tactical Bomber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Where the Kharkrov is a weapon on massive destruction, the Orsk is a scalpel. Capable of destroying a single target then return home, the Orsk is useful for taking out a radar dish, a factory...whatever needs destroying. &lt;br /&gt;
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&#039;&#039;&#039;Murnmansk: Anti-ship Bomber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The terror of the high seas, the Murnmansk is capable of destroying enemy shipping. Dropping a torpedo into the oceans at high speeds, the Murnmanks should be used to cover for your navy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3156 AD. Sydney Defense Campaign. 10 km above GD held Sydney.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Shit!Ã¢â‚¬Â I muttered, jerking on my stick. The missile locks blared. BEEP! BEEP! BEEP! I thumbed the flare button and the lock on failed. As I turned my Zukov round, I saw the base outside my window. &lt;br /&gt;
&lt;br /&gt;
	Bedlam. The robos were rolling through the defensive line, plasma fire and shotgun blasts shattering buildings, blowing apart construction vehicles. Then I saw mechs fall under cannon and laser fire. The tank group had returned. It was smaller...smaller enough to make my heart falter slightly. Mal might be in one of the tanks left back in that damned mine field...&lt;br /&gt;
&lt;br /&gt;
	I spun the Zukov around again, detecting inbound targets. Bombers. I triggered my missiles and they smashed into the air. Both hit and the first URC bomber went down. They&#039;re escort showed up, two fighter VTOLS breaking away from the fighter swarm. They fired and the missiles shot towards me and my wing mate. I dropped, turning off my blades at the right moment. The missile missed.&lt;br /&gt;
&lt;br /&gt;
	My wing mate wasn&#039;t that lucky. His Zukov exploded, smashing into the ground. I fired my next pair of missiles, locking onto both VTOLs. My missiles peeled off and struck both robos. One blew up and smashed into the ground. The other survived with minor damage, darting through the air at me. It fired it&#039;s missiles. In an instant I saw them heading towards me. I tanked on my stick, pulling off a maneuver that would have sent me into the ground...if the missile hadn&#039;t hit me first. &lt;br /&gt;
&lt;br /&gt;
	A warning blared in my ears and slammed my fist down on the eject. The cockpit exploded...then I shot down, away from the Helicopter, which smashed onto a URC mech. The mech, to my fury, didn&#039;t explode. I hung from the silk, looking over the battlefield. The URC bombers flew over the base. &lt;br /&gt;
&lt;br /&gt;
	A flurry of plasma tore though he ground, buildings, tanks. People. Smoke began to rise as URC flame throwers began to burn up the base. I saw the wrecks of half our tanks, the buildings burning, the helos downed or fighting a desperate battle in the sky. &lt;br /&gt;
&lt;br /&gt;
	But the URC simply had more. They always had more. &lt;br /&gt;
&lt;br /&gt;
	I hit the ground, rolling with the impact. I disengaged my parachute, trying to get as far away from the base as possible as I could on foot. I felt the ground shake, clomp, clomp, clomp. I turned around, slowly. A URC two legger stood, it&#039;s plasma barrels glowing. It fired again, the bolts of plasma  incredibly hot. I gasped, ducking as the URC stepped over me, walking forward. &lt;br /&gt;
&lt;br /&gt;
	I stood and ran. The sky above me was filled with URC planes. The only other thing in the air...was smoke. &lt;br /&gt;
&lt;br /&gt;
	I got to the perimeter, where a massive hole had been torn by a URC explosive. I ducked out and looked around. Sydney was north...but where was north? A Khrushchev rolled past me, firing backwards as it drove forward. A plasma bolt impacted in its back and it exploded, the blast knocking me off my feet.&lt;br /&gt;
&lt;br /&gt;
	I stood up, brushing my shirt off. I chose a random direction, any direction away from the base...and ran.&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7613</id>
		<title>GD Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7613"/>
		<updated>2007-02-19T18:31:45Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Level One: Land */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-GD.png|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
== Level One: Land ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost: Light cannon tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vladosts form the bulk of the Global Dynasty military.  These double-barreled tanks are used in lines where their superior range and damage can inflict heavy losses before an enemy group can even return fire.  Vladosts nearly always shoot first in an engagement.&lt;br /&gt;
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&#039;&#039;&#039;Petra: Light missile tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Petra serves as second-line support for the GD army.  Its missiles fire up and over units and terrain, allowing them to bring their weapons to bear no matter their surroundings.  Its missile pods make it more vulnerable to enemy fire than other GD units.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Taiga: Light laser tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Taiga fires a short-ranged continuous laser at enemy targets, rapidly cutting through their armor.  They are faster than other GD units and their high damage potential especially against buildings makes them excellent candidates for airdrops.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Vladost IIC: Radar tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vladost IIC is a commander&#039;s eyes on the ground.  Armed with a single cannon and short-range radar, these units help prevent lines of tanks from being flanked by offering early warning.&lt;br /&gt;
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&#039;&#039;&#039;Tchernia LT: Ion Cannon Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The GD&#039;s ace in the hole when it comes to rapid strikes by the URC, the Tchernia Ion Cannon Tank is literally a show stopper, capable of stopping any enemy in it&#039;s tracks by scrambling their electronics. This tank should not be made in bulk, as it is expensive, but a few can tangle up the enemy&#039;s forces and give you the leg up in any battles you might encounter. &lt;br /&gt;
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&#039;&#039;&#039;Pavost AAI: Light Anti-air tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	The Pavost is the first line in the GD&#039;s defense against aerial attacks. Low level URC VTOLS will be easily taken down by the flack that spits from the quad barreled anti-air gun of the Pavost. Build these for all your attack forces to defend them from aerial attacks. However, later, stronger air units will be harder to destroy. &lt;br /&gt;
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&#039;&#039;&#039;Pavost Light Artillery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Using the sturdy Pavost frame, this light artillery piece is the back bone of the GD&#039;s early long range divisions. Capable of putting out shell after shell, the Pavost will get your enemy moving, weakened and confused. Beware: A Pavost, caught alone, has no chance of survival. Guard them at all costs. &lt;br /&gt;
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&#039;&#039;&#039;Vladost IAMP&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	A perfect surprise for your enemies, this Vladost has been equipped with a snorkel for shallow waters and an internal air resupplier for deeper water, complete with emergency suicide pills for the crew in the very likely event of air loss, which is usually caused by enemy action. Equipped only with two heavy cannons, the Amphibious Vladost is easy prey for ships and submarines. Move them with care, but remember: A well planned and executed amphibious assault can destroy the most heavily defended stronghold. &lt;br /&gt;
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&#039;&#039;&#039;Kamir I&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Fast and capable of building remote camera&#039;s and remote radar, this scout tank is perfect for harassing the enemy, keeping tabs on distant parts of your territory and clearing minefeilds. &lt;br /&gt;
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&#039;&#039;&#039;Gurnz construction vehicle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Gurnz is your ticket to victory. It may be ugly, it&#039;s crew may be surly and ill trained, it&#039;s paint might be chipped and it might smell like a pollution factory, but the Gurnz is still your basic building unit. It can construct level two buildings and level two HUBs, allowing you to tech up to the next level of units.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front== &lt;br /&gt;
January 23, 3122 AD &lt;br /&gt;
Denmark Campaign &lt;br /&gt;
24 km outside URC held Helden &lt;br /&gt;
(Formerly Odense)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“The Vladost battle tank&#039;s control room sounded like a better choice to me when I first joined up. It was either that or the helo division. And every single time I took the plane to Kong I spent the entire time in the head, retching. &lt;br /&gt;
&lt;br /&gt;
	It had &#039;sounded&#039; good. Now I was seriously reconsidering that. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Explosive! Explosive rounds, damn it!Ã¢â‚¬Â Victor kicked me in the back. He was well situated, his head sticking out of the copula, his legs right near my upper back and head. I put my eye against the looker and spotted the enemy bots round the hill. I fingered the trigger, my other hand telling the auto-loader to give us a explosive. A bolt of plasma burnt into the side of our tank and I yelped as the room became boiling hot for a moment. Then the damage control systems kicked in and the air reached a livable temperature. For revenge, I pulled the trigger. &lt;br /&gt;
&lt;br /&gt;
	BOOM! BANG! I swear the second cannon sounds different from the first. I swear it, but neither the driver, nor my commander believe me. No matter. The explosive shell smashes into the ground between the two bots and smoke fills my scanner scope. A secondary explosion kicks up more dirt. The second shell hits and another explosion kicks up even more dust. The dust clears and I grin. Both bots are down. &lt;br /&gt;
&lt;br /&gt;
	WHAM! Something slams me in the back of my head. Smoke fills the cabin and Victor is screaming something. I reach for my escape hatch. It doesn&#039;t open. Victor kicks me in the back, scrambling out of his hatch. The gunner isn&#039;t screaming. I smell burnt meat. Another something slams into the tank and my head smashes against the wall. Then hands are grabbing me, pulling me up. I scramble out, stars dancing in front of my eyes. &lt;br /&gt;
&lt;br /&gt;
	Victor throws me off the tank and I hit the dirt, wheezing. He is about to jump when the tank itself explodes violently. I stand, my head ringing, blood running down the side of my head. Bits of the tank land all around me, piffing into the dirt ground. My knees knock together as it hits me. Victor might have been a bastard...and Hoe, the gunner, he&#039;d been all right...&lt;br /&gt;
&lt;br /&gt;
	I hear the stomp stomp stomp of URC mechs. I turn around and see the four mechs that had hit us...bastards had crested the hill we were sitting against. Where was the rest of the battle group! I turned, trying to see some tanks.&lt;br /&gt;
&lt;br /&gt;
	None. I was alone. &lt;br /&gt;
&lt;br /&gt;
	I turned back to the robos. I supposed the plasma would be quick...I closed my eyes.&lt;br /&gt;
&lt;br /&gt;
	And that was what saved my eyes. A flash, brighter than anything I thought possible, burst through my eye lids. I hit the ground and heat washed over me. I opened my eyes in time to see the robos fall down. A brilliant, beautiful cloud rose above the city of Odense. It was shaped like the mushrooms I used to eat when I was a kid. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Holy shit,Ã¢â‚¬Â I muttered. Ã¢â‚¬Å“They did it. They really did it.Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	So thats why we had been stationed here. Thats why the GD had pulled back. I felt cold. If I had known how bad it was going to get...I&#039;d have deserted. But at the time I only known one thing: The war had gone nuclear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level One: Air==&lt;br /&gt;
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&#039;&#039;&#039;Doppler: Radar/Sonar Helo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	The helicopter is small, cheap and can be used to patrol the area around your base, extending your radar and sight range. Useful as a mobile spotter and a submarine finder, the Doppler can make your day much easier. &lt;br /&gt;
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&#039;&#039;&#039;Cossack: Interceptor Helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Equipped with air to air missiles, the Cossack is perfect for taking down the enemy bombers. Capable of destroying most enemy aircraft (assuming the Cossack team has numbers on its side) the Cossack is a must have for total air superiority. &lt;br /&gt;
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&#039;&#039;&#039;Khan: Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Khan is a gunship, equipped with deadly heavy machine guns, the Khan is suited to destroying enemy patrols and harassing enemy forces. Remember to pull it back before it&#039;s fuel supplies run low, or it will not be coming back from it&#039;s mission. Best used in packs to destroy isolated pockets of resistance, hunt down fleeing enemies, or blasting apart undefended buildings.&lt;br /&gt;
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&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
 December, 25 3132 AD. GD &#039;tactical withdrawal&#039; Somewhere over Siberia. &lt;br /&gt;
&lt;br /&gt;
	I bounced in my cockpit and watched my army fall back. It felt bad, It felt worse than the day Moriscaw was plasma bombed by the robo bastards. It felt even worse than when my first son had died. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it. Damn it!Ã¢â‚¬Â I muttered, keeping my voice off the radio. The rest of my squad didn&#039;t near to hear me going to pieces. Hell, I didn&#039;t need to hear me going to pieces. A sudden buffet of wind shook my Cossack. That made me pay attention. Siberia killed. It had killed when my ancient ancestors had fought the Nazis, it had killed before them...it would kill after I and mine had gone by too. &lt;br /&gt;
&lt;br /&gt;
	But the one thing it wouldn&#039;t...couldn&#039;t kill was the robos. URC mechs marched underneath us, bolts of plasma lighting up the ground. Occasionally one of our tanks would fire back...more often, they would explode brightly. Like a star in the night sky. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Contact!Ã¢â‚¬Â Kim shouted, his voice crackling over my radio. I snapped back to focus, my training taking over. The red dots on my radar screen were going to fast to be tanks, too slow to be fighters. Bombers...and the computer in my radar projected their course to the bridge. Shit! &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Form up on my mark,Ã¢â‚¬Â I said. Ã¢â‚¬Å“Don&#039;t let a single one of those bombers get past!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I moved my joystick and the Cossack moves about. I see the bombers. Wide, engines glowing. They&#039;re not even trying to hide! I grin, reading my heat seeking missiles. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missiles away!Ã¢â‚¬Â I shout. The missiles streak towards the bombers. One impacts, then the other. The bomber falls out of the sky, trailing smoke. It hits the ground and it&#039;s plasma hold lights up with a bright green flash. Missiles streak past me as my wingmates open fire. Two more bombers go down. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“This is too easy...Ã¢â‚¬Â I murmur. I let go two missiles and the last bomber explodes. &lt;br /&gt;
&lt;br /&gt;
	I wait for the shoe to drop. &lt;br /&gt;
&lt;br /&gt;
	Nothing. I bring my Cossack back to the patrol route. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey, why can&#039;t they make it this easy each time?Ã¢â‚¬Â That&#039;s...Vlad. Then warning indicators flash and his helo&#039;s signals vanish. A flash bursts through my windshield and I look to the side. Vlad&#039;s helo, whats left of it, falls to the ground. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missles! Break, break break!Ã¢â‚¬Â I shout. Another one of the helo&#039;s, this time Kim&#039;s, explodes. Ã¢â‚¬Å“Fall back!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	The remains of my squad peels towards the bride. As we leave the operational area, my radar detects more URC bombers heading towards the bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Two: Land== &lt;br /&gt;
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&#039;&#039;&#039;Khrushchev: Medium battle tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Armed and armored like a...tank, the Khrushchev is a deadly weapon on the battle. Slow, but heavily armored, the Khrushchev is armed with two cannons and a mini-gun that can take down a verity of targets. The Khrushchev, in numbers, is a platform capable of handling any number of enemy ground units. Beware: It&#039;s lack of mobility and can lead it it&#039;s doom through enemy flanking maneuvers and sneak attacks. &lt;br /&gt;
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&#039;&#039;&#039;Irveranguz: Medium Missle TankÃ¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	With arching missiles and heavier armoring, the Irveranguz can destroy enemies located behind hills, around corners and so on. Use it to back up the direct fire power of your tanks, and to control crowds through it&#039;s high AOE. &lt;br /&gt;
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&#039;&#039;&#039;Kirovich: Medium Laser Tank&#039;&#039;&#039; &lt;br /&gt;
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	With no less than four short range, high powered lasers, the Kirovich is a fast assault raider, capable of burning down enemy buildings in a flash. Beware: High energy usage make this tank a nuclear powered beast that can destroy your economy. Make sure your power plants are running at full tilt. &lt;br /&gt;
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&#039;&#039;&#039;Aurora: Bombardment Artillery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Aurora brings death at long range, with two massive barrels and an infinite amounts heavy shells. It is also slower and more unwieldy than the Pavost light artillery. Use it with care, and be sure to protect it, as it is an expensive investment. &lt;br /&gt;
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&#039;&#039;&#039;Tchernia: Medium Ion Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A larger, longer ranged, more heavily armored version of the Vladost, the Tchernia is a non-lethal weapon that can turn the tide of battle by paralyzing your enemies and styming their advanced. Guaranteed Ã¢â‚¬Å“Blitzkrieg StopperÃ¢â‚¬Â &lt;br /&gt;
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&#039;&#039;&#039;Yatioa: AA TankÃ¢â‚¬Â&lt;br /&gt;
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	A heavy flack wielding tank, this tank is capable of destroying URC VTOLS en mass. Keep it protected from a ground assault. &lt;br /&gt;
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&#039;&#039;&#039;Yakovitch: ECM Tank&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
	Equipped with nothing but a machine gun, the Yakovitch is still one of the most powerful weapons in your arsenal. Capable of hiding an entire attack force from enemy radar, the Yakovitch is the way to sneak your army behind the enemies gates. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaikovic: Minelayer Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Capable of building light and medium mines, use the Vaikovic to cover the entrances into your base. Capable of stopping all but the most determined (or suicidal) enemies, mine fields are your best friend when it comes to defense. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Khrushchev IAMP: Amphibious Battle Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Equipped with standard suicide pills and self contained air supply, this version of the Khrushchev is perfect for delivering a nasty water born shock to the enemy. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Irveranguz IIAMP: Amphibious Missile Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	With watertight seals for the missiles and an air tight command cabin, this version of the  Irveranguz can cross waters and support your Amphibious Khrushchevs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kurzt IAMPT: Amphibious Torpedo Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The only amphibious tank that comes without suicide pills, the Kurzt is capable of firing torpedoes at sea targets. Use them to cover your amphibious assaults. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Yatioa IIAMP: Amphibious AA Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	An anti air tank that&#039;s also capable of crossing water passages. Use them to create a all purposes water born assault.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3133 AD. Sydney Defense Campaign. 10 km outside GD held Sydney&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Five helos flew over head. They were...I grinned. I wondered if Dyana was in one of those. She and I had met...was it a year already? I had been in the Siberian pull back, the Denmark campaign...&lt;br /&gt;
&lt;br /&gt;
	Had it been a decade? A decade? This war had been going on longer than my sister had lived. Longer than Dyana&#039;s son. Now that had been a sobering conversation. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey! Mal! Radio just chimed in and we&#039;re moving out!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I sat up, folding the mirror I had been using to aid my sunbathing. The thing they didn&#039;t tell you about Khrushchevs is that not only are they excellent main battle tanks, awesome engines of destructions and so on and so forth, but also amazing sunbathing...rest...things. &lt;br /&gt;
&lt;br /&gt;
	Maybe the sun was cooking my brain instead of just my skin. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Moving where?Ã¢â‚¬Â I asked, walking across the hood of the tank to my copula and slipped into my seat. Jaeger and Henekle got into their positions, Henekle near the front of the tank, next to the machine gun. She would be getting us where we were going. Jaeger sat in front of me, in a nicely kick able location. I refrained from abusing my command privileges such, instead slapping the side of the turret, grinning. Ã¢â‚¬Å“Where to!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Point A-5,Ã¢â‚¬Â Henekle said. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Full speed!Ã¢â‚¬Â I said. Around us, the rest of the division was moving out. Some Tagia&#039;s paved the way in front of us, followed by some older Vladost tanks. I remembered when Vladosts had been the forefront of tank warfare. That was back when the robos had used light, four legged bots. Now they had started to use larger, two legged ones. They hit harder and packed more armor...but less armor than our stuff. They&#039;re first strikes against Sydney had been rebuffed, their flanks broken by Iron Rain. Thats what we called the 432nd artillery division. Iron Rain. &lt;br /&gt;
&lt;br /&gt;
	The other Khrushchevs moved along our sides, each of their commanders relaxing in their cupolas. There was a jovial air to our movements. As if we were driving to a party instead of an attack. The URC must have regretted attacking Australia by no- &lt;br /&gt;
&lt;br /&gt;
	A Tagia in front of us exploded. I ducked down, heart hammering in my chest. What the...bombers! &lt;br /&gt;
&lt;br /&gt;
	But the sky was clear. Two helos flew over head, as if to make sure. I knew Dyana wouldn&#039;t let a single robo fla through, let alone a tac bomber.&lt;br /&gt;
&lt;br /&gt;
	This time a Khrushchev next to me cooked up. It hit me, the same time it hit our commanders. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“You have entered a mine field at point A-3. Halt and wait for the sappers. Wait for the sappe-Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Another Khrushchev cooked up. That one had been sitting still. A green bolt burned its way across my eyes and I pointed to the side, shouting at Jaeger. For a moment I slipped back into Russionease, but caught myself. My tank crew just had to be Repatriated East German. This time I got it right, but it had cost us valuable seconds. Another vehicle cooked up, a Kirovich. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Robos! That way!Ã¢â‚¬Â I pointed. Not exact, but it got Jaeger to turn the turret. Cannon reports sounded. The turret turned and I saw the mechs full on. Two leggers, all of them. Most were plasma...but a single one had a shotgun slung under one side. &lt;br /&gt;
&lt;br /&gt;
	Shit. &lt;br /&gt;
&lt;br /&gt;
	The shotgun blasted and the cannon rounds blasted into our sides. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Henekle, move us backwards!Ã¢â‚¬Â I shouted. Ã¢â‚¬Å“Jaeger, bag us that shotgunner!Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Two other Khrushchev commanders had the same idea. The shotgunner exploded. The URC attack peeled off, but the damage had been done. Behind us, explosions sounded. The radio squawked. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Tank group, retreat back to Sydney base. Total URC attack is under way. Repeat. Total URC attack is under way!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Two: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zukov: Air Attack helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Deadly air superiority fighter, this is the heavy fighter can take down enemy planes nicely and survives longer than the Cossack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharkrov: Cluster Bomber&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
	Capable of saturating an area with high yield explosives, this helo is affectionately referred to it&#039;s pilots as &#039;Cluster&amp;lt;explative deleated&amp;gt;er&#039; Because it...er...screws the enemy up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharkrov II: Ground Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A rearmed Cluster Bomber, the Kharkroc II is capable of sticking around and delivering missile after missile to it&#039;s targets. Use it as a harassment or harrying role, capable of slowing or even destroying an undefended convoy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orsk: Tactical Bomber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Where the Kharkrov is a weapon on massive destruction, the Orsk is a scalpel. Capable of destroying a single target then return home, the Orsk is useful for taking out a radar dish, a factory...whatever needs destroying. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murnmansk: Anti-ship Bomber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The terror of the high seas, the Murnmansk is capable of destroying enemy shipping. Dropping a torpedo into the oceans at high speeds, the Murnmanks should be used to cover for your navy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3133 AD. Sydney Defense Campaign. 10 km above GD held Sydney.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Shit!Ã¢â‚¬Â I muttered, jerking on my stick. The missile locks blared. BEEP! BEEP! BEEP! I thumbed the flare button and the lock on failed. As I turned my Zukov round, I saw the base outside my window. &lt;br /&gt;
&lt;br /&gt;
	Bedlam. The robos were rolling through the defensive line, plasma fire and shotgun blasts shattering buildings, blowing apart construction vehicles. Then I saw mechs fall under cannon and laser fire. The tank group had returned. It was smaller...smaller enough to make my heart falter slightly. Mal might be in one of the tanks left back in that damned mine field...&lt;br /&gt;
&lt;br /&gt;
	I spun the Zukov around again, detecting inbound targets. Bombers. I triggered my missiles and they smashed into the air. Both hit and the first URC bomber went down. They&#039;re escort showed up, two fighter VTOLS breaking away from the fighter swarm. They fired and the missiles shot towards me and my wing mate. I dropped, turning off my blades at the right moment. The missile missed.&lt;br /&gt;
&lt;br /&gt;
	My wing mate wasn&#039;t that lucky. His Zukov exploded, smashing into the ground. I fired my next pair of missiles, locking onto both VTOLs. My missiles peeled off and struck both robos. One blew up and smashed into the ground. The other survived with minor damage, darting through the air at me. It fired it&#039;s missiles. In an instant I saw them heading towards me. I tanked on my stick, pulling off a maneuver that would have sent me into the ground...if the missile hadn&#039;t hit me first. &lt;br /&gt;
&lt;br /&gt;
	A warning blared in my ears and slammed my fist down on the eject. The cockpit exploded...then I shot down, away from the Helicopter, which smashed onto a URC mech. The mech, to my fury, didn&#039;t explode. I hung from the silk, looking over the battlefield. The URC bombers flew over the base. &lt;br /&gt;
&lt;br /&gt;
	A flurry of plasma tore though he ground, buildings, tanks. People. Smoke began to rise as URC flame throwers began to burn up the base. I saw the wrecks of half our tanks, the buildings burning, the helos downed or fighting a desperate battle in the sky. &lt;br /&gt;
&lt;br /&gt;
	But the URC simply had more. They always had more. &lt;br /&gt;
&lt;br /&gt;
	I hit the ground, rolling with the impact. I disengaged my parachute, trying to get as far away from the base as possible as I could on foot. I felt the ground shake, clomp, clomp, clomp. I turned around, slowly. A URC two legger stood, it&#039;s plasma barrels glowing. It fired again, the bolts of plasma  incredibly hot. I gasped, ducking as the URC stepped over me, walking forward. &lt;br /&gt;
&lt;br /&gt;
	I stood and ran. The sky above me was filled with URC planes. The only other thing in the air...was smoke. &lt;br /&gt;
&lt;br /&gt;
	I got to the perimeter, where a massive hole had been torn by a URC explosive. I ducked out and looked around. Sydney was north...but where was north? A Khrushchev rolled past me, firing backwards as it drove forward. A plasma bolt impacted in its back and it exploded, the blast knocking me off my feet.&lt;br /&gt;
&lt;br /&gt;
	I stood up, brushing my shirt off. I chose a random direction, any direction away from the base...and ran.&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18840</id>
		<title>URC Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18840"/>
		<updated>2007-02-19T18:20:29Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* Level One: Land */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Level One: Land==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasshopper: Light ECM Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Capable of projecting a small scanner interference field, the Grasshopper is capable of protecting a small squadron of bots against enemy radar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider: Light Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Sporting a four legged chassis and two light plasma weapons, the Spider is a deadly tool. Weaker, armor wise, than GD tanks, the Spider is faster and more maneuverable, capable of mounting hills and other forms of difficult terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Ant: Flame thrower Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Fast, deadly, and short ranged, the Fire Ant is a quick raider that is capable of burning down enemy bases with unprecedented speed. They&#039;re armor is weak, so getting them into the fight can be a problem, but at close ranges, the Fire Ant is a deadly mech. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cricket: Light rocket mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Using the Spider chassis, the Cricket has switched the plasma pods for a rocket pod capable of firing arching missiles that have a high area of effect. Use these to back up the direct fire of your Spiders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly Trap: SAM mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Using the Spider chassis, the Fly Trap has switched the plasma pods for a Surface to Air Missile pod. The Fly Trap is able to take down enemy helos with disturbing efficiency, though heavier helicopters can withstand its fire for longer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stink Bug: Light Mortar Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Stink Bug is no as powerful as the GD&#039;s artillery. The Spider frame is simply not big enough to handle the kick back from anything strobger than a light mortar. That, coupled with the GD&#039;s heavier armor, makes the Stink Bug seem ineffective. But they, like all URC mechs, are cheap enough to be built en mass, and their long range support is still very useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lice: Stealth Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Lice is nothing more than a Spider mech with a single add on. But when that add on is the Optical Camoflague Jamming System or OCJS, its an add on that can tilt the balance of battle. Completely invisible, for all intents and purposes, a few Lice can sneak through the enemy&#039;s lines and devastate and unsuspecting base. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LFC Mech: Light Field Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The LFC is equipped with a Field Construction Set (FCS) capable of cranking out Level 1 structures and turrets. The LFC is also capable of building the next generation of HUB, allowing the URC to move up to the next level of technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick: Scout Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Equipped with a specialized FCS and a OJCS, the Tick is capable of building Recon Poles, very small land mines and perimeter cameras. Use these to shore up your defenses, keep an eye on your enemy and generally be a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
September, 24, 3129. Alaskan Defense Campaign. 22 Km East of the Siberian Land Bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	XZ-229. The name was printed under the Spider in probably the most inconvenient place imaginable. Which made it a freaken pain for someone (like me) to find the one that wasn&#039;t working. So who had thought that up? Maybe some stupid Compy that thought that names would help the enemy identify the spiders that had improved their programming using battlefield experience. &lt;br /&gt;
&lt;br /&gt;
	Yeah, it had blown my mind when they had let that out. Now not only were our armies bloodless, but they also learned from every engagement. Becoming better. &lt;br /&gt;
&lt;br /&gt;
	I slid out from under this Spider (XZ-331) and moved to the next one in line. The report had said, Ã¢â‚¬Å“Erratic Algorithmic BehaviorÃ¢â‚¬Â but it hadn&#039;t said what or where. Maybe using too much ink for a human was a &#039;inefficient&#039; &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it, where are you?Ã¢â‚¬Â I muttered. One of the Spiders stepped out of line, it&#039;s footsteps echoing loudly in the factory. I looked at it and glimpsed, under one of it&#039;s legs, the lettering Ã¢â‚¬Å“XZ-229Ã¢â‚¬Â.&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“There you are-Ã¢â‚¬Â I started. 229 opened fire. Bolts of plasma slammed into the wall of the factory and I staggered as a wave of cold air hit me. The Alaskan night filled the room as 229 walked out of the factory wall. &lt;br /&gt;
&lt;br /&gt;
	It got as far as the defense perimeter of our base. I saw a plasma turret turn it&#039;s barrels on the 229 and fire. The faulty unit exploded violently and a LFC walked up. It started to spray a protective polymer over the side of the wall. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Well...my work here is done,Ã¢â‚¬Â I muttered, picking up my tool kit and walking out of the factory.&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6527</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=6527"/>
		<updated>2006-09-05T03:36:59Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* GD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
{{main|Expand and Exterminate Strategy}}&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the Lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. WIth four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://cs.selu.edu/~ssmith/BB/files/Expand&amp;amp;Exterminate%20v0.163.sd7 Download Expand and Exterminate .163]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided models and sounds &lt;br /&gt;
*Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam Annihilation&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Frontier Team&#039;&#039;&#039;&lt;br /&gt;
*Dopefishhh - Predator Concept &lt;br /&gt;
*Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
*M. Kenyon - Battlestation script&lt;br /&gt;
*Savant - Models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lost Legacy Team&#039;&#039;&#039;&lt;br /&gt;
*M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*Flintlock&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Emmanuel&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
*Azu(Azn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6511</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=6511"/>
		<updated>2006-06-10T03:12:40Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* &amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Image:E&amp;amp;E-wikiheadline.png]]&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Expand &amp;amp; Exterminate&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;The struggle for the blue planet &#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=&amp;lt;font size=5&amp;gt;&amp;lt;b&amp;gt;Overview&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font size=4&amp;gt;&amp;lt;b&amp;gt;&amp;lt;dl&amp;gt;Faction Overview &amp;lt;/dl&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;Global Dynasty &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;gt;A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;United Robot Confederation&amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;gt;Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;New Initiative &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;gt;Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;b&amp;gt;GD&amp;lt;/b&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. When u getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like, well nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult however these mexes don&#039;t make energy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the Lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. WIth four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell u fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, u must pay for each missile you fire. The main difference between them is accuracy. The tac nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;b&amp;gt;URC&amp;lt;/b&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;font size=5&amp;gt;Links&amp;lt;/font&amp;gt; =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt; *&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039; &amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
=&amp;lt;font size=5&amp;gt;Credits&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Mod Creation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;TA: WD&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ground Zero - Provided models and sounds &lt;br /&gt;
&lt;br /&gt;
Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Gundam Annihilation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Final Frontier Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dopefishhh - Predator Concept &lt;br /&gt;
&lt;br /&gt;
Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
&lt;br /&gt;
M. Kenyon - Battlestation script&lt;br /&gt;
&lt;br /&gt;
Savant - Models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;The Lost Legacy Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Additional Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Decimator - Wrote GD Strategy&lt;br /&gt;
&lt;br /&gt;
Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Testing &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Alpha &amp;lt;/dt&amp;gt;  &amp;lt;dd&amp;gt;(Big Steve, Cabbage, Das Bruce, Dave the Brave, Decimator, Drexion, Guilty Spark, Over Damage, Forboding Angel, Flintlock, J5mello, Smoth, Tenebrous,  Wasp, )&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;Beta &amp;lt;/dt&amp;gt; &amp;lt;dd&amp;gt;(Sleksa, WarhammerC, Cronyx, Aun, Kixxe, Krogothe, Emmanuel, Drone_Fragger, Azu(Azn))&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6508</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=6508"/>
		<updated>2006-06-10T03:04:21Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* &amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Image:E&amp;amp;E-wikiheadline.png]]&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Expand &amp;amp; Exterminate&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;The struggle for the blue planet &#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=&amp;lt;font size=5&amp;gt;&amp;lt;b&amp;gt;Overview&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font size=4&amp;gt;&amp;lt;b&amp;gt;&amp;lt;dl&amp;gt;Faction Overview &amp;lt;/dl&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;Global Dynasty &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;gt;A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;United Robot Confederation&amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;gt;Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;New Initiative &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;gt;Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;b&amp;gt;GD&amp;lt;/b&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
# STAYING POWER - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GDs tanks are lumbering behemoths with multiple turrets &lt;br /&gt;
&lt;br /&gt;
# CENTRALIZED RESOURCING - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. When u getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like, well nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult however these mexes don&#039;t make energy.&lt;br /&gt;
&lt;br /&gt;
# LACK OF MOBILITY - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in thier plans. Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD recieve a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
# METAL RAIN - 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 u fire so this is gonna be expensive unit to use in bulk or consistantly. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, u must pay for each missile you fire. The main difference between them is accuracy. The tac nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;b&amp;gt;URC&amp;lt;/b&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
# CLIMBING- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
# STEALTH - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &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;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
=&amp;lt;font size=5&amp;gt;Credits&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Mod Creation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;TA: WD&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ground Zero - Provided models and sounds &lt;br /&gt;
&lt;br /&gt;
Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Gundam Annihilation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Final Frontier Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dopefishhh - Predator Concept &lt;br /&gt;
&lt;br /&gt;
Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
&lt;br /&gt;
M. Kenyon - Battlestation script&lt;br /&gt;
&lt;br /&gt;
Savant - Models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;The Lost Legacy Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Additional Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Decimator - Wrote GD Strategy&lt;br /&gt;
&lt;br /&gt;
Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Testing &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Alpha &amp;lt;/dt&amp;gt;  &amp;lt;dd&amp;gt;(Big Steve, Cabbage, Das Bruce, Dave the Brave, Decimator, Drexion, Guilty Spark, Over Damage, Forboding Angel, Flintlock, J5mello, Smoth, Tenebrous,  Wasp, )&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;Beta &amp;lt;/dt&amp;gt; &amp;lt;dd&amp;gt;(Sleksa, WarhammerC, Cronyx, Aun, Kixxe, Krogothe, Emmanuel, Drone_Fragger, Azu(Azn))&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6507</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=6507"/>
		<updated>2006-06-10T01:35:18Z</updated>

		<summary type="html">&lt;p&gt;J5mello: /* &amp;lt;font size=4&amp;gt;&amp;lt;b&amp;gt;&amp;lt;dl&amp;gt;Faction Overview &amp;lt;/dl&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; */&lt;/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;
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=&amp;lt;font size=5&amp;gt;&amp;lt;b&amp;gt;Overview&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
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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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=&amp;lt;font size=4&amp;gt;&amp;lt;b&amp;gt;&amp;lt;dl&amp;gt;Faction Overview &amp;lt;/dl&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;Global Dynasty &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;gt;A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;United Robot Confederation&amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;gt;Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
==&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;New Initiative &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt;== &amp;lt;dd&amp;gt;Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;b&amp;gt;GD&amp;lt;/b&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
# STAYING POWER - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions.&lt;br /&gt;
&lt;br /&gt;
# LACK OF MOBILITY - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately.  GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult.  Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability.&lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;b&amp;gt;URC&amp;lt;/b&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
# AGILITY - To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
# STEALTH - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
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[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
= &amp;lt;font size=5&amp;gt;Links&amp;lt;/font&amp;gt; =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt; *&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039; &amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Old) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
=&amp;lt;font size=5&amp;gt;Credits&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Mod Creation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;TA: WD&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ground Zero - Provided models and sounds &lt;br /&gt;
&lt;br /&gt;
Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Gundam Annihilation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Final Frontier Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dopefishhh - Predator Concept &lt;br /&gt;
&lt;br /&gt;
Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
&lt;br /&gt;
M. Kenyon - Battlestation script&lt;br /&gt;
&lt;br /&gt;
Savant - Models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;The Lost Legacy Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Additional Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Decimator - Wrote GD Strategy&lt;br /&gt;
&lt;br /&gt;
Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Testing &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Alpha &amp;lt;/dt&amp;gt;  &amp;lt;dd&amp;gt;(Big Steve, Cabbage, Das Bruce, Dave the Brave, Decimator, Drexion, Guilty Spark, Over Damage, Forboding Angel, Flintlock, J5mello, Smoth, Tenebrous,  Wasp, )&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;Beta &amp;lt;/dt&amp;gt; &amp;lt;dd&amp;gt;(Sleksa, WarhammerC, Cronyx, Aun, Kixxe, Krogothe, Emmanuel, Drone_Fragger, Azu(Azn))&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_%26_Exterminate&amp;diff=6494</id>
		<title>Expand &amp; Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_%26_Exterminate&amp;diff=6494"/>
		<updated>2006-04-27T19:41:05Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &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;
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&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;lt;font size=10&amp;gt;Expand &amp;amp; Exterminate&amp;lt;/font&amp;gt;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;The struggle for the blue planet &#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;.15 RELEASED! CHECK THE LINK SECTION &#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;font size=5&amp;gt;&amp;lt;b&amp;gt;Overview&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
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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 thier own style of combat to defeat opponents. All three teams also have thier own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
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&amp;lt;font size=4&amp;gt;&amp;lt;b&amp;gt;&amp;lt;dl&amp;gt;Faction Overview &amp;lt;/dl&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;Global Dynasty &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;dd&amp;gt;A tank force that uses brute force to push through enemies. GD has the strongest units and nuclear weapons but have higher costs and build times. Thier airforce consists of helicopters.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;United Robot Confederation&amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;dd&amp;gt;Enforces control through walking mechanized units that use stealth and versatility to attack. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Thier airforce consists of Vtols.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;New Initiative &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;dd&amp;gt;Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. Includes best airforce of all three factions. &amp;lt;/dd&amp;gt;&lt;br /&gt;
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===&amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt;===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
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&amp;lt;b&amp;gt;GD&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
# STAYING POWER - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions.&lt;br /&gt;
&lt;br /&gt;
# LACK OF MOBILITY - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately.  GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult.  Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability.&lt;br /&gt;
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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.&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;
&lt;br /&gt;
# AGILITY - To begin, when using the URC faction its best to take advantage of thier ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on thier hills or mountains around thier base.&lt;br /&gt;
&lt;br /&gt;
# STEALTH - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font size=5&amp;gt;Links&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=3051  Download Link ]&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/wiki/EEclan  Expand &amp;amp; Exterminate Clan ]&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
===&amp;lt;font size=5&amp;gt;Credits&amp;lt;/font&amp;gt;===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Mod Creation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;TA: WD&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ground Zero - Provided models and sounds &lt;br /&gt;
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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;
&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;
&lt;br /&gt;
Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
&lt;br /&gt;
M. Kenyon - Battlestation script&lt;br /&gt;
&lt;br /&gt;
Savant - Models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;The Lost Legacy Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Additional Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
Decimator - Wrote GD Strategy&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;h3&amp;gt;Testing &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Alpha &amp;lt;/dt&amp;gt;  &amp;lt;dd&amp;gt;(Big Steve, Cabbage, Das Bruce, Dave the Brave, Decimator, Drexion, Guilty Spark, Over Damage, Forboding Angel, Flintlock, J5mello, Smoth, Tenebrous,  Wasp, )&amp;lt;/dd&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;/br&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;(WarhammerC, Cronyx, Aun, WarC, Emmanuel, Drone_Fragger, Azu(Azn))&amp;lt;/dd&amp;gt;&lt;br /&gt;
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[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:LOGOoption07.png&amp;diff=21867</id>
		<title>File:LOGOoption07.png</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:LOGOoption07.png&amp;diff=21867"/>
		<updated>2006-04-20T00:21:25Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;a href=&amp;quot;http://taspring.clan-sy.com/wiki/Expand_%26_Exterminate&amp;quot;&amp;gt;E&amp;amp;E MAIN PAGE&amp;lt;/a&amp;gt;&lt;/div&gt;</summary>
		<author><name>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6404</id>
		<title>Epic 40000</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6404"/>
		<updated>2006-03-05T17:43:29Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Spring-Baneblade.jpg|frame|center|Want some Epic 40k Style Super Heavies added to The Level 2 Vehicle Factory? [http://www.awars.com/ryan/superheavy-spring.ufo Get The .ufo] (Posted By Benito&lt;br /&gt;
)[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1497&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=100]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Epic mod is still being made, goto the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=14 mods] or [http://www.tauniverse.com/forum/forumdisplay.php?f=141 TAU] to check out how its progressing.&lt;br /&gt;
&lt;br /&gt;
Note by Guessmyname (one of the modellers): We have loads of models, but we&#039;re waiting for the new model format (unless you really want to have pink Leman Russ tanks). The above Baneblade was made by Benito, and as you may have noticed, is having a bit of trouble aiming properly because Spring calls the Aiming scripts near-constantly instead of once like in normal TA. - EDIT: This was fixed a while ago by the way (GMN again)&lt;br /&gt;
&lt;br /&gt;
This mod is meant to go with zwszg&#039;s upcoming conversion of WTA into Spring (Space Marines and Eldar). We will add the Imperial Guard and the Tau, and probably the Chaos Space Marines and Necrons. Tyranids, Mutants (Lost and the Damned) and Orks, being very organic and that will probably have to wait for the new unit format if there is one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
# Imperial Guard&lt;br /&gt;
#* Super Heavy Battle Tanks[http://www.awars.com/ryan/superheavy-spring.ufo]&lt;br /&gt;
#** Baneblade - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#** Shadowsword - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
# Titan Legions&lt;br /&gt;
#* Warhound Scout Titan - Modelled &amp;amp; scripted(basic), needs texturing &amp;amp; weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#* Reaver Titan - Modelled, needs textures, script, and weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
# Imperial Navy&lt;br /&gt;
#* Thunderbolt Fighter - Modelled, needs textures script &amp;amp; weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - j5mello&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; by weapons we mean not the standard TA weapons which are being used as placeholders&lt;br /&gt;
&lt;br /&gt;
All the other IG stuff, save super heavies and aircraft - modelled, conversion to new format in progress. -Guessmyname&lt;br /&gt;
&lt;br /&gt;
We need people to model the buildings &amp;amp; aircraft. &lt;br /&gt;
Forum for the mod thru TAU: [http://www.tauniverse.com/forum/forumdisplay.php?f=141 Link]. &lt;br /&gt;
Mod Website: [http://epic40k.tauniverse.com/ Link]&lt;br /&gt;
&lt;br /&gt;
==RESOURCE METHOD==&lt;br /&gt;
Metal: Ore, or if you prefer, planetary resources. &lt;br /&gt;
&lt;br /&gt;
==IMPERIAL GUARD==&lt;br /&gt;
(&amp;lt;B&amp;gt;NOTE&amp;lt;/b&amp;gt; units with an M next to their name are modelled)&lt;br /&gt;
&lt;br /&gt;
Command HQ &lt;br /&gt;
*Imperial Guard Recruitment Centre&lt;br /&gt;
**Guardsman Squad - Lasguns (M)&lt;br /&gt;
**Guardsman Squad - Flamer (M)&lt;br /&gt;
**Guardsman Squad - Plasma Gun (M)&lt;br /&gt;
**Guardsman Squad - Meltagun (M)&lt;br /&gt;
**Guardsman Squad - Grenade Launcher (M)&lt;br /&gt;
**Fire Support Team - Heavy Bolter (M)&lt;br /&gt;
**Fire Support Team - Autocannon (M)&lt;br /&gt;
**Anti-Tank Team - Missile Launcher (M)&lt;br /&gt;
**Anti-Tank Team - Lascannon (M)&lt;br /&gt;
**Mortar Team (M)&lt;br /&gt;
**Snipers (M)&lt;br /&gt;
**Commissar (M)&lt;br /&gt;
**Tech Priest Enginseer&lt;br /&gt;
***Elite Infantry Centre&lt;br /&gt;
****Tech Priest Enginseer&lt;br /&gt;
*****(see first Enginseer Entry above)&lt;br /&gt;
****Command HQ&lt;br /&gt;
*****(see first Command HQ Entry above)&lt;br /&gt;
****Cadian Kasrkin Squad - Hellguns&lt;br /&gt;
****Cadian Kasrkin Squad - Flamer&lt;br /&gt;
****Cadian Kasrkin Squad - Plasma Gun&lt;br /&gt;
****Cadian Kasrkin Squad - Meltagun&lt;br /&gt;
****Cadian Kasrkin Squad - Grenade Launcher&lt;br /&gt;
****Ogryns&lt;br /&gt;
****Rough Riders (M)&lt;br /&gt;
****Lieutennant&lt;br /&gt;
***Heavy Flamer Turret Emplacement&lt;br /&gt;
***Mortar Emplacement (M)&lt;br /&gt;
***Missile Emplacement (M)&lt;br /&gt;
***Heavy Bolter Pillbox (M)&lt;br /&gt;
***Command Pillbox (M)&lt;br /&gt;
***Autocannon Pillbox (M)&lt;br /&gt;
***Imperial Guard Vehicle Centre&lt;br /&gt;
****Chimera (M)&lt;br /&gt;
****Chimera - Autocannon (M)&lt;br /&gt;
****Chimera - Heavy Bolter (M)&lt;br /&gt;
****Chimera - Heavy Flamer (M)&lt;br /&gt;
****Hellhound (M)&lt;br /&gt;
****Towed Cargo Flatbed (Energy storage + Solar) (M)&lt;br /&gt;
****Trojan Support Vehicle (Transports towed guff) (M)&lt;br /&gt;
****Atlas Recovery Vehicle (Repairs tanks) (M)&lt;br /&gt;
****Sentinel - Multi Laser (M)&lt;br /&gt;
****Sentinel - Missile Launcher (M)&lt;br /&gt;
****Salamander Command Vehicle (M)&lt;br /&gt;
****Salamander Scout Vehicle (M)&lt;br /&gt;
****Cyclops Demolition Vehicle (M)&lt;br /&gt;
****Revealer Radar Vehicle (M)&lt;br /&gt;
****Concealer Radar Jammer (M)&lt;br /&gt;
****Imperial Engineering Vehicle (M)&lt;br /&gt;
*****Earthshaker Cannon Platform (M)&lt;br /&gt;
*****Hydra Emplacement (M)&lt;br /&gt;
*****Manticore Missile Platform (M)&lt;br /&gt;
*****Imperial Turret Emplacement&lt;br /&gt;
*****Tarantula Sentrygun - Heavy Bolter (M)&lt;br /&gt;
*****Tarantula Sentrygun - Lascannons (M)&lt;br /&gt;
*****Imperial Gun Tower (M)&lt;br /&gt;
*****Sentry Tower (M)&lt;br /&gt;
*****Imperial Tank Manufactorum (M)&lt;br /&gt;
******Griffon Mortar (M)&lt;br /&gt;
******Leman Russ (M)&lt;br /&gt;
******Leman Russ Demolisher (M)&lt;br /&gt;
******Leman Russ Exterminator (M)&lt;br /&gt;
******Leman Russ Executioner (M)&lt;br /&gt;
******Leman Russ Conqueror (M)&lt;br /&gt;
******Leman Russ Vanquisher (M)&lt;br /&gt;
******Hydra Flak Tank (M)&lt;br /&gt;
******Destroyer Tank Hunter (M)&lt;br /&gt;
*****Imperial Airfield&lt;br /&gt;
******Aquila Lander (M)&lt;br /&gt;
******Vulture Gunship - Air to Air Missiles&lt;br /&gt;
******Vulture Gunship - Air to Ground Missiles&lt;br /&gt;
******Vulture Gunship - Bombs&lt;br /&gt;
******Vulture Gunship - Multilasers&lt;br /&gt;
******Vulture Gunship - Autocannons&lt;br /&gt;
******Thunderbolt Fighter (M)&lt;br /&gt;
******Valkyrie - Heavy Bolters&lt;br /&gt;
******Valkyrie - Rocket Pods&lt;br /&gt;
******Lightning Attack Fighter&lt;br /&gt;
******Lightning Strike Fighter - Air to Air Missiles&lt;br /&gt;
******Marauder Bomber&lt;br /&gt;
******Marauder Destroyer (Hellstrike Missiles)&lt;br /&gt;
*****Imperial Artillery Centre&lt;br /&gt;
******Thunderer Seige Tank (M)&lt;br /&gt;
******Bassilisk Artillery Tank (M)&lt;br /&gt;
******Medusa Heavy Mortar (M)&lt;br /&gt;
******Manticore Missile Tank (M)&lt;br /&gt;
******Imperial Bombard (M)&lt;br /&gt;
******Towed Bassilisk (M)&lt;br /&gt;
******Towed Manticore (M)&lt;br /&gt;
*****Imperial Super Heavy Tank Centre&lt;br /&gt;
******Stormblade&lt;br /&gt;
******Stormsword Super Heavy Seige Tank&lt;br /&gt;
******Baneblade Super Heavy Tank (D)&lt;br /&gt;
******Shadowsword Titan Hunter (D)&lt;br /&gt;
*Logistics Centre (Solar) (M)&lt;br /&gt;
*Logistics Storage (energy storage) (M)&lt;br /&gt;
*Sandbags NS (M)&lt;br /&gt;
*Sandbags EW (M)&lt;br /&gt;
*Pillbox (Building that loads infantry and gives them protection) (M)&lt;br /&gt;
*Sandbag Bunker (Like the pillbox but cheaper, less protection and more room to stuff Guardsmen in) (M)&lt;br /&gt;
*&amp;quot;Dragons Teeth&amp;quot; Tank Traps (M)&lt;br /&gt;
*Imperial Flag (fun) (M)&lt;br /&gt;
*Imperial Ore Extractor (M)&lt;br /&gt;
*Radar Station (M)&lt;br /&gt;
*Sentry Tower (M)&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>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6403</id>
		<title>Epic 40000</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6403"/>
		<updated>2006-03-05T17:41:26Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Spring-Baneblade.jpg|frame|center|Want some Epic 40k Style Super Heavies added to The Level 2 Vehicle Factory? [http://www.awars.com/ryan/superheavy-spring.ufo Get The .ufo] (Posted By Benito&lt;br /&gt;
)[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1497&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=100]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Epic mod is still being made, goto the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=14 mods] or [http://www.tauniverse.com/forum/forumdisplay.php?f=141 TAU] to check out how its progressing.&lt;br /&gt;
&lt;br /&gt;
Note by Guessmyname (one of the modellers): We have loads of models, but we&#039;re waiting for the new model format (unless you really want to have pink Leman Russ tanks). The above Baneblade was made by Benito, and as you may have noticed, is having a bit of trouble aiming properly because Spring calls the Aiming scripts near-constantly instead of once like in normal TA. - EDIT: This was fixed a while ago by the way (GMN again)&lt;br /&gt;
&lt;br /&gt;
This mod is meant to go with zwszg&#039;s upcoming conversion of WTA into Spring (Space Marines and Eldar). We will add the Imperial Guard and the Tau, and probably the Chaos Space Marines and Necrons. Tyranids, Mutants (Lost and the Damned) and Orks, being very organic and that will probably have to wait for the new unit format if there is one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
# Imperial Guard&lt;br /&gt;
#* Super Heavy Battle Tanks[http://www.awars.com/ryan/superheavy-spring.ufo]&lt;br /&gt;
#** Baneblade - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#** Shadowsword - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
# Titan Legions&lt;br /&gt;
#* Warhound Scout Titan - Modelled &amp;amp; scripted(basic), needs texturing &amp;amp; weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#* Reaver Titan - Modelled, needs textures, script, and weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#* Thunderbolt Fighter - Modelled, needs textures script &amp;amp; weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - j5mello&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; by weapons we mean not the standard TA weapons which are being used as placeholders&lt;br /&gt;
&lt;br /&gt;
All the other IG stuff, save super heavies and aircraft - modelled, conversion to new format in progress. -Guessmyname&lt;br /&gt;
&lt;br /&gt;
We need people to model the buildings &amp;amp; aircraft. &lt;br /&gt;
Forum for the mod thru TAU: [http://www.tauniverse.com/forum/forumdisplay.php?f=141 Link]. &lt;br /&gt;
Mod Website: [http://epic40k.tauniverse.com/ Link]&lt;br /&gt;
&lt;br /&gt;
==RESOURCE METHOD==&lt;br /&gt;
Metal: Ore, or if you prefer, planetary resources. &lt;br /&gt;
&lt;br /&gt;
==IMPERIAL GUARD==&lt;br /&gt;
(&amp;lt;B&amp;gt;NOTE&amp;lt;/b&amp;gt; units with an M next to their name are modelled)&lt;br /&gt;
&lt;br /&gt;
Command HQ &lt;br /&gt;
*Imperial Guard Recruitment Centre&lt;br /&gt;
**Guardsman Squad - Lasguns (M)&lt;br /&gt;
**Guardsman Squad - Flamer (M)&lt;br /&gt;
**Guardsman Squad - Plasma Gun (M)&lt;br /&gt;
**Guardsman Squad - Meltagun (M)&lt;br /&gt;
**Guardsman Squad - Grenade Launcher (M)&lt;br /&gt;
**Fire Support Team - Heavy Bolter (M)&lt;br /&gt;
**Fire Support Team - Autocannon (M)&lt;br /&gt;
**Anti-Tank Team - Missile Launcher (M)&lt;br /&gt;
**Anti-Tank Team - Lascannon (M)&lt;br /&gt;
**Mortar Team (M)&lt;br /&gt;
**Snipers (M)&lt;br /&gt;
**Commissar (M)&lt;br /&gt;
**Tech Priest Enginseer&lt;br /&gt;
***Elite Infantry Centre&lt;br /&gt;
****Tech Priest Enginseer&lt;br /&gt;
*****(see first Enginseer Entry above)&lt;br /&gt;
****Command HQ&lt;br /&gt;
*****(see first Command HQ Entry above)&lt;br /&gt;
****Cadian Kasrkin Squad - Hellguns&lt;br /&gt;
****Cadian Kasrkin Squad - Flamer&lt;br /&gt;
****Cadian Kasrkin Squad - Plasma Gun&lt;br /&gt;
****Cadian Kasrkin Squad - Meltagun&lt;br /&gt;
****Cadian Kasrkin Squad - Grenade Launcher&lt;br /&gt;
****Ogryns&lt;br /&gt;
****Rough Riders (M)&lt;br /&gt;
****Lieutennant&lt;br /&gt;
***Heavy Flamer Turret Emplacement&lt;br /&gt;
***Mortar Emplacement (M)&lt;br /&gt;
***Missile Emplacement (M)&lt;br /&gt;
***Heavy Bolter Pillbox (M)&lt;br /&gt;
***Command Pillbox (M)&lt;br /&gt;
***Autocannon Pillbox (M)&lt;br /&gt;
***Imperial Guard Vehicle Centre&lt;br /&gt;
****Chimera (M)&lt;br /&gt;
****Chimera - Autocannon (M)&lt;br /&gt;
****Chimera - Heavy Bolter (M)&lt;br /&gt;
****Chimera - Heavy Flamer (M)&lt;br /&gt;
****Hellhound (M)&lt;br /&gt;
****Towed Cargo Flatbed (Energy storage + Solar) (M)&lt;br /&gt;
****Trojan Support Vehicle (Transports towed guff) (M)&lt;br /&gt;
****Atlas Recovery Vehicle (Repairs tanks) (M)&lt;br /&gt;
****Sentinel - Multi Laser (M)&lt;br /&gt;
****Sentinel - Missile Launcher (M)&lt;br /&gt;
****Salamander Command Vehicle (M)&lt;br /&gt;
****Salamander Scout Vehicle (M)&lt;br /&gt;
****Cyclops Demolition Vehicle (M)&lt;br /&gt;
****Revealer Radar Vehicle (M)&lt;br /&gt;
****Concealer Radar Jammer (M)&lt;br /&gt;
****Imperial Engineering Vehicle (M)&lt;br /&gt;
*****Earthshaker Cannon Platform (M)&lt;br /&gt;
*****Hydra Emplacement (M)&lt;br /&gt;
*****Manticore Missile Platform (M)&lt;br /&gt;
*****Imperial Turret Emplacement&lt;br /&gt;
*****Tarantula Sentrygun - Heavy Bolter (M)&lt;br /&gt;
*****Tarantula Sentrygun - Lascannons (M)&lt;br /&gt;
*****Imperial Gun Tower (M)&lt;br /&gt;
*****Sentry Tower (M)&lt;br /&gt;
*****Imperial Tank Manufactorum (M)&lt;br /&gt;
******Griffon Mortar (M)&lt;br /&gt;
******Leman Russ (M)&lt;br /&gt;
******Leman Russ Demolisher (M)&lt;br /&gt;
******Leman Russ Exterminator (M)&lt;br /&gt;
******Leman Russ Executioner (M)&lt;br /&gt;
******Leman Russ Conqueror (M)&lt;br /&gt;
******Leman Russ Vanquisher (M)&lt;br /&gt;
******Hydra Flak Tank (M)&lt;br /&gt;
******Destroyer Tank Hunter (M)&lt;br /&gt;
*****Imperial Airfield&lt;br /&gt;
******Aquila Lander (M)&lt;br /&gt;
******Vulture Gunship - Air to Air Missiles&lt;br /&gt;
******Vulture Gunship - Air to Ground Missiles&lt;br /&gt;
******Vulture Gunship - Bombs&lt;br /&gt;
******Vulture Gunship - Multilasers&lt;br /&gt;
******Vulture Gunship - Autocannons&lt;br /&gt;
******Thunderbolt Fighter (M)&lt;br /&gt;
******Valkyrie - Heavy Bolters&lt;br /&gt;
******Valkyrie - Rocket Pods&lt;br /&gt;
******Lightning Attack Fighter&lt;br /&gt;
******Lightning Strike Fighter - Air to Air Missiles&lt;br /&gt;
******Marauder Bomber&lt;br /&gt;
******Marauder Destroyer (Hellstrike Missiles)&lt;br /&gt;
*****Imperial Artillery Centre&lt;br /&gt;
******Thunderer Seige Tank (M)&lt;br /&gt;
******Bassilisk Artillery Tank (M)&lt;br /&gt;
******Medusa Heavy Mortar (M)&lt;br /&gt;
******Manticore Missile Tank (M)&lt;br /&gt;
******Imperial Bombard (M)&lt;br /&gt;
******Towed Bassilisk (M)&lt;br /&gt;
******Towed Manticore (M)&lt;br /&gt;
*****Imperial Super Heavy Tank Centre&lt;br /&gt;
******Stormblade&lt;br /&gt;
******Stormsword Super Heavy Seige Tank&lt;br /&gt;
******Baneblade Super Heavy Tank (D)&lt;br /&gt;
******Shadowsword Titan Hunter (D)&lt;br /&gt;
*Logistics Centre (Solar) (M)&lt;br /&gt;
*Logistics Storage (energy storage) (M)&lt;br /&gt;
*Sandbags NS (M)&lt;br /&gt;
*Sandbags EW (M)&lt;br /&gt;
*Pillbox (Building that loads infantry and gives them protection) (M)&lt;br /&gt;
*Sandbag Bunker (Like the pillbox but cheaper, less protection and more room to stuff Guardsmen in) (M)&lt;br /&gt;
*&amp;quot;Dragons Teeth&amp;quot; Tank Traps (M)&lt;br /&gt;
*Imperial Flag (fun) (M)&lt;br /&gt;
*Imperial Ore Extractor (M)&lt;br /&gt;
*Radar Station (M)&lt;br /&gt;
*Sentry Tower (M)&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>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6402</id>
		<title>Epic 40000</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6402"/>
		<updated>2006-03-05T17:40:57Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Spring-Baneblade.jpg|frame|center|Want some Epic 40k Style Super Heavies added to The Level 2 Vehicle Factory? [http://www.awars.com/ryan/superheavy-spring.ufo Get The .ufo] (Posted By Benito&lt;br /&gt;
)[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1497&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=100]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Epic mod is still being made, goto the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=14 mods] or [http://www.tauniverse.com/forum/forumdisplay.php?f=141 TAU]to check out how its progressing.&lt;br /&gt;
&lt;br /&gt;
Note by Guessmyname (one of the modellers): We have loads of models, but we&#039;re waiting for the new model format (unless you really want to have pink Leman Russ tanks). The above Baneblade was made by Benito, and as you may have noticed, is having a bit of trouble aiming properly because Spring calls the Aiming scripts near-constantly instead of once like in normal TA. - EDIT: This was fixed a while ago by the way (GMN again)&lt;br /&gt;
&lt;br /&gt;
This mod is meant to go with zwszg&#039;s upcoming conversion of WTA into Spring (Space Marines and Eldar). We will add the Imperial Guard and the Tau, and probably the Chaos Space Marines and Necrons. Tyranids, Mutants (Lost and the Damned) and Orks, being very organic and that will probably have to wait for the new unit format if there is one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
# Imperial Guard&lt;br /&gt;
#* Super Heavy Battle Tanks[http://www.awars.com/ryan/superheavy-spring.ufo]&lt;br /&gt;
#** Baneblade - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#** Shadowsword - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
# Titan Legions&lt;br /&gt;
#* Warhound Scout Titan - Modelled &amp;amp; scripted(basic), needs texturing &amp;amp; weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#* Reaver Titan - Modelled, needs textures, script, and weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#* Thunderbolt Fighter - Modelled, needs textures script &amp;amp; weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - j5mello&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; by weapons we mean not the standard TA weapons which are being used as placeholders&lt;br /&gt;
&lt;br /&gt;
All the other IG stuff, save super heavies and aircraft - modelled, conversion to new format in progress. -Guessmyname&lt;br /&gt;
&lt;br /&gt;
We need people to model the buildings &amp;amp; aircraft. &lt;br /&gt;
Forum for the mod thru TAU: [http://www.tauniverse.com/forum/forumdisplay.php?f=141 Link]. &lt;br /&gt;
Mod Website: [http://epic40k.tauniverse.com/ Link]&lt;br /&gt;
&lt;br /&gt;
==RESOURCE METHOD==&lt;br /&gt;
Metal: Ore, or if you prefer, planetary resources. &lt;br /&gt;
&lt;br /&gt;
==IMPERIAL GUARD==&lt;br /&gt;
(&amp;lt;B&amp;gt;NOTE&amp;lt;/b&amp;gt; units with an M next to their name are modelled)&lt;br /&gt;
&lt;br /&gt;
Command HQ &lt;br /&gt;
*Imperial Guard Recruitment Centre&lt;br /&gt;
**Guardsman Squad - Lasguns (M)&lt;br /&gt;
**Guardsman Squad - Flamer (M)&lt;br /&gt;
**Guardsman Squad - Plasma Gun (M)&lt;br /&gt;
**Guardsman Squad - Meltagun (M)&lt;br /&gt;
**Guardsman Squad - Grenade Launcher (M)&lt;br /&gt;
**Fire Support Team - Heavy Bolter (M)&lt;br /&gt;
**Fire Support Team - Autocannon (M)&lt;br /&gt;
**Anti-Tank Team - Missile Launcher (M)&lt;br /&gt;
**Anti-Tank Team - Lascannon (M)&lt;br /&gt;
**Mortar Team (M)&lt;br /&gt;
**Snipers (M)&lt;br /&gt;
**Commissar (M)&lt;br /&gt;
**Tech Priest Enginseer&lt;br /&gt;
***Elite Infantry Centre&lt;br /&gt;
****Tech Priest Enginseer&lt;br /&gt;
*****(see first Enginseer Entry above)&lt;br /&gt;
****Command HQ&lt;br /&gt;
*****(see first Command HQ Entry above)&lt;br /&gt;
****Cadian Kasrkin Squad - Hellguns&lt;br /&gt;
****Cadian Kasrkin Squad - Flamer&lt;br /&gt;
****Cadian Kasrkin Squad - Plasma Gun&lt;br /&gt;
****Cadian Kasrkin Squad - Meltagun&lt;br /&gt;
****Cadian Kasrkin Squad - Grenade Launcher&lt;br /&gt;
****Ogryns&lt;br /&gt;
****Rough Riders (M)&lt;br /&gt;
****Lieutennant&lt;br /&gt;
***Heavy Flamer Turret Emplacement&lt;br /&gt;
***Mortar Emplacement (M)&lt;br /&gt;
***Missile Emplacement (M)&lt;br /&gt;
***Heavy Bolter Pillbox (M)&lt;br /&gt;
***Command Pillbox (M)&lt;br /&gt;
***Autocannon Pillbox (M)&lt;br /&gt;
***Imperial Guard Vehicle Centre&lt;br /&gt;
****Chimera (M)&lt;br /&gt;
****Chimera - Autocannon (M)&lt;br /&gt;
****Chimera - Heavy Bolter (M)&lt;br /&gt;
****Chimera - Heavy Flamer (M)&lt;br /&gt;
****Hellhound (M)&lt;br /&gt;
****Towed Cargo Flatbed (Energy storage + Solar) (M)&lt;br /&gt;
****Trojan Support Vehicle (Transports towed guff) (M)&lt;br /&gt;
****Atlas Recovery Vehicle (Repairs tanks) (M)&lt;br /&gt;
****Sentinel - Multi Laser (M)&lt;br /&gt;
****Sentinel - Missile Launcher (M)&lt;br /&gt;
****Salamander Command Vehicle (M)&lt;br /&gt;
****Salamander Scout Vehicle (M)&lt;br /&gt;
****Cyclops Demolition Vehicle (M)&lt;br /&gt;
****Revealer Radar Vehicle (M)&lt;br /&gt;
****Concealer Radar Jammer (M)&lt;br /&gt;
****Imperial Engineering Vehicle (M)&lt;br /&gt;
*****Earthshaker Cannon Platform (M)&lt;br /&gt;
*****Hydra Emplacement (M)&lt;br /&gt;
*****Manticore Missile Platform (M)&lt;br /&gt;
*****Imperial Turret Emplacement&lt;br /&gt;
*****Tarantula Sentrygun - Heavy Bolter (M)&lt;br /&gt;
*****Tarantula Sentrygun - Lascannons (M)&lt;br /&gt;
*****Imperial Gun Tower (M)&lt;br /&gt;
*****Sentry Tower (M)&lt;br /&gt;
*****Imperial Tank Manufactorum (M)&lt;br /&gt;
******Griffon Mortar (M)&lt;br /&gt;
******Leman Russ (M)&lt;br /&gt;
******Leman Russ Demolisher (M)&lt;br /&gt;
******Leman Russ Exterminator (M)&lt;br /&gt;
******Leman Russ Executioner (M)&lt;br /&gt;
******Leman Russ Conqueror (M)&lt;br /&gt;
******Leman Russ Vanquisher (M)&lt;br /&gt;
******Hydra Flak Tank (M)&lt;br /&gt;
******Destroyer Tank Hunter (M)&lt;br /&gt;
*****Imperial Airfield&lt;br /&gt;
******Aquila Lander (M)&lt;br /&gt;
******Vulture Gunship - Air to Air Missiles&lt;br /&gt;
******Vulture Gunship - Air to Ground Missiles&lt;br /&gt;
******Vulture Gunship - Bombs&lt;br /&gt;
******Vulture Gunship - Multilasers&lt;br /&gt;
******Vulture Gunship - Autocannons&lt;br /&gt;
******Thunderbolt Fighter (M)&lt;br /&gt;
******Valkyrie - Heavy Bolters&lt;br /&gt;
******Valkyrie - Rocket Pods&lt;br /&gt;
******Lightning Attack Fighter&lt;br /&gt;
******Lightning Strike Fighter - Air to Air Missiles&lt;br /&gt;
******Marauder Bomber&lt;br /&gt;
******Marauder Destroyer (Hellstrike Missiles)&lt;br /&gt;
*****Imperial Artillery Centre&lt;br /&gt;
******Thunderer Seige Tank (M)&lt;br /&gt;
******Bassilisk Artillery Tank (M)&lt;br /&gt;
******Medusa Heavy Mortar (M)&lt;br /&gt;
******Manticore Missile Tank (M)&lt;br /&gt;
******Imperial Bombard (M)&lt;br /&gt;
******Towed Bassilisk (M)&lt;br /&gt;
******Towed Manticore (M)&lt;br /&gt;
*****Imperial Super Heavy Tank Centre&lt;br /&gt;
******Stormblade&lt;br /&gt;
******Stormsword Super Heavy Seige Tank&lt;br /&gt;
******Baneblade Super Heavy Tank (D)&lt;br /&gt;
******Shadowsword Titan Hunter (D)&lt;br /&gt;
*Logistics Centre (Solar) (M)&lt;br /&gt;
*Logistics Storage (energy storage) (M)&lt;br /&gt;
*Sandbags NS (M)&lt;br /&gt;
*Sandbags EW (M)&lt;br /&gt;
*Pillbox (Building that loads infantry and gives them protection) (M)&lt;br /&gt;
*Sandbag Bunker (Like the pillbox but cheaper, less protection and more room to stuff Guardsmen in) (M)&lt;br /&gt;
*&amp;quot;Dragons Teeth&amp;quot; Tank Traps (M)&lt;br /&gt;
*Imperial Flag (fun) (M)&lt;br /&gt;
*Imperial Ore Extractor (M)&lt;br /&gt;
*Radar Station (M)&lt;br /&gt;
*Sentry Tower (M)&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>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6401</id>
		<title>Epic 40000</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6401"/>
		<updated>2006-01-12T02:41:22Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Spring-Baneblade.jpg|frame|center|Want some Epic 40k Style Super Heavies added to The Level 2 Vehicle Factory? [http://www.awars.com/ryan/superheavy-spring.ufo Get The .ufo] (Posted By Benito&lt;br /&gt;
)[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1497&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=100]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Epic mod sadly is still being made, goto the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=14 mods] forum to check out how its progressing.&lt;br /&gt;
&lt;br /&gt;
Note by Guessmyname (one of the modellers): We have loads of models, but we&#039;re waiting for the new model format (unless you really want to have pink Leman Russ tanks). The above Baneblade was made by Benito, and as you may have noticed, is having a bit of trouble aiming properly because Spring calls the Aiming scripts near-constantly instead of once like in normal TA. - EDIT: This was fixed a while ago by the way (GMN again)&lt;br /&gt;
&lt;br /&gt;
This mod is meant to go with zwszg&#039;s upcoming conversion of WTA into Spring (Space Marines and Eldar). We will add the Imperial Guard and the Tau, and probably the Chaos Space Marines and Necrons. Tyranids, Mutants (Lost and the Damned) and Orks, being very organic and that will probably have to wait for the new unit format if there is one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
# Imperial Guard&lt;br /&gt;
#* Super Heavy Battle Tanks[http://www.awars.com/ryan/superheavy-spring.ufo]&lt;br /&gt;
#** Baneblade - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#** Shadowsword - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
# Titan Legions&lt;br /&gt;
#* Warhound Scout Titan - Modelled &amp;amp; scripted(basic), needs texturing &amp;amp; weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#* Reaver Titan - Modelled, needs textures, script, and weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; by weapons we mean not the standard TA weapons which are being used as placeholders&lt;br /&gt;
&lt;br /&gt;
All the other IG stuff, save super heavies and aircraft - modelled, waiting for new format. Guessmyname&lt;br /&gt;
&lt;br /&gt;
We need people to model the buildings aircraft and Tau. Some basic Tau designs have been done (see the thread in Spring forums; Mod section) but we need more. Will be setting up a new Forum for the mod thru TAU soon. - j5mello&lt;br /&gt;
&lt;br /&gt;
==RESOURCE METHOD==&lt;br /&gt;
Metal: Ore, or if you prefer, planetary resources. &lt;br /&gt;
&lt;br /&gt;
==IMPERIAL GUARD==&lt;br /&gt;
(&amp;lt;B&amp;gt;NOTE&amp;lt;/b&amp;gt; units with an M next to their name are modelled)&lt;br /&gt;
&lt;br /&gt;
Command HQ &lt;br /&gt;
*Imperial Guard Recruitment Centre&lt;br /&gt;
**Guardsman Squad - Lasguns (M)&lt;br /&gt;
**Guardsman Squad - Flamer (M)&lt;br /&gt;
**Guardsman Squad - Plasma Gun (M)&lt;br /&gt;
**Guardsman Squad - Meltagun (M)&lt;br /&gt;
**Guardsman Squad - Grenade Launcher (M)&lt;br /&gt;
**Fire Support Team - Heavy Bolter (M)&lt;br /&gt;
**Fire Support Team - Autocannon (M)&lt;br /&gt;
**Anti-Tank Team - Missile Launcher (M)&lt;br /&gt;
**Anti-Tank Team - Lascannon (M)&lt;br /&gt;
**Mortar Team (M)&lt;br /&gt;
**Snipers (M)&lt;br /&gt;
**Commissar (M)&lt;br /&gt;
**Tech Priest Enginseer&lt;br /&gt;
***Elite Infantry Centre&lt;br /&gt;
****Tech Priest Enginseer&lt;br /&gt;
*****(see first Enginseer Entry above)&lt;br /&gt;
****Command HQ&lt;br /&gt;
*****(see first Command HQ Entry above)&lt;br /&gt;
****Cadian Kasrkin Squad - Hellguns&lt;br /&gt;
****Cadian Kasrkin Squad - Flamer&lt;br /&gt;
****Cadian Kasrkin Squad - Plasma Gun&lt;br /&gt;
****Cadian Kasrkin Squad - Meltagun&lt;br /&gt;
****Cadian Kasrkin Squad - Grenade Launcher&lt;br /&gt;
****Ogryns&lt;br /&gt;
****Rough Riders (M)&lt;br /&gt;
****Lieutennant&lt;br /&gt;
***Heavy Flamer Turret Emplacement&lt;br /&gt;
***Mortar Emplacement (M)&lt;br /&gt;
***Missile Emplacement (M)&lt;br /&gt;
***Heavy Bolter Pillbox (M)&lt;br /&gt;
***Command Pillbox (M)&lt;br /&gt;
***Autocannon Pillbox (M)&lt;br /&gt;
***Imperial Guard Vehicle Centre&lt;br /&gt;
****Chimera (M)&lt;br /&gt;
****Chimera - Autocannon (M)&lt;br /&gt;
****Chimera - Heavy Bolter (M)&lt;br /&gt;
****Chimera - Heavy Flamer (M)&lt;br /&gt;
****Hellhound (M)&lt;br /&gt;
****Towed Cargo Flatbed (Energy storage + Solar) (M)&lt;br /&gt;
****Trojan Support Vehicle (Transports towed guff) (M)&lt;br /&gt;
****Atlas Recovery Vehicle (Repairs tanks) (M)&lt;br /&gt;
****Sentinel - Multi Laser (M)&lt;br /&gt;
****Sentinel - Missile Launcher (M)&lt;br /&gt;
****Salamander Command Vehicle (M)&lt;br /&gt;
****Salamander Scout Vehicle (M)&lt;br /&gt;
****Cyclops Demolition Vehicle (M)&lt;br /&gt;
****Revealer Radar Vehicle (M)&lt;br /&gt;
****Concealer Radar Jammer (M)&lt;br /&gt;
****Imperial Engineering Vehicle (M)&lt;br /&gt;
*****Earthshaker Cannon Platform (M)&lt;br /&gt;
*****Hydra Emplacement (M)&lt;br /&gt;
*****Manticore Missile Platform (M)&lt;br /&gt;
*****Imperial Turret Emplacement&lt;br /&gt;
*****Tarantula Sentrygun - Heavy Bolter (M)&lt;br /&gt;
*****Tarantula Sentrygun - Lascannons (M)&lt;br /&gt;
*****Imperial Gun Tower (M)&lt;br /&gt;
*****Sentry Tower (M)&lt;br /&gt;
*****Imperial Tank Manufactorum (M)&lt;br /&gt;
******Griffon Mortar (M)&lt;br /&gt;
******Leman Russ (M)&lt;br /&gt;
******Leman Russ Demolisher (M)&lt;br /&gt;
******Leman Russ Exterminator (M)&lt;br /&gt;
******Leman Russ Executioner (M)&lt;br /&gt;
******Leman Russ Conqueror (M)&lt;br /&gt;
******Leman Russ Vanquisher (M)&lt;br /&gt;
******Hydra Flak Tank (M)&lt;br /&gt;
******Destroyer Tank Hunter (M)&lt;br /&gt;
*****Imperial Airfield&lt;br /&gt;
******Aquila Lander (M)&lt;br /&gt;
******Vulture Gunship - Air to Air Missiles&lt;br /&gt;
******Vulture Gunship - Air to Ground Missiles&lt;br /&gt;
******Vulture Gunship - Bombs&lt;br /&gt;
******Vulture Gunship - Multilasers&lt;br /&gt;
******Vulture Gunship - Autocannons&lt;br /&gt;
******Thunderbolt Fighter&lt;br /&gt;
******Valkyrie - Heavy Bolters&lt;br /&gt;
******Valkyrie - Rocket Pods&lt;br /&gt;
******Lightning Attack Fighter&lt;br /&gt;
******Lightning Strike Fighter - Air to Air Missiles&lt;br /&gt;
******Marauder Bomber&lt;br /&gt;
******Marauder Destroyer (Hellstrike Missiles)&lt;br /&gt;
*****Imperial Artillery Centre&lt;br /&gt;
******Thunderer Seige Tank (M)&lt;br /&gt;
******Bassilisk Artillery Tank (M)&lt;br /&gt;
******Medusa Heavy Mortar (M)&lt;br /&gt;
******Manticore Missile Tank (M)&lt;br /&gt;
******Imperial Bombard (M)&lt;br /&gt;
******Towed Bassilisk (M)&lt;br /&gt;
******Towed Manticore (M)&lt;br /&gt;
*****Imperial Super Heavy Tank Centre&lt;br /&gt;
******Stormblade&lt;br /&gt;
******Stormsword Super Heavy Seige Tank&lt;br /&gt;
******Baneblade Super Heavy Tank (D)&lt;br /&gt;
******Shadowsword Titan Hunter (D)&lt;br /&gt;
*Logistics Centre (Solar) (M)&lt;br /&gt;
*Logistics Storage (energy storage) (M)&lt;br /&gt;
*Sandbags NS (M)&lt;br /&gt;
*Sandbags EW (M)&lt;br /&gt;
*Pillbox (Building that loads infantry and gives them protection) (M)&lt;br /&gt;
*Sandbag Bunker (Like the pillbox but cheaper, less protection and more room to stuff Guardsmen in) (M)&lt;br /&gt;
*&amp;quot;Dragons Teeth&amp;quot; Tank Traps (M)&lt;br /&gt;
*Imperial Flag (fun) (M)&lt;br /&gt;
*Imperial Ore Extractor (M)&lt;br /&gt;
*Radar Station (M)&lt;br /&gt;
*Sentry Tower (M)&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>J5mello</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6400</id>
		<title>Epic 40000</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic_40000&amp;diff=6400"/>
		<updated>2006-01-12T02:29:40Z</updated>

		<summary type="html">&lt;p&gt;J5mello: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Spring-Baneblade.jpg|frame|center|Want some Epic 40k Style Super Heavies added to The Level 2 Vehicle Factory? [http://www.awars.com/ryan/superheavy-spring.ufo Get The .ufo] (Posted By Benito&lt;br /&gt;
)[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1497&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=100]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Epic mod sadly is still being made, goto the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=14 mods] forum to check out how its progressing.&lt;br /&gt;
&lt;br /&gt;
Note by Guessmyname (one of the modellers): We have loads of models, but we&#039;re waiting for the new model format (unless you really want to have pink Leman Russ tanks). The above Baneblade was made by Benito, and as you may have noticed, is having a bit of trouble aiming properly because Spring calls the Aiming scripts near-constantly instead of once like in normal TA. - EDIT: This was fixed a while ago by the way (GMN again)&lt;br /&gt;
&lt;br /&gt;
This mod is meant to go with zwszg&#039;s upcoming conversion of WTA into Spring (Space Marines and Eldar). We will add the Imperial Guard and the Tau, and probably the Chaos Space Marines and Necrons. Tyranids, Mutants (Lost and the Damned) and Orks, being very organic and that will probably have to wait for the new unit format if there is one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
# Imperial Guard&lt;br /&gt;
#* Super Heavy Battle Tanks[http://www.awars.com/ryan/superheavy-spring.ufo]&lt;br /&gt;
#** Baneblade - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#** Shadowsword - Modelled &amp;amp; scripted, needs texturing &amp;amp; new weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
# Titan Legions&lt;br /&gt;
#* Warhound Scout Titan - Modelled &amp;amp; scripted(basic), needs texturing &amp;amp; weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
#* Reaver Titan - Modelled, needs textures, script, and weapons&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; - Benito&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; by weapons we mean not the standard TA weapons which are being used as placeholders&lt;br /&gt;
&lt;br /&gt;
All the other IG stuff, save super heavies and aircraft - modelled, waiting for new format. Guessmyname&lt;br /&gt;
&lt;br /&gt;
==RESOURCE METHOD==&lt;br /&gt;
Metal: Ore, or if you prefer, planetary resources. &lt;br /&gt;
&lt;br /&gt;
==IMPERIAL GUARD==&lt;br /&gt;
(&amp;lt;B&amp;gt;NOTE&amp;lt;/b&amp;gt; units with an M next to their name are modelled)&lt;br /&gt;
&lt;br /&gt;
Command HQ &lt;br /&gt;
*Imperial Guard Recruitment Centre&lt;br /&gt;
**Guardsman Squad - Lasguns (M)&lt;br /&gt;
**Guardsman Squad - Flamer (M)&lt;br /&gt;
**Guardsman Squad - Plasma Gun (M)&lt;br /&gt;
**Guardsman Squad - Meltagun (M)&lt;br /&gt;
**Guardsman Squad - Grenade Launcher (M)&lt;br /&gt;
**Fire Support Team - Heavy Bolter (M)&lt;br /&gt;
**Fire Support Team - Autocannon (M)&lt;br /&gt;
**Anti-Tank Team - Missile Launcher (M)&lt;br /&gt;
**Anti-Tank Team - Lascannon (M)&lt;br /&gt;
**Mortar Team (M)&lt;br /&gt;
**Snipers (M)&lt;br /&gt;
**Commissar (M)&lt;br /&gt;
**Tech Priest Enginseer&lt;br /&gt;
***Elite Infantry Centre&lt;br /&gt;
****Tech Priest Enginseer&lt;br /&gt;
*****(see first Enginseer Entry above)&lt;br /&gt;
****Command HQ&lt;br /&gt;
*****(see first Command HQ Entry above)&lt;br /&gt;
****Cadian Kasrkin Squad - Hellguns&lt;br /&gt;
****Cadian Kasrkin Squad - Flamer&lt;br /&gt;
****Cadian Kasrkin Squad - Plasma Gun&lt;br /&gt;
****Cadian Kasrkin Squad - Meltagun&lt;br /&gt;
****Cadian Kasrkin Squad - Grenade Launcher&lt;br /&gt;
****Ogryns&lt;br /&gt;
****Rough Riders (M)&lt;br /&gt;
****Lieutennant&lt;br /&gt;
***Heavy Flamer Turret Emplacement&lt;br /&gt;
***Mortar Emplacement (M)&lt;br /&gt;
***Missile Emplacement (M)&lt;br /&gt;
***Heavy Bolter Pillbox (M)&lt;br /&gt;
***Command Pillbox (M)&lt;br /&gt;
***Autocannon Pillbox (M)&lt;br /&gt;
***Imperial Guard Vehicle Centre&lt;br /&gt;
****Chimera (M)&lt;br /&gt;
****Chimera - Autocannon (M)&lt;br /&gt;
****Chimera - Heavy Bolter (M)&lt;br /&gt;
****Chimera - Heavy Flamer (M)&lt;br /&gt;
****Hellhound (M)&lt;br /&gt;
****Towed Cargo Flatbed (Energy storage + Solar) (M)&lt;br /&gt;
****Trojan Support Vehicle (Transports towed guff) (M)&lt;br /&gt;
****Atlas Recovery Vehicle (Repairs tanks) (M)&lt;br /&gt;
****Sentinel - Multi Laser (M)&lt;br /&gt;
****Sentinel - Missile Launcher (M)&lt;br /&gt;
****Salamander Command Vehicle (M)&lt;br /&gt;
****Salamander Scout Vehicle (M)&lt;br /&gt;
****Cyclops Demolition Vehicle (M)&lt;br /&gt;
****Revealer Radar Vehicle (M)&lt;br /&gt;
****Concealer Radar Jammer (M)&lt;br /&gt;
****Imperial Engineering Vehicle (M)&lt;br /&gt;
*****Earthshaker Cannon Platform (M)&lt;br /&gt;
*****Hydra Emplacement (M)&lt;br /&gt;
*****Manticore Missile Platform (M)&lt;br /&gt;
*****Imperial Turret Emplacement&lt;br /&gt;
*****Tarantula Sentrygun - Heavy Bolter (M)&lt;br /&gt;
*****Tarantula Sentrygun - Lascannons (M)&lt;br /&gt;
*****Imperial Gun Tower (M)&lt;br /&gt;
*****Sentry Tower (M)&lt;br /&gt;
*****Imperial Tank Manufactorum (M)&lt;br /&gt;
******Griffon Mortar (M)&lt;br /&gt;
******Leman Russ (M)&lt;br /&gt;
******Leman Russ Demolisher (M)&lt;br /&gt;
******Leman Russ Exterminator (M)&lt;br /&gt;
******Leman Russ Executioner (M)&lt;br /&gt;
******Leman Russ Conqueror (M)&lt;br /&gt;
******Leman Russ Vanquisher (M)&lt;br /&gt;
******Hydra Flak Tank (M)&lt;br /&gt;
******Destroyer Tank Hunter (M)&lt;br /&gt;
*****Imperial Airfield&lt;br /&gt;
******Aquila Lander (M)&lt;br /&gt;
******Vulture Gunship - Air to Air Missiles&lt;br /&gt;
******Vulture Gunship - Air to Ground Missiles&lt;br /&gt;
******Vulture Gunship - Bombs&lt;br /&gt;
******Vulture Gunship - Multilasers&lt;br /&gt;
******Vulture Gunship - Autocannons&lt;br /&gt;
******Thunderbolt Fighter&lt;br /&gt;
******Valkyrie - Heavy Bolters&lt;br /&gt;
******Valkyrie - Rocket Pods&lt;br /&gt;
******Lightning Attack Fighter&lt;br /&gt;
******Lightning Strike Fighter - Air to Air Missiles&lt;br /&gt;
******Marauder Bomber&lt;br /&gt;
******Marauder Destroyer (Hellstrike Missiles)&lt;br /&gt;
*****Imperial Artillery Centre&lt;br /&gt;
******Thunderer Seige Tank (M)&lt;br /&gt;
******Bassilisk Artillery Tank (M)&lt;br /&gt;
******Medusa Heavy Mortar (M)&lt;br /&gt;
******Manticore Missile Tank (M)&lt;br /&gt;
******Imperial Bombard (M)&lt;br /&gt;
******Towed Bassilisk (M)&lt;br /&gt;
******Towed Manticore (M)&lt;br /&gt;
*****Imperial Super Heavy Tank Centre&lt;br /&gt;
******Stormblade&lt;br /&gt;
******Stormsword Super Heavy Seige Tank&lt;br /&gt;
******Baneblade Super Heavy Tank (D)&lt;br /&gt;
******Shadowsword Titan Hunter (D)&lt;br /&gt;
*Logistics Centre (Solar) (M)&lt;br /&gt;
*Logistics Storage (energy storage) (M)&lt;br /&gt;
*Sandbags NS (M)&lt;br /&gt;
*Sandbags EW (M)&lt;br /&gt;
*Pillbox (Building that loads infantry and gives them protection) (M)&lt;br /&gt;
*Sandbag Bunker (Like the pillbox but cheaper, less protection and more room to stuff Guardsmen in) (M)&lt;br /&gt;
*&amp;quot;Dragons Teeth&amp;quot; Tank Traps (M)&lt;br /&gt;
*Imperial Flag (fun) (M)&lt;br /&gt;
*Imperial Ore Extractor (M)&lt;br /&gt;
*Radar Station (M)&lt;br /&gt;
*Sentry Tower (M)&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>J5mello</name></author>
	</entry>
</feed>