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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mongus</id>
	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-08T20:42:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=8943</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=8943"/>
		<updated>2010-08-18T03:48:24Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* TA-derived */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameslanguage}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Freeware/Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;(CC-BY-NC-ND)&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.spring1944.org/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=188|image=Evoimg.jpg|link=http://www.evolutionrts.info}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=225|image=S44_tigers.jpg|link=http://www.spring1944.org}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | Spring:1944 is a WWII themed game with four fully functional sides (US, Germany, USSR, Britain), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;(&amp;quot;Public Domain&amp;quot;)&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[War Evolution]]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimg|xsize=300|ysize=225|image=Kernel_Panic_3.4.jpg|link=Kernel Panic}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimg|xsize=300|ysize=225|image=Warevoscreen.jpg|link=War Evolution}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | In short words, War Evolution is different. Different from all other games. You dont have a base and you can not reinforce your &amp;quot;army&amp;quot;. In fact, you command only one single mech and if he dies, you can only spectate until the game is over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=180 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=180 |&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Conflict_terra.png|link=http://www.moddb.com/games/conflict-terra}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | Based around the idea of a fictional faction fighting for the domination of Earth, Conflict Terra hopes to achieve balanced, interesting, intuitive and above all fun gameplay that tries to break some of the norms present in other Spring games and mods.[[http://www.moddb.com/games/conflict-terra/downloads Download link]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games (P.U.R.E.) include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[http://www.wolfegames.com P.U.R.E.]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[Gundam RTS]]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=225|image=PURE_LOGO_1024.jpg|link=http://www.wolfegames.com}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimg|xsize=300|ysize=225|image=Screen104.jpg|link=Gundam RTS}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | A game based on a completely original IP, allowing players to participate in the epic, galaxy-spanning conflict between the human Resistance forces and the malevolent A.I. known as &#039;The Overmind&#039;.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | Set during the One-Year War in the Universal Century timeline of the Gundam Metaseries, Gundam RTS features fast, intense mech combat gameplay in a truly Gundam style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[http://www.imperialwinter.com Star Wars: Imperial Winter]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[Expand_and_Exterminate|Expand and Exterminate]]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Imperial Winter assault.jpg|link=http://www.imperialwinter.com}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimg|xsize=300|ysize=225|image=E&amp;amp;E-screenshot2.jpg|link=Expand and Exterminate}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era, SW:IW features over a hundred units for the fractured Galactic Empire and Rebel Alliance fighting for control of the galaxy.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | An original IP game loosely based around the Earth 2150 series of games.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=180 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://azaremoth.supremedesign.org The Cursed]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=180 |&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=cursed.jpg|link=http://azaremoth.supremedesign.org}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | The unique game is about bones, undead, demons and magic settled in a futuristic environment.[[http://www.springfiles.com/show_file.php?id=2498 Download link]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[Balanced Annihilation]]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[http://www.caspring.org Complete Annihilation]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimg|xsize=300|ysize=225|image=BAScreenShot.jpg|link=Balanced Annihilation}} &lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Pyro.jpg|link=http://www.caspring.org}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | &lt;br /&gt;
Balanced Annihilation (BA) is currently the most popular game played using the Spring engine.  BA is a mature mod and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | CA is a regularly updated game that is often regarded as a showcase of what the Spring Engine can do. The game is designed with a flat tech tree, where the effectiveness of a unit is based on its appropriateness to the situation rather than lighter units being superseded by heavier ones.&lt;br /&gt;
Although CA is a game that uses OTA content, it is currently working towards being TA-IP free.&lt;br /&gt;
&amp;lt;b&amp;gt;If you like complex warfare this is Your Mod.&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[NOTA]]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[XTA]]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimg|xsize=300|ysize=225|image=Nota2nukes.jpg|link=NOTA}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimg|xsize=300|ysize=225|image=Screen508_s.jpg|link=XTA}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; | Originally developed as a Total Annihilation mod by the Swedish Yankspankers, XTA is the Original Public Mod released with first versions of Spring. Development of this mod by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers - which makes things easy (check their website to find out!). &lt;br /&gt;
&lt;br /&gt;
In some cases however, the game will only distribute a &amp;quot;game-file&amp;quot; - in this case you will need to have [[Download|an installation of the Spring-Engine]], and place the file in the .../Spring/mods/ folder. If you are using a Lobby, this will often be able to do this for you automatically.&amp;lt;!--(which would these be?) Game packages requiring a more complex installation will usually come with instructions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For an overview of information to get started, Click &#039;&#039;&#039;[[FAQ|Help]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Game Development=&lt;br /&gt;
For information on creating games for the Spring engine, see the [[Mod_and_Unit_development|Game Making]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Screen508_s.jpg&amp;diff=22053</id>
		<title>File:Screen508 s.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Screen508_s.jpg&amp;diff=22053"/>
		<updated>2010-08-18T03:47:48Z</updated>

		<summary type="html">&lt;p&gt;Mongus: Xta Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xta Screenshot&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15273</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15273"/>
		<updated>2010-03-07T18:26:13Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
:#You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA. Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
=== Other units with high energy drain ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15272</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15272"/>
		<updated>2010-03-07T18:25:52Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
:#You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:#The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
=== Other units with high energy drain ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15271</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15271"/>
		<updated>2010-03-07T18:17:03Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Units that need lots of energy to fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
*Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
=== Other units with high energy drain ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15270</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15270"/>
		<updated>2010-03-07T18:16:26Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
*Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
*Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
- Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
*Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
*Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
=== Other units with high energy drain ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15269</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15269"/>
		<updated>2010-03-07T16:25:08Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Other units high energy drain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
- Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
- Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
- Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
=== Other units with high energy drain ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15268</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15268"/>
		<updated>2010-03-07T16:24:57Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Other units that require energy per shot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
- Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
- Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
- Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
=== Other units high energy drain ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15267</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15267"/>
		<updated>2010-03-07T16:23:10Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Units that need lots of energy to fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
- Arm Annihilator&lt;br /&gt;
&lt;br /&gt;
:4000 energy per shot for this massive laser weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
- Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
- Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Core Krogoth&lt;br /&gt;
&lt;br /&gt;
:Needs 2000 energy to fire its blue laser from the head.&lt;br /&gt;
&lt;br /&gt;
=== Other units that require energy per shot ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, many other units need a good ammount of energy to work continiously.&lt;br /&gt;
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15266</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15266"/>
		<updated>2010-03-07T16:16:57Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Other units that require energy per shot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
- Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
- Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other units that require energy per shot ===&lt;br /&gt;
-Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;&#039;MORE energy than a core artillery does&#039;&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15265</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15265"/>
		<updated>2010-03-07T16:16:00Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Units that need lots of energy to fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
- Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
- Core Goliath&lt;br /&gt;
: High damage shell, uses 800 energy per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other units that require energy per shot ===&lt;br /&gt;
-Core Sumo&lt;br /&gt;
&lt;br /&gt;
: The heavy laser that it bears uses 192 energy per shot (274 per second).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs &#039;&#039;MORE energy than a core artillery does&#039;&#039;, core arty uses 112 energy per second, luger uses 143 energy per second.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15264</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15264"/>
		<updated>2010-03-07T16:07:15Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Units that need lots of energy to fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs MORE energy than a core artillery does.&lt;br /&gt;
&lt;br /&gt;
- Arm Millenium&lt;br /&gt;
&lt;br /&gt;
:The arm flagship, is now described as an &amp;quot;artillery&amp;quot; battle ship. 1000 e per shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
- Core Warlord&lt;br /&gt;
&lt;br /&gt;
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15263</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15263"/>
		<updated>2010-03-07T15:38:11Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Units that need lots of energy to fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs MORE energy than a core artillery does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15262</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15262"/>
		<updated>2010-03-07T15:34:18Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Units that need lots of energy to fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
Â¶&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
:Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs MORE energy than a core artillery does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15261</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15261"/>
		<updated>2010-03-07T15:33:56Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Units that need lots of energy to fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
Â¶&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs MORE energy than a core artillery does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15260</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15260"/>
		<updated>2010-03-07T15:33:24Z</updated>

		<summary type="html">&lt;p&gt;Mongus: oops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commanders&lt;br /&gt;
&lt;br /&gt;
when commanders dgun, they need 350 energy in storage.&lt;br /&gt;
&lt;br /&gt;
Arm Sniper&lt;br /&gt;
&lt;br /&gt;
Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
Arm Raven&lt;br /&gt;
&lt;br /&gt;
900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm Luger&lt;br /&gt;
&lt;br /&gt;
It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs MORE energy than a core artillery does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Core artillery&lt;br /&gt;
&lt;br /&gt;
High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15259</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15259"/>
		<updated>2010-03-07T15:32:05Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Units that need lots of energy to fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Units that need lots of energy to fire ==&lt;br /&gt;
Â¶&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Commanders&lt;br /&gt;
:Disintegration gun, requires 350 in storage for using it.&lt;br /&gt;
&lt;br /&gt;
- Arm Sniper&lt;br /&gt;
&lt;br /&gt;
:Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
:2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
- Arm Raven&lt;br /&gt;
&lt;br /&gt;
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
:This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
:At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Arm Luger&lt;br /&gt;
&lt;br /&gt;
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs MORE energy than a core artillery does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Core artillery&lt;br /&gt;
&lt;br /&gt;
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15258</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15258"/>
		<updated>2010-03-07T15:15:01Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Power consumption/costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Units that need lots of energy to fire ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Units in this list demand you keep an eye on your energy tab for using.&lt;br /&gt;
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commanders&lt;br /&gt;
&lt;br /&gt;
when commanders dgun, they need 350 energy in storage.&lt;br /&gt;
&lt;br /&gt;
Arm Sniper&lt;br /&gt;
&lt;br /&gt;
Taking down laser towers and sniping important units costs 1000 energy per shot.&lt;br /&gt;
2260 damage per shot. Build an energy storage.&lt;br /&gt;
&lt;br /&gt;
Arm Raven&lt;br /&gt;
&lt;br /&gt;
900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.&lt;br /&gt;
This unit does around 2400 dps, but scattered/random non focusable damage.&lt;br /&gt;
At times it seems its not worth its cost (half a golliat).&lt;br /&gt;
Used properly, and covered, it will demolish any base, specially if you have 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm Luger&lt;br /&gt;
&lt;br /&gt;
It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs MORE energy than a core artillery does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Core artillery&lt;br /&gt;
&lt;br /&gt;
High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15257</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15257"/>
		<updated>2010-03-07T14:36:36Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet [http://springrts.com/wiki/XTA xta] mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15256</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15256"/>
		<updated>2010-03-07T04:26:41Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that meet xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15255</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15255"/>
		<updated>2010-03-07T03:09:15Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15254</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15254"/>
		<updated>2010-03-07T03:05:27Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* The solar collector */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators, which produce at times lots, and at times little energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal, 3x times the cost of a windgenerator.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15253</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15253"/>
		<updated>2010-03-07T03:02:56Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* The solar collector */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output, unlike windgenerators.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to windgenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15252</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15252"/>
		<updated>2010-03-07T03:01:55Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to wingenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15249</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15249"/>
		<updated>2010-03-07T02:58:33Z</updated>

		<summary type="html">&lt;p&gt;Mongus: paragraphs = good for readability/understanding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to wingenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15248</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15248"/>
		<updated>2010-03-07T02:56:43Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Arm Light Mobile Fusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to wingenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15247</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15247"/>
		<updated>2010-03-07T02:56:10Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* HEAVY Fusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to wingenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and HEAVY fusions.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15246</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15246"/>
		<updated>2010-03-07T02:52:35Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to wingenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15245</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15245"/>
		<updated>2010-03-07T02:51:40Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to wingenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both light fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15244</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15244"/>
		<updated>2010-03-07T02:50:03Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* HEAVY Fusions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to wingenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusion ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15243</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15243"/>
		<updated>2010-03-07T02:49:11Z</updated>

		<summary type="html">&lt;p&gt;Mongus: Restored paragraph diferentiation, please dont erase those spaces if you are not going to replace them with breaklines. almost all typos foxed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT REQUIRE ENERGY to be buildt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to wingenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks the firing line of defenses and units, ie. light laser tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast due to the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusions ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xta_se_v066 historical comparative view both.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15242</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15242"/>
		<updated>2010-03-07T02:31:20Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the first time.&lt;br /&gt;
&lt;br /&gt;
But does work as well for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy build-tree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy build-tree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the HEAVY Fusion Reactor&#039;&#039;&#039;, use the &#039;&#039;Lightfusions&#039;&#039; -&amp;gt; &#039;&#039;Cloakable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windgenerator, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavily armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continuous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to wingenerators.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windgenerator farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continuous metal output, so don&#039;t build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Light fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 32%-37% of the output of a cloakable fusion, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Light Fusion Power Plant ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 mobile constructors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 Lightfusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destruction, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arm Light Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Costs half of the energy cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Costs around half of the build-time cost of a core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hiding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core Lightfusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destruct, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloakable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed as well.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to Lightfusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
==== HEAVY Fusions ====&lt;br /&gt;
&lt;br /&gt;
The HEAVY fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This HEAVY fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attempt to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a HEAVY Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15241</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15241"/>
		<updated>2010-03-07T01:59:47Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
But does work aswell for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Quite less overall cost&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core minifusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a BIG (non cloakable) Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Suggested_maps_for_3ffa&amp;diff=18063</id>
		<title>Suggested maps for 3ffa</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Suggested_maps_for_3ffa&amp;diff=18063"/>
		<updated>2010-02-07T15:42:52Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Maps for 3 free for all games (xta) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Maps for 3 free for all games (xta) =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=569 SaltRockColony]&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=878 Ternion]&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=579 Sherwood]&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/search_result.php?search=Red%2520Triangle&amp;amp;select=select_all Red Triangle] (v2 or remake).&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=2291 Sparewood Remake]&lt;br /&gt;
&lt;br /&gt;
*[http://mapinfo.adune.nl/?map=Chernobyl Chernobyl] is sort of lol map, but has interesting gameplay.&lt;br /&gt;
&lt;br /&gt;
*[http://mapinfo.adune.nl/?map=Curved_Focus Curved Focus] is an interesting alternative, it looks like chernobyl&#039;s less lol version.&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=304 Gods of war 2 remake] it has 6 islands, so it can be setup for 3ffa, and let an island in between each player. A sea 3ffa map!.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overplayed ones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=189 Desert triad] (this map is also thought to be unbalanced, as right side hill has terrain disponibility advantage.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unbalanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=699 The Cold Place] (remake is not suggested, as its too big, and has too much metal for a 3ffa, otoh it *may be well balanced for 3ffa unlike the original, reviewing upon testing)&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Download&amp;diff=20203</id>
		<title>Talk:Download</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Download&amp;diff=20203"/>
		<updated>2010-02-06T04:46:48Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;satirik : added the toc back, it&#039;s a mess without&lt;br /&gt;
&lt;br /&gt;
Forb: i removed the link because the file was truncated, sorry for not being precise enough. [[User:Imbaczek|Imbaczek]] 21:20, 30 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Grapefruit: could someone change the part of Mac OSX to something like the following?&lt;br /&gt;
&amp;quot;Currently there is no binary package for Mac OSX, but u can compile spring from source following this guide: http://springrts.com/wiki/Spring_on_MacOSX&amp;quot;&lt;br /&gt;
[[User:Grapefruit|Grapefruit]] 21:20, 04 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a better description for tasclient:&lt;br /&gt;
&lt;br /&gt;
The original client for Spring, Tasclient, developed from the first versions by Betalord in delphy.&lt;br /&gt;
Its not in the installer because its not multiplatform (windows only), as SpringLobby, but it has all the features that matured with Spring itself.&lt;br /&gt;
Its in active development by satirik.&lt;br /&gt;
Give it a try and be surprised by its features.&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Download&amp;diff=20202</id>
		<title>Talk:Download</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Download&amp;diff=20202"/>
		<updated>2010-02-06T04:31:38Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;satirik : added the toc back, it&#039;s a mess without&lt;br /&gt;
&lt;br /&gt;
Forb: i removed the link because the file was truncated, sorry for not being precise enough. [[User:Imbaczek|Imbaczek]] 21:20, 30 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Grapefruit: could someone change the part of Mac OSX to something like the following?&lt;br /&gt;
&amp;quot;Currently there is no binary package for Mac OSX, but u can compile spring from source following this guide: http://springrts.com/wiki/Spring_on_MacOSX&amp;quot;&lt;br /&gt;
[[User:Grapefruit|Grapefruit]] 21:20, 04 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a better description for tasclient:&lt;br /&gt;
&lt;br /&gt;
The original client for Spring, Tasclient, developed from the first versions by Betalord in delphy.&lt;br /&gt;
Its not multiplatform, its windows only, but it has all the features that matured with Spring itself.&lt;br /&gt;
Its in active development by satirik.&lt;br /&gt;
Give it a try and be surprised by its features.&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Download&amp;diff=20201</id>
		<title>Talk:Download</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Download&amp;diff=20201"/>
		<updated>2010-02-06T04:11:33Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;satirik : added the toc back, it&#039;s a mess without&lt;br /&gt;
&lt;br /&gt;
Forb: i removed the link because the file was truncated, sorry for not being precise enough. [[User:Imbaczek|Imbaczek]] 21:20, 30 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Grapefruit: could someone change the part of Mac OSX to something like the following?&lt;br /&gt;
&amp;quot;Currently there is no binary package for Mac OSX, but u can compile spring from source following this guide: http://springrts.com/wiki/Spring_on_MacOSX&amp;quot;&lt;br /&gt;
[[User:Grapefruit|Grapefruit]] 21:20, 04 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a better description for tasclient:&lt;br /&gt;
&lt;br /&gt;
The original client for Spring, Tasclient, developped from the first versions by Betalord in delphy.&lt;br /&gt;
Its not multyplataform, its windows only, but it has all the features that matured with spring itself.&lt;br /&gt;
Its in active development by satirik.&lt;br /&gt;
Give it a try and be surprised.&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15230</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15230"/>
		<updated>2010-02-02T01:06:34Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
But does work aswell for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Quite less overall cost&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core minifusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a BIG (non cloakable) Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The moho metal extractors take 300 energy to work (extract metal) so don&#039;t build them if you don&#039;t have the energy, or will stall your hole production.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15229</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15229"/>
		<updated>2010-02-02T01:05:00Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Cloackable Fusions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
But does work aswell for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Quite less overall cost&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core minifusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, is what the normal ota fusion used to be, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a BIG (non cloakable) Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15228</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15228"/>
		<updated>2010-02-02T01:04:10Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Big Fusions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
But does work aswell for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Quite less overall cost&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core minifusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;2 TIMES AS EXPENSIVE&#039;&#039;&#039; as what the original fusion used to be, so &#039;&#039;&#039;DON&#039;T BUILD IT RIGHT AWAY&#039;&#039;&#039;. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a BIG (non cloakable) Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15227</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15227"/>
		<updated>2010-02-02T01:01:24Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* Big Fusions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
But does work aswell for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Quite less overall cost&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core minifusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, this unit is &#039;&#039;&#039;3 times as expensive&#039;&#039;&#039; as what the original fusion used to be, so DON&#039;T BUILD IT RIGHT AWAY. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a BIG (non cloakable) Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Suggested_maps_for_3ffa&amp;diff=18062</id>
		<title>Suggested maps for 3ffa</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Suggested_maps_for_3ffa&amp;diff=18062"/>
		<updated>2010-01-31T19:52:50Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Maps for 3 free for all games (xta) =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=569 SaltRockColony]&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=878 Ternion]&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=579 Sherwood]&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/search_result.php?search=Red%2520Triangle&amp;amp;select=select_all Red Triangle] (v2 or remake).&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=2291 Sparewood Remake]&lt;br /&gt;
&lt;br /&gt;
*[http://mapinfo.adune.nl/?map=Chernobyl Chernobyl] is sort of lol map, but has interesting gameplay.&lt;br /&gt;
&lt;br /&gt;
*[http://mapinfo.adune.nl/?map=Curved_Focus Curved Focus] is an interesting alternative, it looks like chernobyl&#039;s less lol version.&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=304 Gods of war 2 remake] it has 6 islands, so it can be setup for 3ffa, and let an island in between each player. A sea 3ffa map!.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overplayed ones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=189 Desert triad] (this map is also thought to be unbalanced, as rigth side hill has terrain disponibility advantege.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unbalanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=699 The Cold Place] (remake is not suggested, as its too big, and has too much metal for a 3ffa, otoh it *may be well balanced for 3ffa unlike the original, reviewing uppon testing)&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Suggested_maps_for_3ffa&amp;diff=18061</id>
		<title>Suggested maps for 3ffa</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Suggested_maps_for_3ffa&amp;diff=18061"/>
		<updated>2010-01-31T19:51:35Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Maps for 3 free for all games (xta) =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=569 SaltRockColony]&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=878 Ternion]&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=579 Sherwood]&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/search_result.php?search=Red%2520Triangle&amp;amp;select=select_all Red Triangle] (v2 or remake).&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=2291 Sparewood Remake]&lt;br /&gt;
&lt;br /&gt;
*[http://mapinfo.adune.nl/?map=Chernobyl Chernobyl] is sort of lol map, but has interesting gameplay.&lt;br /&gt;
&lt;br /&gt;
*[http://mapinfo.adune.nl/?map=Curved_Focus Curved Focus] is an interesting alternative, it looks like chernobyl&#039;s less lol version.&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=304 Gods of war 2 remake]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overplayed ones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=189 Desert triad] (this map is also thought to be unbalanced, as rigth side hill has terrain disponibility advantege.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unbalanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.springfiles.com/show_file.php?id=699 The Cold Place] (remake is not suggested, as its too big, and has too much metal for a 3ffa, otoh it *may be well balanced for 3ffa unlike the original, reviewing uppon testing)&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_Lessons&amp;diff=20033</id>
		<title>Xta Lessons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xta_Lessons&amp;diff=20033"/>
		<updated>2010-01-02T14:28:10Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Lessons ==&lt;br /&gt;
&lt;br /&gt;
*Radar&lt;br /&gt;
*Scouting/harrasing&lt;br /&gt;
*Llt placement&lt;br /&gt;
*DT placement&lt;br /&gt;
*Expanding&lt;br /&gt;
*Reclaiming&lt;br /&gt;
*Lab selection&lt;br /&gt;
&lt;br /&gt;
*unit mixing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Lessons ==&lt;br /&gt;
&lt;br /&gt;
*Destroying Hlt&lt;br /&gt;
*Using artillery&lt;br /&gt;
*Energy buildtree&lt;br /&gt;
*porcing/breaking&lt;br /&gt;
*porking/breaking&lt;br /&gt;
*defensive DT&lt;br /&gt;
&lt;br /&gt;
== Advanced Lessons ==&lt;br /&gt;
&lt;br /&gt;
*Strategy selection&lt;br /&gt;
*Microing Commander&lt;br /&gt;
*Wining long term war&lt;br /&gt;
*Unit Build setups&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15226</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15226"/>
		<updated>2010-01-02T13:14:52Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
But does work aswell for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Quite less overall cost&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core minifusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, the unit is what used to be the original fusion, so DON&#039;T BUILD IT RIGHT AWAY. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a BIG (non cloakable) Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15225</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15225"/>
		<updated>2010-01-02T13:13:25Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
But does work aswell for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Quite less overall cost&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core minifusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, the unit is what used to be the original fusion, so DON&#039;T BUILD IT RIGHT AWAY. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a BIG (non cloakable) Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15224</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15224"/>
		<updated>2010-01-02T13:13:02Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
But does work aswell for new and regulars from other mods.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy. &#039;&#039;&#039;Unless you have some sort of metal maker ai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Quite less overall cost&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core minifusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, the unit is what used to be the original fusion, so DON&#039;T BUILD IT RIGHT AWAY. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a BIG (non cloakable) Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15223</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15223"/>
		<updated>2010-01-02T13:09:55Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Arm energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|*&amp;lt;span style=&amp;quot;background:black; color:white; padding: 0em 1em;&amp;quot;&amp;gt; Core energy buildtree &amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; building path instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Level 2, xta introduces the major changes and advantages compared to OTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, there is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- It uses more space, for less energy output compared to bigger fusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Quite less overall cost&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
- Less efficient in space/energy output than core minifusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 mobilefusion per MohometalExtractor.&lt;br /&gt;
&lt;br /&gt;
- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), although its somehow more efficient than cloakable fusion, the unit is what used to be the original fusion, so DON&#039;T BUILD IT RIGHT AWAY. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&amp;amp;from=find&amp;amp;MOD=xtapev955&amp;amp;units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a BIG (non cloakable) Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;cloakable fusion&#039;&#039;&#039; for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15222</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15222"/>
		<updated>2009-12-29T20:26:21Z</updated>

		<summary type="html">&lt;p&gt;Mongus: /* The energy buildtree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|300px|Arm energy buildtree]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|300px|Core energy buildtree]]&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When going to lvl 2, start the major changes/advantages:&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produce +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Its less efficient than arm counterpart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per mohometal maker*.&lt;br /&gt;
&lt;br /&gt;
- Huge explotion on self destroy, can kill nearby attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Its more efficient than core counterpart.&lt;br /&gt;
&lt;br /&gt;
- Produces 260 energy.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per mohometal maker*.&lt;br /&gt;
&lt;br /&gt;
- Huge explotion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completelly stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), altough its somehow more efficient than cloakable fusion, the unit is what used to be the original fusion, so DONT BUILD IT RIGTH AWAY. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a cloakable fusion for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarse resource, and a moho metal extractor, effctively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
&lt;br /&gt;
All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
&lt;br /&gt;
Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
&lt;br /&gt;
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
&lt;br /&gt;
*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15221</id>
		<title>Ota2xta</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ota2xta&amp;diff=15221"/>
		<updated>2009-12-29T20:25:33Z</updated>

		<summary type="html">&lt;p&gt;Mongus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference for OTA players that play xta mod for the fist time.&lt;br /&gt;
&lt;br /&gt;
= The energy buildtree =&lt;br /&gt;
&lt;br /&gt;
[[Image:ArmenergyBpath.jpg|thumb|150px|Arm energy buildtree]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Coreenergybpath.jpg|thumb|150px|Core energy buildtree]]&lt;br /&gt;
&lt;br /&gt;
In few words, for ota players, &#039;&#039;&#039;dont build the Fusion Power Plant&#039;&#039;&#039;, use the &#039;&#039;minifusions&#039;&#039; -&amp;gt; &#039;&#039;Cloackable fusions&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The energy tree for xta, differs from ota in several aspects.&lt;br /&gt;
&lt;br /&gt;
In short, several buildings and mobile units have been added &amp;quot;in between&amp;quot; the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.&lt;br /&gt;
&lt;br /&gt;
== Energy producing buildings and mobile units ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The basic energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are the same, windmill, and solar collector.&lt;br /&gt;
&lt;br /&gt;
However there are some differences:&lt;br /&gt;
&lt;br /&gt;
==== The solar collector ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main changes from OTA:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- DOES NOT COST ENERGY to build it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Is heavy armored.&lt;br /&gt;
&lt;br /&gt;
- Produces a continous energy output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downside:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Its rather expensive in metal compared to winmills.&lt;br /&gt;
&lt;br /&gt;
- Blocks light laser tower fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Offers a quick solution for energy stall at mid metal cost (145 metal).&lt;br /&gt;
&lt;br /&gt;
- Acts as a barricade/defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Energy storage ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost has been increased, but the storage capacity is now around 32k.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Combine with windmill farms in windy maps for better results.&lt;br /&gt;
&lt;br /&gt;
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those are the main changes for the level 1 energy gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced energy structures ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When going to lvl 2, start the major changes/advantages:&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;midway&amp;quot; fusion energy plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mini fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 38%-44% of the energy output of the next step in the energy buildtree, and offering 19x-22x times the output of a single solar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core Mini Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produce +300 energy and are built by lvl 2 builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Is built by any level 2 construction unit.&lt;br /&gt;
&lt;br /&gt;
- Produces 300 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Its less efficient than arm counterpart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per mohometal maker*.&lt;br /&gt;
&lt;br /&gt;
- Huge explotion on self destroy, can kill nearby attacking force.&lt;br /&gt;
&lt;br /&gt;
==== Arm Mobile Fusion ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arm ones are built in the level 2 tank lab, and produce 260 energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
- Its more efficient than core counterpart.&lt;br /&gt;
&lt;br /&gt;
- Produces 260 energy.&lt;br /&gt;
&lt;br /&gt;
- Its build very fast because of the strong nanolathing form the level 2 tank lab.&lt;br /&gt;
&lt;br /&gt;
- Its mobile! This means you can avoid attacks to it by hidding somewhere else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Downside:&lt;br /&gt;
&lt;br /&gt;
- Forces the arm player to build level 2 tank lab to have access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
&lt;br /&gt;
- You can calculate 1 minifusion per mohometal maker*.&lt;br /&gt;
&lt;br /&gt;
- Huge explotion on self destroy, can be used as a bomb to kill incoming attacking force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloackable Fusions ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Big Fusions have changed aswell.&lt;br /&gt;
&lt;br /&gt;
Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completelly stealth once its cloaked and within radar jammer range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Big Fusions ====&lt;br /&gt;
&lt;br /&gt;
The BIG fusion makes 3500 energy, and has a &#039;&#039;&#039;very high cost&#039;&#039;&#039; (in energy metal and BT), altough its somehow more efficient than cloakable fusion, the unit is what used to be the original fusion, so DONT BUILD IT RIGTH AWAY. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
&lt;br /&gt;
This is an attemp to explain:&lt;br /&gt;
&lt;br /&gt;
1 You must &#039;&#039;&#039;NOT build a Fusion power plant in xta&#039;&#039;&#039;, like you used in OTA.&lt;br /&gt;
&lt;br /&gt;
Use a cloakable fusion for that purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.&lt;br /&gt;
&lt;br /&gt;
= Power consumption/costs =&lt;br /&gt;
&lt;br /&gt;
The first thing you need to know, is, Moho metal extractors use 300 of energy to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be justified, because of metal is a quantitative scarse resource, and a moho metal extractor, effctively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.&lt;br /&gt;
&lt;br /&gt;
The increase in the energy slightly higher than x^5, with x = energy drain of level 1 metal extractor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic xta description for ota players =&lt;br /&gt;
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All level 1 units are worth building:&lt;br /&gt;
*Stumpies and Hammers are decent anti-MT choices.&lt;br /&gt;
*Jeffies are very dangerous, but they do cost nearly 200 metal.&lt;br /&gt;
*There is a level 1 gunship now.&lt;br /&gt;
*Freedom Fighters and Avengers have been given their sorely needed boost.&lt;br /&gt;
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All level 2 units are worth building:&lt;br /&gt;
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.&lt;br /&gt;
*Their 2.1k metal cost is well worth the unit you get in exchange.&lt;br /&gt;
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile-alike range, BB-class shell.&lt;br /&gt;
*But they don&#039;t quite come for free: 2.8k metal.&lt;br /&gt;
*Mavericks build much faster.&lt;br /&gt;
*Flakkers fire at ground targets, and their antiair potential has been improved.&lt;br /&gt;
*Warlords and Leviathans were massively boosted in terms of armor and firepower.&lt;br /&gt;
*Krogoths are totally krazy, man.&lt;br /&gt;
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Nearly all defenses were revamped:&lt;br /&gt;
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.&lt;br /&gt;
*LLTs have the range and power to be worth building.&lt;br /&gt;
*HLTs are a bit costly, but they can reach further than missiles.&lt;br /&gt;
*An excellent early creep weapon.&lt;br /&gt;
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.&lt;br /&gt;
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.&lt;br /&gt;
*Annihilators and Doomsday Machines have far higher range, more armor, and they don&#039;t blow up half your base when they die.&lt;br /&gt;
*With all the armor available in level 2 units, you will need them.&lt;br /&gt;
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.&lt;br /&gt;
*EMP/Neutron silos are short ranged, very fast building budget nukes.&lt;br /&gt;
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.&lt;br /&gt;
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Resource structures have changed less than other parts of the mod but the gameplay impact is very big:&lt;br /&gt;
*Metal Extractors self destruct instantly and without damaging anything around them.&lt;br /&gt;
*This makes upgrading to Moho Extractors less tedious.&lt;br /&gt;
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.&lt;br /&gt;
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.&lt;br /&gt;
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.&lt;br /&gt;
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.&lt;br /&gt;
&#039;&#039;&#039;Cloakable Fusions have taken the place of OTA&#039;s regular ones.&#039;&#039;&#039;&lt;br /&gt;
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.&lt;br /&gt;
*This reduces the need for Fusion farms in very late game.&lt;br /&gt;
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*Mine layers have several types of mines that are worth building and move faster.&lt;br /&gt;
*Energy and Metal Storage stores a lot more.&lt;br /&gt;
*Missile frigates have got firepower and hitpoints suitable for their cost.&lt;br /&gt;
*Mobile artillery and lugers are not inaccurate.&lt;br /&gt;
*Decoy commanders build as fast as real commanders.&lt;br /&gt;
*The build range on all con units has been increased.&lt;br /&gt;
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[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Mongus</name></author>
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