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	<updated>2026-11-08T19:52:22Z</updated>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6566</id>
		<title>Expand and Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6566"/>
		<updated>2007-12-09T14:40:06Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|right|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://files.filefront.com/ExpandandExterminatev033sd7/;9044315;/fileinfo.html]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols. [[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png|left]]&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (This faction is not currently available but is under active development)&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
==GD==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STAYING POWER&#039;&#039;&#039; - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions. The higher you climb the tech lvls the more armor hp damage and turrets you get on your units. At lvl 3 GD&#039;s tanks are lumbering behemoths with multiple turrets spewing fire in many directions. The key word in that last sentence is lumbering for those tanks are slow so either transport them or hide them till they are in range.&lt;br /&gt;
** &#039;&#039;&#039;LVL1&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL2&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;LVL3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CENTRALIZED RESOURCING&#039;&#039;&#039; - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately. GD also has a light gas plant that gives the same amount of energy as the mexes. When you&#039;re getting around to building a nuclear reactor it gives 2x+ more energy than its closest equivalent (URC fusion). While this means less building you had better space out your reactors cause they go up like nukes. At lvl3 the Gd get the ability to make a Super reactor that produces around 2000 energy. GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult but are more expensive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LACK OF MOBILITY&#039;&#039;&#039; - Overall GD is the slowest of the three factions.  GD&#039;s first transport unit is available in the lvl1 air plant and is a key unit in their plans. Armed mexes combined with the rapid deployment of units via air transports helps minimize GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability. At lvl3 the GD receive a tough armed transport helo. With a little skill (and some pre raid destruction) these will be able to penetrate enemy airspace and drop of their precious cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;METAL RAIN&#039;&#039;&#039; - GD arty will devastate almost any target save air units. They have an advantage vs any side but they are expensive and slow moving so you must protect them wisely. Lvl 1 arty is good support for your tanks and can help soften up a defensive line before a push. Lvl 2 arty is more effective than its lvl 1 cousin, where as the lvl 1 arty fired straight up in high trajectory, the lvl 2 can fire both in low and high trajectories. The main difference is in accuracy, with low trajectory having higher accuracy. At lvl 3 the GD gain both saturation artillery and nuke artillery. The saturation arty is like its lvl 1 cousin in that it fires straight up but that is the end of similarities. With four barrels this unit puts out a constant stream of shells that is devastating to both static defense and mobile units. The nuke artillery is a devastating weapon if used correctly. You must pay for each individual shell you fire so this is gonna be expensive unit to use in bulk or consistently. However the power unleashed form this units is devastating. The GD also have a tactical nuke launcher. Similar to the nuke artillery, you must pay for each missile you fire. The main difference between them is accuracy. The tactical nuke is perfect for pinpoint strikes while the nuke arty can and does miss so be forewarned. &lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them. &amp;lt;i&amp;gt;-Decimator&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most definitely. Don&#039;t forget to mix your units as well. &amp;lt;i&amp;gt;-Shadowsage&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==URC==&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completely ignore it by going through high terrain to surprise attack an opponent&#039;s base. If the high terrain is steep enough, you&#039;re assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During  after you have put up your early economy and first land factory use spiders (cheap, cloakable spy unit that can build cameras and mines, LVL1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can build a stealth factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and take less damage than their non-stealth counterparts. Therefore its advised to use these units in small raiding parties to disrupt and destroy the opponents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for surprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an array of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Download Expand &amp;amp; Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8481 Current Expand &amp;amp; Exterminate Thread]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5105  (Version 0.163) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 (Version 0.155) Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&#039;&#039;&#039;Mod Creation&#039;&#039;&#039;&lt;br /&gt;
*Fang - Created all of E&amp;amp;E, scripted, textured, modeled and compiled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gundam RTS&#039;&#039;&#039;&lt;br /&gt;
*Smoth - Scripting and modeling advice, and much other assistance &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanoblobs&#039;&#039;&#039;&lt;br /&gt;
*Argh - Scripting and modeling advice, as well as much other assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Ground Zero - Provided modeling help and sounds &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TA: WD&#039;&#039;&#039;&lt;br /&gt;
*Nemo - Weapon setup assistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
*Decimator - Wrote GD Strategy&lt;br /&gt;
*Flintlock - Initial Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
*Forboding Angel - Cursers/Loading Screens/Sounds&lt;br /&gt;
*Wasp - Buildpics/Icons/Website help&lt;br /&gt;
*Zoombie - Unit Guides&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Testing&#039;&#039;&#039;&lt;br /&gt;
*Big Steve&lt;br /&gt;
*Cabbage&lt;br /&gt;
*Das Bruce&lt;br /&gt;
*Dave the Brave&lt;br /&gt;
*Decimator&lt;br /&gt;
*Drexion&lt;br /&gt;
*Guilty Spark&lt;br /&gt;
*Over Damage&lt;br /&gt;
*Flintlock&lt;br /&gt;
*Forboding Angel&lt;br /&gt;
*J5mello&lt;br /&gt;
*Smoth&lt;br /&gt;
*Tenebrous&lt;br /&gt;
*Wasp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Testing&#039;&#039;&#039;&lt;br /&gt;
*Sleksa&lt;br /&gt;
*WarhammerC&lt;br /&gt;
*Cronyx&lt;br /&gt;
*Chapparal&lt;br /&gt;
*Sekhmet/Neddiedrow&lt;br /&gt;
*Aun&lt;br /&gt;
*Kixxe&lt;br /&gt;
*Krogothe&lt;br /&gt;
*Drone_Fragger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Players&#039;&#039;&#039;&lt;br /&gt;
*Thank you for playing and giving input on the current version&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7658</id>
		<title>GD Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7658"/>
		<updated>2007-11-14T05:56:32Z</updated>

		<summary type="html">&lt;p&gt;P3374H: fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-GD.png|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
== Level One: Land ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost: Light cannon tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Vladost.jpg|left|100px]]&lt;br /&gt;
The Vladost forms the bulk of any Global Dynasty force.  These durable tanks are equiped with a double-barreled cannon. They are best used in lines where their superior range and damage can inflict heavy losses on the enemy. Vladosts nearly always shoot first in an engagement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Petra: Light missile tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Petra.jpg|left|100px]]&lt;br /&gt;
The Petra serves as a support unit for the GD forces.  Their arcing missile fire allows them to bring their weapons to bear no matter their surroundings.  Due to its inferior armor this unit should be put to the rear of a combat force, where it can use its indirect fire to greater effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taiga: Light laser tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Tagia.jpg|left|100px]]&lt;br /&gt;
The Taiga fires a short-ranged continuous laser at enemy targets, rapidly cutting through their armor.  Faster than other GD units as well as more heavily armored these untis excel at short range combat.  Their superior damage against structures makes them ideal for flank attacks or especially as candidates for covert airdrops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost IIC: Radar tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:VladostIIC.jpg|left|100px]]&lt;br /&gt;
The Vladost IIC is a GD forces eyes and ears.  Equipped with a short range sensor suit these tanks can improve line of sight as well as providing mobile radar.  However Armed with only a single-barreled cannon and reduced armor these are not a substitue for light cannon tanks.  They will however tilt the balance in your favor allowing your forces to engage the enemy from maximum range and detecting flank attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tchernia LT: Ion Cannon Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:TcherniaLT.jpg|left|100px]]&lt;br /&gt;
The GD&#039;s ace in the hole when it comes to rapid strikes by the enemy, the Tchernia Ion Cannon Tank is literally a show stopper, armed with a single large bore ion cannon this tank is capable of stopping any enemy units in it&#039;s tracks with an EMP pulse. Due to its expensive cost and high energy use this tank should be built sparingly, however it can turn the tide should you face a numerically superior foe. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pavost Light Artillery&#039;&#039;&#039;&lt;br /&gt;
[[Image:Pavost.jpg|left|100px]]&lt;br /&gt;
The Pavost light artillery is the back bone of the GD&#039;s early long range divisions. Capable of putting a hail of fire on a target area when grouped, The Pavost will get your enemy moving, weakened and confused. However Pavost light artillery have very thin armor, if caught alone it has no chance of survival. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pavost AAI: Light Anti-air tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:PavostAA.jpg|left|100px]]&lt;br /&gt;
The Pavost AAI is the first line in the GD&#039;s defense against aerial attacks. Its Light Flak cannon can easily dispatch light aircraft of all sorts, and built in mass it can even deal with medium aircraft. These should be included in all attack forces to protect against aerial attack. As heavier aircraft become present on the battlefield the Pavost AAI may require support from other anti air elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost IAMP&#039;&#039;&#039; &lt;br /&gt;
[[Image:VladostIIA.jpg|left|100px]]&lt;br /&gt;
A perfect surprise for your enemies, this modified Vladost tank known as the IAMP version, has been refitted with a amphibious suit for navigating even deep water. Equipped with the same double-barreled cannon as its land going counterpart this tank can still pack a punch. However the Amphibious Vladost is easy prey for ships and submarines lacking anyway to retaliate against them. Use them with care, as a well planned and executed amphibious assault can breach even the most heavily defended stronghold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kamir I&#039;&#039;&#039;&#039;&lt;br /&gt;
[[Image:KamirI.jpg|left|100px]]&lt;br /&gt;
This light fast scout tank is capable of building remote camera&#039;s and camoflaged radar.  Great for roving ahead of an attack force and determining the oposition.  This scout tank is perfect for harassing the enemy, keeping tabs on distant parts of your territory, clearing minefields and quickly reclaiming debris on the battlefield. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gurnz construction vehicle&#039;&#039;&#039;&lt;br /&gt;
[[Image:Gurnz.jpg|left|100px]]&lt;br /&gt;
The Gurnz is your ticket to victory. It may be ugly, it&#039;s crew may be surly and ill trained, it&#039;s paint might be chipped and it might smell, but the Gurnz is still your basic building unit. It can construct level one buildings and level two HUBs, allowing you to tech up to the next level of units.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front== &lt;br /&gt;
January 23, 3132 AD &lt;br /&gt;
Denmark Campaign &lt;br /&gt;
24 km outside URC held Helden &lt;br /&gt;
(Formerly Odense)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“The Vladost battle tank&#039;s control room sounded like a better choice to me when I first joined up. It was either that or the helo division. And every single time I took the plane to Kong I spent the entire time in the head, retching. &lt;br /&gt;
&lt;br /&gt;
	It had &#039;sounded&#039; good. Now I was seriously reconsidering that. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Explosive! Explosive rounds, damn it!Ã¢â‚¬Â Victor kicked me in the back. He was well situated, his head sticking out of the copula, his legs right near my upper back and head. I put my eye against the looker and spotted the enemy bots round the hill. I fingered the trigger, my other hand telling the auto-loader to give us a explosive. A bolt of plasma burnt into the side of our tank and I yelped as the room became boiling hot for a moment. Then the damage control systems kicked in and the air reached a livable temperature. For revenge, I pulled the trigger. &lt;br /&gt;
&lt;br /&gt;
	BOOM! BANG! I swear the second cannon sounds different from the first. I swear it, but neither the driver, nor my commander believe me. No matter. The explosive shell smashes into the ground between the two bots and smoke fills my scanner scope. A secondary explosion kicks up more dirt. The second shell hits and another explosion kicks up even more dust. The dust clears and I grin. Both bots are down. &lt;br /&gt;
&lt;br /&gt;
	WHAM! Something slams me in the back of my head. Smoke fills the cabin and Victor is screaming something. I reach for my escape hatch. It doesn&#039;t open. Victor kicks me in the back, scrambling out of his hatch. The gunner isn&#039;t screaming. I smell burnt meat. Another something slams into the tank and my head smashes against the wall. Then hands are grabbing me, pulling me up. I scramble out, stars dancing in front of my eyes. &lt;br /&gt;
&lt;br /&gt;
	Victor throws me off the tank and I hit the dirt, wheezing. He is about to jump when the tank itself explodes violently. I stand, my head ringing, blood running down the side of my head. Bits of the tank land all around me, piffing into the dirt ground. My knees knock together as it hits me. Victor might have been a bastard...and Hoe, the gunner, he&#039;d been all right...&lt;br /&gt;
&lt;br /&gt;
	I hear the stomp stomp stomp of URC mechs. I turn around and see the four mechs that had hit us...bastards had crested the hill we were sitting against. Where was the rest of the battle group! I turned, trying to see some tanks.&lt;br /&gt;
&lt;br /&gt;
	None. I was alone. &lt;br /&gt;
&lt;br /&gt;
	I turned back to the robos. I supposed the plasma would be quick...I closed my eyes.&lt;br /&gt;
&lt;br /&gt;
	And that was what saved my eyes. A flash, brighter than anything I thought possible, burst through my eye lids. I hit the ground and heat washed over me. I opened my eyes in time to see the robos fall down. A brilliant, beautiful cloud rose above the city of Odense. It was shaped like the mushrooms I used to eat when I was a kid. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Holy shit,Ã¢â‚¬Â I muttered. Ã¢â‚¬Å“They did it. They really did it.Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	So thats why we had been stationed here. Thats why the GD had pulled back. I felt cold. If I had known how bad it was going to get...I&#039;d have deserted. But at the time I only known one thing: The war had gone nuclear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Level One: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doppler: Radar/Sonar Helo&#039;&#039;&#039;&lt;br /&gt;
[[Image:Doppler.jpg|left|100px]]&lt;br /&gt;
	The helicopter is small, cheap and can be used to patrol the area around your base, extending your radar and sight range. Useful as a mobile spotter and a submarine finder, the Doppler can make your day much easier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cossack: Interceptor Helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:Cossack.jpg|left|100px]]&lt;br /&gt;
	Equipped with air to air missiles, the Cossack is perfect for taking down the enemy bombers. Capable of destroying most enemy aircraft (assuming the Cossack team has numbers on its side) the Cossack is a must have for total air superiority. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khan: Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:Khan.jpg|left|100px]]&lt;br /&gt;
	The Khan is a gunship, equipped with deadly heavy machine guns, the Khan is suited to destroying enemy patrols and harassing enemy forces. Remember to pull it back before it&#039;s fuel supplies run low, or it will not be coming back from it&#039;s mission. Best used in packs to destroy isolated pockets of resistance, hunt down fleeing enemies, or blasting apart undefended buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grund: Light Transport Helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:Grund.jpg|left|100px]] &lt;br /&gt;
	A swift transport, the Grund is capable of trasnporting light units. Unfortunately it&#039;s speed is balanced by a complete lack of armor, guns or anything that will allow it to survive enemy attacks. Use it to ferry unit&#039;s around safe territory, or carefully sneak it through the enemy&#039;s defensive line.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
 December, 25 3132 AD. GD &#039;tactical withdrawal&#039; Somewhere over Siberia. &lt;br /&gt;
&lt;br /&gt;
	I bounced in my cockpit and watched my army fall back. It felt bad, It felt worse than the day Moriscaw was plasma bombed by the robo bastards. It felt even worse than when my first son had died. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it. Damn it!Ã¢â‚¬Â I muttered, keeping my voice off the radio. The rest of my squad didn&#039;t near to hear me going to pieces. Hell, I didn&#039;t need to hear me going to pieces. A sudden buffet of wind shook my Cossack. That made me pay attention. Siberia killed. It had killed when my ancient ancestors had fought the Nazis, it had killed before them...it would kill after I and mine had gone by too. &lt;br /&gt;
&lt;br /&gt;
	But the one thing it wouldn&#039;t...couldn&#039;t kill was the robos. URC mechs marched underneath us, bolts of plasma lighting up the ground. Occasionally one of our tanks would fire back...more often, they would explode brightly. Like a star in the night sky. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Contact!Ã¢â‚¬Â Kim shouted, his voice crackling over my radio. I snapped back to focus, my training taking over. The red dots on my radar screen were going to fast to be tanks, too slow to be fighters. Bombers...and the computer in my radar projected their course to the bridge. Shit! &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Form up on my mark,Ã¢â‚¬Â I said. Ã¢â‚¬Å“Don&#039;t let a single one of those bombers get past!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I moved my joystick and the Cossack moves about. I see the bombers. Wide, engines glowing. They&#039;re not even trying to hide! I grin, reading my heat seeking missiles. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missiles away!Ã¢â‚¬Â I shout. The missiles streak towards the bombers. One impacts, then the other. The bomber falls out of the sky, trailing smoke. It hits the ground and it&#039;s plasma hold lights up with a bright green flash. Missiles streak past me as my wingmates open fire. Two more bombers go down. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“This is too easy...Ã¢â‚¬Â I murmur. I let go two missiles and the last bomber explodes. &lt;br /&gt;
&lt;br /&gt;
	I wait for the shoe to drop. &lt;br /&gt;
&lt;br /&gt;
	Nothing. I bring my Cossack back to the patrol route. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey, why can&#039;t they make it this easy each time?Ã¢â‚¬Â That&#039;s...Vlad. Then warning indicators flash and his helo&#039;s signals vanish. A flash bursts through my windshield and I look to the side. Vlad&#039;s helo, whats left of it, falls to the ground. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missles! Break, break break!Ã¢â‚¬Â I shout. Another one of the helo&#039;s, this time Kim&#039;s, explodes. Ã¢â‚¬Å“Fall back!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	The remains of my squad peels towards the bride. As we leave the operational area, my radar detects more URC bombers heading towards the bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Two: Land== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khrushchev: Medium battle tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Krushchev.jpg|left|100px]]&lt;br /&gt;
Armed and armored like a...tank, the Khrushchev is a deadly weapon on the battle. Slow, but heavily armored, the Khrushchev is armed with two cannons and a mini-gun that can take down a verity of targets. The Khrushchev, in numbers, is a platform capable of handling any number of enemy ground units. Beware: It&#039;s lack of mobility and can lead it it&#039;s doom through enemy flanking maneuvers and sneak attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irveranguz: Medium Missle Tank&#039;&#039;&#039; &lt;br /&gt;
[[Image:Irveranguz.jpg|left|100px]]&lt;br /&gt;
With arching missiles and heavier armoring, the Irveranguz can destroy enemies located behind hills, around corners and so on. Use it to back up the direct fire power of your tanks, and to control crowds through it&#039;s high AOE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kirovich: Medium Laser Tank&#039;&#039;&#039; &lt;br /&gt;
[[Image:Kirovich.jpg|left|100px]]&lt;br /&gt;
With no less than four short range, high powered lasers, the Kirovich is a fast assault raider, capable of burning down enemy buildings in a flash. Beware: High energy usage make this tank a nuclear powered beast that can destroy your economy. Make sure your power plants are running at full tilt. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aurora: Bombardment Artillery&#039;&#039;&#039;&lt;br /&gt;
[[Image:Aurora.jpg|left|100px]]&lt;br /&gt;
The Aurora brings death at long range, with two massive barrels and an infinite amounts heavy shells. Unlike its level 1 counterpart, it can fire horizontally. This feature, if used with care, can be used to devestate aproaching armies if their positions are wel known. It is also slower and more unwieldy than the Pavost light artillery. Use it with care, and be sure to protect it, as it is an expensive investment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tchernia: Medium Ion Cannon&#039;&#039;&#039;&lt;br /&gt;
[[Image:Tchernia.jpg|left|100px]]&lt;br /&gt;
A larger, longer ranged, more heavily armored version of the Tchernia LT, with duel cannons, the Tchernia is a non-lethal weapon that can turn the tide of battle by paralyzing your enemies and styming their advanced. Guaranteed Ã¢â‚¬Å“Blitzkrieg StopperÃ¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yatioa: AA TankÃ¢â‚¬Â&lt;br /&gt;
[[Image:Yaota.jpg|left|100px]]&lt;br /&gt;
A heavy Flak wielding tank, this tank is capable of destroying URC VTOLS en mass. Keep it protected from a ground assault. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yakovitch: ECM Tank&#039;&#039;&#039; &lt;br /&gt;
[[Image:ECM.jpg|left|100px]]&lt;br /&gt;
Equipped with nothing but a machine gun, the Yakovitch is still one of the most powerful weapons in your arsenal. Capable of hiding an entire attack force from enemy radar, the Yakovitch is the way to sneak your army behind the enemies gates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaikovic: Minelayer Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Minelayer.jpg|left|100px]]&lt;br /&gt;
Capable of building light and medium mines, use the Vaikovic to cover the entrances into your base. Capable of stopping all but the most determined (or suicidal) enemies, mine fields are your best friend when it comes to defense. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Khrushchev IAMP: Amphibious Battle Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Anphib.jpg|left|100px]]&lt;br /&gt;
Equipped with standard suicide pills and self contained air supply, this version of the Khrushchev is perfect for delivering a nasty water born shock to the enemy. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irveranguz IIAMP: Amphibious Missile Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Amissle.jpg|left|100px]]&lt;br /&gt;
With watertight seals for the missiles and an air tight command cabin, this version of the Irveranguz can cross waters and support your Amphibious Khrushchevs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kurzt IAMPT: Amphibious Torpedo Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Torp.jpg|left|100px]]&lt;br /&gt;
The only amphibious tank that comes without suicide pills, the Kurzt is capable of firing torpedoes at sea targets. Use them to cover your amphibious assaults. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Yatioa IIAMP: Amphibious AA Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:AAA.jpg|left|100px]]&lt;br /&gt;
An anti air tank that&#039;s also capable of crossing water passages. Use them to create a all purposes water born assault.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3156 AD. Tokeyo Defense Campaign. 10 km outside GD held Yokohama&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Five helos flew over head. They were...I grinned. I wondered if Dyana was in one of those. She and I had met...was it a year already? I had been in the Siberian pull back, the Denmark campaign...&lt;br /&gt;
&lt;br /&gt;
	Had it been a decade? A decade? This war had been going on longer than my sister had lived. Longer than Dyana&#039;s son. Now that had been a sobering conversation. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey! Mal! Radio just chimed in and we&#039;re moving out!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I sat up, folding the mirror I had been using to aid my sunbathing. The thing they didn&#039;t tell you about Khrushchevs is that not only are they excellent main battle tanks, awesome engines of destructions and so on and so forth, but also amazing sunbathing...rest...things. &lt;br /&gt;
&lt;br /&gt;
	Maybe the sun was cooking my brain instead of just my skin. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Moving where?Ã¢â‚¬Â I asked, walking across the hood of the tank to my copula and slipped into my seat. Jaeger and Henekle got into their positions, Henekle near the front of the tank, next to the machine gun. She would be getting us where we were going. Jaeger sat in front of me, in a nicely kick able location. I refrained from abusing my command privileges such, instead slapping the side of the turret, grinning. Ã¢â‚¬Å“Where to!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Point A-5,Ã¢â‚¬Â Henekle said. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Full speed!Ã¢â‚¬Â I said. Around us, the rest of the division was moving out. Some Tagia&#039;s paved the way in front of us, followed by some older Vladost tanks. I remembered when Vladosts had been the forefront of tank warfare. That was back when the robos had used light, four legged bots. Now they had started to use larger, two legged ones. They hit harder and packed more armor...but less armor than our stuff. They&#039;re first strikes against Yohohama had been rebuffed, their flanks broken by Iron Rain. Thats what we called the 432nd artillery division. Iron Rain. &lt;br /&gt;
&lt;br /&gt;
	The other Khrushchevs moved along our sides, each of their commanders relaxing in their cupolas. There was a jovial air to our movements. As if we were driving to a party instead of an attack. The URC must have regretted attacking the Japanise Islands by no- &lt;br /&gt;
&lt;br /&gt;
	A Tagia in front of us exploded. I ducked down, heart hammering in my chest. What the...bombers! &lt;br /&gt;
&lt;br /&gt;
	But the sky was clear. Two helos flew over head, as if to make sure. I knew Dyana wouldn&#039;t let a single robo fla through, let alone a tac bomber.&lt;br /&gt;
&lt;br /&gt;
	This time a Khrushchev next to me cooked up. It hit me, the same time it hit our commanders. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“You have entered a mine field at point A-3. Halt and wait for the sappers. Wait for the sappe-Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Another Khrushchev cooked up. That one had been sitting still. A green bolt burned its way across my eyes and I pointed to the side, shouting at Jaeger. For a moment I slipped back into Russionease, but caught myself. My tank crew just had to be Repatriated East German. This time I got it right, but it had cost us valuable seconds. Another vehicle cooked up, a Kirovich. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Robos! That way!Ã¢â‚¬Â I pointed. Not exact, but it got Jaeger to turn the turret. Cannon reports sounded. The turret turned and I saw the mechs full on. Two leggers, all of them. Most were plasma...but a single one had a shotgun slung under one side. &lt;br /&gt;
&lt;br /&gt;
	Shit. &lt;br /&gt;
&lt;br /&gt;
	The shotgun blasted and the cannon rounds blasted into our sides. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Henekle, move us backwards!Ã¢â‚¬Â I shouted. Ã¢â‚¬Å“Jaeger, bag us that shotgunner!Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Two other Khrushchev commanders had the same idea. The shotgunner exploded. The URC attack peeled off, but the damage had been done. Behind us, explosions sounded. The radio squawked. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Tank group, retreat back to Yotohama base. Total URC attack is under way. Repeat. Total URC attack is under way!&lt;br /&gt;
&lt;br /&gt;
==Level Two: Air==&lt;br /&gt;
&#039;&#039;&#039;Zukov: Air Attack helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:Inter.jpg|left|100px]]&lt;br /&gt;
	Deadly air superiority fighter, this is the heavy fighter can take down enemy planes nicely and survives longer than the Cossack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharkrov: Cluster Bomber&#039;&#039;&#039; &lt;br /&gt;
[[Image:DFA.jpg|left|100px]]&lt;br /&gt;
	Capable of saturating an area with high yield explosives, this helo is affectionately referred to it&#039;s pilots as &#039;Cluster&amp;lt;explative deleated&amp;gt;er&#039; Because it...er...screws the enemy up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharkrov II: Ground Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:GAH.jpg|left|100px]]&lt;br /&gt;
	A rearmed Cluster Bomber, the Kharkroc II is capable of sticking around and delivering missile after missile to it&#039;s targets. Use it as a harassment or harrying role, capable of slowing or even destroying an undefended convoy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orsk: Tactical Bomber&#039;&#039;&#039;&lt;br /&gt;
[[Image:Orsk.jpg|left|100px]]&lt;br /&gt;
	Where the Kharkrov is a weapon on massive destruction, the Orsk is a scalpel. Capable of destroying a single target then return home, the Orsk is useful for taking out a radar dish, a factory...whatever needs destroying. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murnmansk: Anti-ship Bomber&#039;&#039;&#039;&lt;br /&gt;
[[Image:TBH.jpg|left|100px]]&lt;br /&gt;
	The terror of the high seas, the Murnmansk is capable of destroying enemy shipping. Dropping a torpedo into the oceans at high speeds, the Murnmanks should be used to cover for your navy.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3156 AD. Japan Defense Campaign. 10 km above GD held Sydney.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Shit!Ã¢â‚¬Â I muttered, jerking on my stick. The missile locks blared. BEEP! BEEP! BEEP! I thumbed the flare button and the lock on failed. As I turned my Zukov round, I saw the base outside my window. &lt;br /&gt;
&lt;br /&gt;
	Bedlam. The robos were rolling through the defensive line, plasma fire and shotgun blasts shattering buildings, blowing apart construction vehicles. Then I saw mechs fall under cannon and laser fire. The tank group had returned. It was smaller...smaller enough to make my heart falter slightly. Mal might be in one of the tanks left back in that damned mine field...&lt;br /&gt;
&lt;br /&gt;
	I spun the Zukov around again, detecting inbound targets. Bombers. I triggered my missiles and they smashed into the air. Both hit and the first URC bomber went down. They&#039;re escort showed up, two fighter VTOLS breaking away from the fighter swarm. They fired and the missiles shot towards me and my wing mate. I dropped, turning off my blades at the right moment. The missile missed.&lt;br /&gt;
&lt;br /&gt;
	My wing mate wasn&#039;t that lucky. His Zukov exploded, smashing into the ground. I fired my next pair of missiles, locking onto both VTOLs. My missiles peeled off and struck both robos. One blew up and smashed into the ground. The other survived with minor damage, darting through the air at me. It fired it&#039;s missiles. In an instant I saw them heading towards me. I tanked on my stick, pulling off a maneuver that would have sent me into the ground...if the missile hadn&#039;t hit me first. &lt;br /&gt;
&lt;br /&gt;
	A warning blared in my ears and slammed my fist down on the eject. The cockpit exploded...then I shot down, away from the Helicopter, which smashed onto a URC mech. The mech, to my fury, didn&#039;t explode. I hung from the silk, looking over the battlefield. The URC bombers flew over the base. &lt;br /&gt;
&lt;br /&gt;
	A flurry of plasma tore though he ground, buildings, tanks. People. Smoke began to rise as URC flame throwers began to burn up the base. I saw the wrecks of half our tanks, the buildings burning, the helos downed or fighting a desperate battle in the sky. &lt;br /&gt;
&lt;br /&gt;
	But the URC simply had more. They always had more. &lt;br /&gt;
&lt;br /&gt;
	I hit the ground, rolling with the impact. I disengaged my parachute, trying to get as far away from the base as possible as I could on foot. I felt the ground shake, clomp, clomp, clomp. I turned around, slowly. A URC two legger stood, it&#039;s plasma barrels glowing. It fired again, the bolts of plasma  incredibly hot. I gasped, ducking as the URC stepped over me, walking forward. &lt;br /&gt;
&lt;br /&gt;
	I stood and ran. The sky above me was filled with URC planes. The only other thing in the air...was smoke. &lt;br /&gt;
&lt;br /&gt;
	I got to the perimeter, where a massive hole had been torn by a URC explosive. I ducked out and looked around. Sydney was north...but where was north? A Khrushchev rolled past me, firing backwards as it drove forward. A plasma bolt impacted in its back and it exploded, the blast knocking me off my feet.&lt;br /&gt;
&lt;br /&gt;
	I stood up, brushing my shirt off. I chose a random direction, any direction away from the base...and ran.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Three: Land==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ural: Heavy Battle Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Ural.jpg|left|100px]]&lt;br /&gt;
The Ural. A name that can inspire fear in the enemy. The Ural is a heavy death platform. Equipped with a staggering level of firepower, the Ural is a leviathan, capable of rolling over the enemy if used en mass. A single Ural can strengthen a battle line, while a battle line of Urals is deadly beyond belife. Warning: The Ural is equipped with two front cannons, two side turrets and a double barreled turret. The only way every gun can be fired would be if the Ural was facing straight forward. Ural is weak if flanked. Check your corners.&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Smoth&amp;diff=21099</id>
		<title>User:Smoth</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Smoth&amp;diff=21099"/>
		<updated>2007-07-04T22:43:09Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SmothSmoth is Smmmmmmmmmmoooootttthhhhh!!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes for SimpleParticleSystem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float3 pos&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origon point for your particle system.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AtlasedTexture]] texture&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Texture for the particles, defined in resources.tdf.&lt;br /&gt;
&amp;lt;/li&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float3 emitVector&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See my notes on vectors to understand how to use the vectors of this: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;i.e. 0,1,0 is straight up&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[CColorMap]] colorMap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This will give your system a range of colors spread over time.&amp;lt;br&amp;gt;&lt;br /&gt;
it has 4 parts:&amp;lt;br&amp;gt;&lt;br /&gt;
RED, GREEN, BLUE, ALPHA&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
note: &amp;lt;br&amp;gt;&lt;br /&gt;
For additive blend use values that are low like: 0.1 or 0.05&amp;lt;br&amp;gt;&lt;br /&gt;
For overlay use 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
see notes on overlay versus additive blend.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float3 gravity&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gravity applied along a vector. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;For example, if you want your particles to fall after being emmited.&amp;lt;br&amp;gt;&lt;br /&gt;
Emitvector would be: 0,1,0&amp;lt;br&amp;gt;&lt;br /&gt;
and gravity would need to be 0,-1,0&amp;lt;br&amp;gt;&lt;br /&gt;
This would result in particles falling straight down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float airdrag&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float particleLife&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Life of the particles in frames.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float particleLifeSpread&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Random number between 0 and particleLifeSpread added to particleLife.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;int numParticles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Number of particles that will be spawned.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float particleSpeed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Initial speed of the particles.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float particleSpeedSpread&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Random number between 0 and particleSpeedSpread added to particleSpeed.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float particleSize&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Size of the particles.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float particleSizeSpread&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Random number between 0 and particleSizeSpread added to particleSize.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float sizeGrowth&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Size added to particles each frame.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float sizeMod&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Size frame multiplier.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float emitRot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;float emitRotSpread&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bool directional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the particles should be oriented to point at the direction of their velocity.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes vectors:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Vectors are  directional systems represented by a 3d graph here:&lt;br /&gt;
[[Image:Untitled-1.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
See how each vector points along it&#039;s own line?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We have 6 possible directions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
X = left&amp;lt;br&amp;gt;&lt;br /&gt;
-X = right&amp;lt;br&amp;gt;&lt;br /&gt;
Z = Front&amp;lt;br&amp;gt;&lt;br /&gt;
-Z = Rear&amp;lt;br&amp;gt;&lt;br /&gt;
Y = Up&amp;lt;br&amp;gt;&lt;br /&gt;
-Y = Down&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
WORK IN PROGRESS!&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes Additive blend versus overlay blend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
WORK IN PROGRESS!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
ADDTITIVE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
OVERLAY&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:WeaponMainDir&amp;diff=8827</id>
		<title>Gamedev:WeaponMainDir</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:WeaponMainDir&amp;diff=8827"/>
		<updated>2007-06-24T00:53:18Z</updated>

		<summary type="html">&lt;p&gt;P3374H: removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WeaponMainDir: The Simple Way==&lt;br /&gt;
WeaponMainDirX is the coordinate of the vector showing the axis of the cone.&lt;br /&gt;
&lt;br /&gt;
For instance, if you want your Primary Weapon to have a 90Ã‚Â° fire arc forward, you&#039;d write:&amp;lt;br&amp;gt;&lt;br /&gt;
WeaponMainDir1=0 0 1;//x:0 y:0 z:1 =&amp;gt; that&#039;s forward!&amp;lt;br&amp;gt;&lt;br /&gt;
MaxAngleDif1=90;//90Ã‚Â° from side to side, or 45Ã‚Â° from center to each direction&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to precisely choose the WeaponMainDir, you could run UpSpring, create a new piece, move it around until the line, from the origin, to your piece, is along the line you want your weapon to fire, then write down the coordinate in WeaponMainDir. Keep in mind UpSpring invert the sign of the axis x and z.&lt;br /&gt;
&lt;br /&gt;
No idea why people came up with the confusing explanation below, but I&#039;ll leave it anyway just in case.&lt;br /&gt;
&lt;br /&gt;
==WeaponMainDir: The lowdown==&lt;br /&gt;
After so many months, I finally figured out how to get the angles I want in WeaponMainDir! It defines the position of a point that the engine gets the vector of from the weapon origin, like so:&lt;br /&gt;
o----&amp;gt;o&lt;br /&gt;
First o is the weapon origin, defined in the query function of your script. The second is defined by the coordinates of WeaponMainDir. So, to figure out your numbers (still using o&#039;s as the two points):&lt;br /&gt;
Draw a triangle&lt;br /&gt;
DistanceX OR DistanceY&lt;br /&gt;
 o _____________&lt;br /&gt;
   \            |&lt;br /&gt;
     \          |&lt;br /&gt;
       \        |&lt;br /&gt;
         \      | DistanceZ&lt;br /&gt;
           \    |&lt;br /&gt;
             \  | &amp;lt;--- This is your desired angle. &lt;br /&gt;
               \| &lt;br /&gt;
                o &amp;lt;--- Weapon origin&lt;br /&gt;
Ignore the DistanceY for now.&lt;br /&gt;
&lt;br /&gt;
Lets say you want your gun to aim in a forward facing, 12 degree cone. Well, the degrees in MaxAngleDif start at the vector, and go around clockwise (for X/Z, not certain about Y/Z, but I think it is counter-clockwise) from there, so the default value of straight forward, 0 0 1, will aim straight forward and 12 degrees to the unit&#039;s right). Looking like so: (0 to 12 degrees)&lt;br /&gt;
__ &lt;br /&gt;
|/&lt;br /&gt;
You need to have that vector be 6 degrees to the left so the cone is actually centered on 0: (-6 to 6 degrees)&lt;br /&gt;
__&lt;br /&gt;
\|/&lt;br /&gt;
&lt;br /&gt;
Now, if you&#039;re comfortable with trigonometry, you can look at the big diagram above and see that the distance you need is opposite the angle/ adjacent the angle = TAN(of the angle). Pull out your handy dandy scientific calculator (or change the one in windows to scientific mode) and plug in TAN(6), getting 0.105104.... Now start trying out fractions of X/Z using the &amp;quot;guess then narrow it down&amp;quot; method (thats the first number and last number of the three defined in MaxAngleDif), to try to get them close (3rd or 4th decimal place should be close enough accuracy) to that decimal number. &#039;&#039;&#039;They have to be whole numbers!&#039;&#039;&#039; (Why? Because I&#039;m not testing it) If your a trig wizz, which I am not, you may have picked the best numbers just by looking at it. You should find 2/19 produces a good value of 0.105264... Check your values by doing arctan(X/Z) (may be tan(superscript)-1 on your calculator, not to be confused with 1/tan, so don&#039;t try that if you can&#039;t find it). This should give a number very close to your angle, if you went to the 3rd decimal place in accuracy when picking your X/Z, then the value will be about that accurate as well. In our case, arctan(2/19)=6.009006...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Booya!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want that 12 degree cone to be centered around 90 degrees left of the unit, you&#039;d take your 6 degree angle, and add it to 90, so you&#039;d do the process on 96 degrees. You&#039;ll find tan(96) comes out negative, thats because your Z value is going to be negative. Go ahead and graph it on a piece of paper if you don&#039;t see why its negative.&lt;br /&gt;
&lt;br /&gt;
Now, that DistanceY I told you to ignore! Lets look at it now. You work it the same as for DistanceX. Lets just say when working out your numbers for X you were looking top-down at your unit, for Y your looking at the side. If your using X/Z already, you&#039;ll have to use that same Z value in your Y/Z. Well, at least it makes figuring out Y easier, just multiply the value from tan(angle) by Z. Problem is it will probably be a decimal that you can&#039;t round without it being horribly inaccurate. If it is (which is very likely), you might try finding your Y/Z values as when you found X/Z, then use &amp;quot;Least Common Denominators&amp;quot; to have equal Z values and still the desired accuracy on X and Y.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Crappage&amp;diff=5168</id>
		<title>Crappage</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Crappage&amp;diff=5168"/>
		<updated>2007-06-12T03:25:38Z</updated>

		<summary type="html">&lt;p&gt;P3374H: Crappage moved to User:Crappage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Crappage]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:P3374H&amp;diff=21013</id>
		<title>User:P3374H</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:P3374H&amp;diff=21013"/>
		<updated>2007-05-30T22:03:36Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Er...hello, I&#039;m Peter.&lt;br /&gt;
&lt;br /&gt;
I ...play..spring. I maek spring mod. Simbaes. Good mod. Plai.&lt;br /&gt;
&lt;br /&gt;
Go me.&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19822</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19822"/>
		<updated>2007-05-28T20:16:49Z</updated>

		<summary type="html">&lt;p&gt;P3374H: added to [ap]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clan and their members&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[AP]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Babbles&lt;br /&gt;
Malric&lt;br /&gt;
Mong (not active)&lt;br /&gt;
GamesMaster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defender&lt;br /&gt;
Dihi&lt;br /&gt;
Merciless&lt;br /&gt;
MoHaX&lt;br /&gt;
pwl&lt;br /&gt;
Seba_15&lt;br /&gt;
TheMightyOne (6 members)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[RoX]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apsik&lt;br /&gt;
1v0ry_k1ng&lt;br /&gt;
Bashar&lt;br /&gt;
Tobi&lt;br /&gt;
pintle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Nem]&#039;&#039;&#039; aka [Nemesis]&lt;br /&gt;
&lt;br /&gt;
Noruas&lt;br /&gt;
Don_Gizmo&lt;br /&gt;
Big_Boss&lt;br /&gt;
El_Barto&lt;br /&gt;
Xrarshin&lt;br /&gt;
CrazyPeter (6 members)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pleas update this page! tnx Giz May28 8:28(gmt)&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19815</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19815"/>
		<updated>2007-05-28T18:51:49Z</updated>

		<summary type="html">&lt;p&gt;P3374H: damn you absence of mathmatical workings in this wiki...daaamn you&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19814</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19814"/>
		<updated>2007-05-28T18:51:27Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;math&amp;gt;\sum_{m=1}^\infty\sum_{n=1}^\infty\frac{m^2\,n}&lt;br /&gt;
 {3^m\left(m\,3^n+n\,3^m\right)}&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19813</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19813"/>
		<updated>2007-05-28T18:50:53Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19812</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19812"/>
		<updated>2007-05-28T18:50:45Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
\begin{cases}&lt;br /&gt;
    3x + 5y +  z \\&lt;br /&gt;
    7x - 2y + 4z \\&lt;br /&gt;
   -6x + 3y + 2z &lt;br /&gt;
\end{cases}&lt;br /&gt;
In other news, there are 3 XTA clans.&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19811</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19811"/>
		<updated>2007-05-28T18:48:38Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3 XTA clans, fill&#039;em in boys&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19810</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19810"/>
		<updated>2007-05-28T18:47:37Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;math&amp;gt;3The quadratic formula is $-b \pm \sqrt{b^2 - 4ac} \over 2a$&lt;br /&gt;
\bye&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other news, there are 3 xta clans.&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19664</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19664"/>
		<updated>2007-05-08T19:04:28Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
Its latest TA version is 0.95.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8212 This] is the current XTA thread. You will be able to read on the latest plans of XTA here and contribute your own ideas on the mod itself.&lt;br /&gt;
&lt;br /&gt;
XTA was maintained by people from the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
&lt;br /&gt;
Development of this mod is now made by various XTA enthusiasts, the balance is near the last version made by the SY&#039;s, with some changes, as well as new build pictures, higher quality models and effects.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.&lt;br /&gt;
&lt;br /&gt;
There is a new functional unit guide should you wish to consult for costs buildtree etc. To view the unit guide please follow this link: [http://p15111940.pureserver.info/xta_v8.1/ Unit Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA Development discussion now takes place at the [http://spaz.wolfgame.org/forum/ XTA forums].&lt;br /&gt;
&lt;br /&gt;
==What makes XTA Special, Unique &amp;amp; Addictive?==&lt;br /&gt;
&lt;br /&gt;
XTA has an authentic TA feel, with no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the tech tree and the strength of the Commanders. By opening the tech tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. &lt;br /&gt;
&lt;br /&gt;
This page will be updated in the next few days. &lt;br /&gt;
&lt;br /&gt;
For a look at important differences in the economies of OTA and XTA, see the page [[Ota2xta]].&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Associated_Development_Groups&amp;diff=2193</id>
		<title>Associated Development Groups</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Associated_Development_Groups&amp;diff=2193"/>
		<updated>2007-02-22T22:10:12Z</updated>

		<summary type="html">&lt;p&gt;P3374H: /* Forums */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are numerous people and groups involved in the Spring project, from development to content creation. This is meant as a cumulative list of associated groups to ease communication between them. However, use of this tenative listing to abuse or assault any of the below listed forums, groups, teams or individuals will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
===Forums===&lt;br /&gt;
*[http://forum.osrts.info/ OSRTS Development Forum] - A number of developers of the Spring engine have begun work on the replacement engine, currently referred to as OSRTS.&lt;br /&gt;
*[http://cs.selu.edu/~ssmith/BB/index.php Smoth&#039;s Development Forum] - Smoth&#039;s forum showcases many prominent members of the Spring community in a cooperative enviroment outside of the main Spring forums.&lt;br /&gt;
*[http://www.caydr.com/forum/index.php?www Caydr&#039;s Development Forum] - Caydr&#039;s development forum exists to better discuss the work for Absolute Annihilation/Abolition, GEM, True OTA and Advance Wars: Spring.&lt;br /&gt;
*[http://xta.wolfgame.org/forum/index.php XTA Development Forum] - the current location of XTA developmental discussion.&lt;br /&gt;
&lt;br /&gt;
===Groups &amp;amp; Teams===&lt;br /&gt;
&lt;br /&gt;
===Individuals===&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19661</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19661"/>
		<updated>2007-01-14T08:57:12Z</updated>

		<summary type="html">&lt;p&gt;P3374H: new link, no moar knox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
Its latest TA version is 0.95.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8212 This] is the current XTA thread. You will be able to read on the latest plans of XTA here and contribute your own ideas on the mod itself.&lt;br /&gt;
&lt;br /&gt;
XTA was maintained by people from the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
&lt;br /&gt;
Development of this mod is now made by various XTA enthusiasts, the balance is near the last version made by the SY&#039;s, with some changes, as well as new build pictures, higher quality models and effects.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.&lt;br /&gt;
&lt;br /&gt;
There is a new functional unit guide should you wish to consult for costs buildtree etc. To view the unit guide please follow this link: [http://p15111940.pureserver.info/xta_v8.1/ Unit Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA Development discussion now takes place at the [http://spaz.wolfgame.org/forum/ XTA forums].&lt;br /&gt;
&lt;br /&gt;
==What makes XTA Special, Unique &amp;amp; Addictive?==&lt;br /&gt;
&lt;br /&gt;
XTA has an authentic TA feel, with no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the tech tree and the strength of the Commanders. By opening the tech tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. &lt;br /&gt;
&lt;br /&gt;
This page will be updated in the next few days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19660</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19660"/>
		<updated>2006-12-11T21:50:39Z</updated>

		<summary type="html">&lt;p&gt;P3374H: /* Status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
Its latest TA version is 0.95.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8212 This] is the current XTA thread. You will be able to read on the latest plans of XTA here and contribute your own ideas on the mod itself.&lt;br /&gt;
&lt;br /&gt;
XTA was maintained by people from the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
&lt;br /&gt;
Development of this mod is now made by the [[KnoX]] clan and other contributors, the balance is near the last version made by the SY&#039;s, with some changes, as well as new build pictures, higher quality models and effects.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.&lt;br /&gt;
&lt;br /&gt;
There is a new functional unit guide should you wish to consult for costs buildtree etc. To view the unit guide please follow this link: [http://p15111940.pureserver.info/xta_v8.1/ Unit Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA Development discussion now takes place at the [http://knox.o-sg.net/forums/ KnoX forums].&lt;br /&gt;
&lt;br /&gt;
==What makes XTA Special, Unique &amp;amp; Addictive?==&lt;br /&gt;
&lt;br /&gt;
XTA has an authentic TA feel, with no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the tech tree and the strength of the Commanders. By opening the tech tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. &lt;br /&gt;
&lt;br /&gt;
This page will be updated in the next few days. &lt;br /&gt;
&lt;br /&gt;
16/November/2006&lt;br /&gt;
&lt;br /&gt;
Page Updated by Neddiedrow&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19657</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19657"/>
		<updated>2006-12-04T22:09:46Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
Its latest TA version is 0.95.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8212 is the current XTA thread. You will be able to read on the latest plans of XTA here and contribute your own ideas on the mod itself.&lt;br /&gt;
&lt;br /&gt;
XTA was maintained by people from the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
Development of this mod is now made by the KnoX clan and other contributors, the balance is almost near the last version made by the SY&#039;s, with some changes, as well as new build pictures, higher quality models and FX.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.&lt;br /&gt;
&lt;br /&gt;
There is a new functional unit guide should you wish to consult for costs buildtree etc. To view the unit guide please follow this link: http://p15111940.pureserver.info/xta_v8.1/&lt;br /&gt;
&lt;br /&gt;
What makes XTA Special, Unique, Addictive ?&lt;br /&gt;
&lt;br /&gt;
XTA has an authentic TA feel, with no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the tech tree and the strength of the Commanders. By opening the tech tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. &lt;br /&gt;
&lt;br /&gt;
This page will be updated in the next few days. &lt;br /&gt;
&lt;br /&gt;
16/November/2006&lt;br /&gt;
&lt;br /&gt;
Page Updated by [KnoX]ElementalGizmo&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19656</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19656"/>
		<updated>2006-12-04T22:07:42Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
Its latest TA version is 0.95.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available, the first that was ported and is what comes with the installation of the Spring engine ready to play. Spring does not currently come with XTA version 8; only v7. You will have to download this update to join other XTA v8 games and experience its benefits.&lt;br /&gt;
&lt;br /&gt;
To download the update installer please follow this link: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7806&lt;br /&gt;
&lt;br /&gt;
The previous link also doubles ups as the development pages. You will be able to read on the latest plans of XTA here and contribute your own ideas on the mod itself.&lt;br /&gt;
&lt;br /&gt;
XTA was maintained by people from the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
Development of this mod is now made by the KnoX clan and other contributors, the balance is almost near the last version made by the SY&#039;s, with some changes, as well as new build pictures, higher quality models and FX.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.&lt;br /&gt;
&lt;br /&gt;
There is a new functional unit guide should you wish to consult for costs buildtree etc. To view the unit guide please follow this link: http://p15111940.pureserver.info/xta_v8.1/&lt;br /&gt;
&lt;br /&gt;
What makes XTA Special, Unique, Addictive ?&lt;br /&gt;
&lt;br /&gt;
XTA has an authentic TA feel, with no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the tech tree and the strength of the Commanders. By opening the tech tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. &lt;br /&gt;
&lt;br /&gt;
This page will be updated in the next few days. &lt;br /&gt;
&lt;br /&gt;
16/November/2006&lt;br /&gt;
&lt;br /&gt;
Page Updated by [KnoX]ElementalGizmo&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19654</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19654"/>
		<updated>2006-11-18T23:16:02Z</updated>

		<summary type="html">&lt;p&gt;P3374H: Fixed a few of giz&amp;#039;s atrocious spellings :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
Its latest TA version is 0.95.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available, the first that was ported and is what comes with the installation of the Spring engine ready to play. Spring does not currently come with XTA version 8; only v7. You will have to download this update to join other XTA v8 games and experience its benefits.&lt;br /&gt;
&lt;br /&gt;
To download the update installer please follow this link: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7743 This link also doubles ups as the development pages. You will be able to read on the latest plans of XTA here, and contribute your own ideas on the mod itself.&lt;br /&gt;
&lt;br /&gt;
XTA was maintained by people from the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
Development of this mod is now made by the KnoX clan and other contributors, the balance is almost near the last version made by the SY&#039;s, with some changes, as well as new build pictures, higher quality models and FX.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.&lt;br /&gt;
&lt;br /&gt;
There is a new functional unit guide should you wish to consult for costs buildtree etc. To view the unit guide please follow this link: http://p15111940.pureserver.info/xta_v8/&lt;br /&gt;
&lt;br /&gt;
What makes XTA Special, Unique, Addictive ?&lt;br /&gt;
&lt;br /&gt;
XTA has an authentic TA feel, with no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the tech tree and the strength of the Commanders. By opening the tech tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. &lt;br /&gt;
&lt;br /&gt;
This page will be updated in the next few days. &lt;br /&gt;
&lt;br /&gt;
16/November/2006&lt;br /&gt;
&lt;br /&gt;
Page Updated by [KnoX]ElementalGizmo&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander_bombing&amp;diff=4623</id>
		<title>Commander bombing</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander_bombing&amp;diff=4623"/>
		<updated>2006-10-18T00:48:57Z</updated>

		<summary type="html">&lt;p&gt;P3374H: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commander bombing or commbombing is when a player uses the awesomeness of the starting commander to wreck havoc on an enemy&#039;s base or auxillary defenses.  The D-gun combined with a huge explosion when the comm dies will very quickly destroy the opposing player&#039;s economy and production if the buildings were grouped together. There are several tactics that constitute commbombing:&lt;br /&gt;
&lt;br /&gt;
# Running out to an enemy&#039;s cannon/defenses that is shelling you/ruining your peewees and dgunning it (very common on Altored Divide map)&lt;br /&gt;
# Walking into enemy&#039;s base early game and dgunning the opposing player&#039;s comm, destroying most of their base and their commander (perhaps even taking them completely out of the game)&lt;br /&gt;
# In the latter game, flying a transport with a commander (perhaps not even yours!) in it into their base to explode it&lt;br /&gt;
&lt;br /&gt;
Commbombing is generally frowned upon, as many times they are used in ways which rapidly end or throw the game.  The [[D-gun]] especially seems overpowered if allowed to function as an offensive weapon.  This is why many times games will limit d-gun to start position. This, however, will not stop a commander from d-gunning an incoming Krogoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:P3374H&amp;diff=21012</id>
		<title>User:P3374H</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:P3374H&amp;diff=21012"/>
		<updated>2006-10-08T19:03:36Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Er...hello, I&#039;m Peter.&lt;br /&gt;
&lt;br /&gt;
I ...play..spring.  XTA fanboi.  Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go me.&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:P3374H&amp;diff=21011</id>
		<title>User:P3374H</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:P3374H&amp;diff=21011"/>
		<updated>2006-09-10T22:50:37Z</updated>

		<summary type="html">&lt;p&gt;P3374H: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Er...hello, I&#039;m Peter.&lt;br /&gt;
&lt;br /&gt;
I ...play..spring.  Badly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go me.&lt;/div&gt;</summary>
		<author><name>P3374H</name></author>
	</entry>
</feed>