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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SeanHeron</id>
	<title>Spring - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SeanHeron"/>
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	<updated>2026-11-09T00:14:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User_talk:SeanHeron&amp;diff=21223</id>
		<title>User talk:SeanHeron</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User_talk:SeanHeron&amp;diff=21223"/>
		<updated>2008-05-18T21:50:13Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: reverted spambot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Category system====&lt;br /&gt;
&lt;br /&gt;
OK IÃ‚Â´ve been doing some more thinking about how to categorize all of the documentation weÃ‚Â´ve produced (and are producing).&lt;br /&gt;
The most logical (and I think sensible) system that I worked out was like this:&lt;br /&gt;
&lt;br /&gt;
The Spring project revolves around the &#039;&#039;&#039;Engine&#039;&#039;&#039; . The documentation for the engine falls into four categorys: tools to use, structure of the code, how to change the code, and what needs to be done.&lt;br /&gt;
&lt;br /&gt;
Two things follow directly from the engine: &lt;br /&gt;
#How to use the compiled engine (and direct components), meaning the Spring game, the lobby, the uikeys.txt and the settings tool at the moment. Most of this documentation is currently located in: Playing spring&lt;br /&gt;
#How to make Content for use with the engine, e.g. Units , Mods, Maps, etc. . The documentation of each of these can be split up similarly to the Engine doc. : into tools to use, structure of the data, and use of tools/ how to make the data. At the moment this is in the &amp;quot;Development&amp;quot; part, together with the engine documentation.&lt;br /&gt;
&lt;br /&gt;
The next category follows from the last two: What content is there (what mods, etc), a description thereof, and how to use it best (Strategys, and tactics).&lt;br /&gt;
&lt;br /&gt;
Finally, there is the documentation of all this documentation, meaning the talk pages of the articles, and dedicated pages to what the wiki should look like, standards to use, and how to categorize thinds :D (this hardly exists yet) .&lt;br /&gt;
&lt;br /&gt;
The only thing that doesnÃ‚Â´t fit in nicely to this scheme is &amp;quot;future talk&amp;quot; opinions about how things should be changed, feature requests, the Monthly topic rotation, etc. Maybe that kind of stuff belongs to the &amp;quot;talk&amp;quot; pages ? On the other hand some things could have their own page (e.g. what features do we want to put in the next Spring Version).&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SeanHeron&amp;diff=21048</id>
		<title>User:SeanHeron</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SeanHeron&amp;diff=21048"/>
		<updated>2007-05-26T15:57:40Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, as you might be able to see my name is Sean Heron. &lt;br /&gt;
My dads english if your wondering, but I live in german, also kann ich flÃƒÂ¼ssig deutsch sprechen (und schreiben :D ).&lt;br /&gt;
I have loved Spring for many years now, but only started actively contributing to the commnity now that Spring has been released.&lt;br /&gt;
I love Wikis !&lt;br /&gt;
&lt;br /&gt;
Im going to play around in my [[User:SeanHeron/sandbox]] instead of on my page in future :D&lt;br /&gt;
&lt;br /&gt;
I want a nice new proper [[Ideas for the Front Page|Main Page]] !!!&lt;br /&gt;
&lt;br /&gt;
[http://freedomdefined.org/Licenses#Copyleft] how was that about using GNU GPL stuff in larger projects ? Argh ?&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16385</id>
		<title>SetupGuide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16385"/>
		<updated>2007-02-22T13:00:21Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Debian, Ubuntu &amp;amp; derivatives */ sudo forgotten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Linux Setup Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Gentoo linux ===&lt;br /&gt;
* If you&#039;re running [http://www.gentoo.org Gentoo linux], you&#039;re lucky, because [http://developer.berlios.de/project/showfiles.php?group_id=4358 an ebuild is already available].&amp;lt;br&amp;gt;The best way to install the ebuild in gentoo would be to add an portage overlay and copy the file into the overlay. Now in detail:&amp;lt;br&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;mkdir /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# add this line to you /etc/make.conf&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;PORTDIR_OVERLAY=&amp;quot;/usr/local/portage&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
:# download the ebuild you want, for example: taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# &amp;lt;b&amp;gt;mv taspring-linux-release-ebuild-0.72-r1.tar.bz2 /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;cd /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;tar jxvf taspring-linux-release-ebuild-0.72-r1.tar.bz2&amp;lt;/b&amp;gt;&lt;br /&gt;
:# most likely you don&#039;t run a ~x86 system (unstable) so do a:&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;echo &amp;quot;games-strategy/taspring-linux-release ~x86&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.keywords&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;echo &amp;quot;dev-libs/boost threads&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.use&amp;lt;/b&amp;gt;&lt;br /&gt;
:# You might want to have a look at the USE flags, type:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge -pv taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:# finally install it with:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:* if you get this error:&lt;br /&gt;
:: Calculating dependencies... done!&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Emerging (1 of 1) games-strategy/taspring-linux-release-0.72-r1 to /&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking ebuild checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking auxfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking miscfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking taspring-linux-data-0.72b1.tar.bz2 ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Unpacking source...&lt;br /&gt;
:: &lt;br /&gt;
:: !!! ERROR: games-strategy/taspring-linux-release-0.72-r1 failed.&lt;br /&gt;
:: Call stack:&lt;br /&gt;
::   ebuild.sh, line 1539:   Called dyn_unpack&lt;br /&gt;
::   ebuild.sh, line 711:   Called src_unpack&lt;br /&gt;
::   taspring-linux-release-0.72-r1.ebuild, line 45:   Called subversion_src_unpack &lt;br /&gt;
::   subversion.eclass, line 278:   Called subversion_fetch&lt;br /&gt;
::   subversion.eclass, line 127:   Called die&lt;br /&gt;
:: !!! subversion.eclass: ESVN_REPO_URI is empty.&lt;br /&gt;
:: !!! If you need support, post the topmost build error, and the call stack if relevant.&lt;br /&gt;
:: &lt;br /&gt;
:: !!! This ebuild is from an overlay: &#039;/usr/local/portage&#039; &lt;br /&gt;
:* Then try: &amp;lt;b&amp;gt;rm -Rf /usr/portage/distfiles/svn-src/spring&amp;lt;/b&amp;gt;&lt;br /&gt;
:* Afterwards do: &amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Debian, Ubuntu &amp;amp; derivatives ===&lt;br /&gt;
&lt;br /&gt;
* Add one of the following lines to your /etc/apt/sources.list file to enable the repository with spring packages.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;deb http://www.osrts.info/~tvo/deb edgy spring # Ubuntu Edgy Eft&amp;lt;br&amp;gt;deb http://www.osrts.info/~tvo/deb etch spring # Debian Testing&amp;lt;br&amp;gt;deb http://www.osrts.info/~tvo/deb sid spring &amp;amp;nbsp;# Debian Unstable&amp;lt;br&amp;gt;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;As this file is by default read-only, you will have to start your file-explorer with root priviliges, usually by entering: &amp;lt;code&amp;gt;sudo [name of explorer]&amp;lt;/code&amp;gt; in your console.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Update your local package database by running: &amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;(Or use the update feature of your favorite package manager, Synaptic, Adept, aptitude, etc.)&lt;br /&gt;
&lt;br /&gt;
* Install the spring package: &amp;lt;code&amp;gt;sudo apt-get install spring&amp;lt;/code&amp;gt; . &amp;lt;small&amp;gt; This will also automagically install all the packages Spring depends on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;small&amp;gt; If you get errors at the last stage (dependencies not found, e.g.could not find libboost-regex1.33.1) then you will have to edit /etc/apt/sources.list once more. Basicly you will have to add package source links which are more up to date then the ones you have, however I can not be specific, as it depends on which Debian-derivative you are using. &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create directories for data files: &amp;lt;code&amp;gt;mkdir -p ~/.spring/{maps,mods,base}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Point your browser to [http://spring.unknown-files.net/ Unknown Files]. Download at least one map from the map section (put it in ~/.spring/maps), and at least one mod from the mod section (put in ~/.spring/mods). The default maps are [http://spring.unknown-files.net/file/2106/SmallDivide/ SmallDivide] and [http://spring.unknown-files.net/file/2107/Mars/ Mars]. Default mods are either [http://spring.unknown-files.net/file/1967/XTA_v8.1/ XTA] or [http://spring.unknown-files.net/file/1977/NanoBlobs_0.64GPL_Release./ NanoBlobs] (XTA is based on Total Annihilation content, NanoBlobs is free). Note: do NOT unzip .sdz and .sd7 files!&lt;br /&gt;
&lt;br /&gt;
* If you downloaded XTA in the previous step, or ever want to play mods that depend on Total Annihilation content (XTA, AA, BA, etc.), then do the following:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;wget http://ipxserver.dyndns.org/games/spring/mods/xta/base-ota-content.zip&amp;lt;br&amp;gt;unzip -d ~/.spring/base base-ota-content.zip&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note that you are legally required to own a copy of Total Annihilation if you perform this last step.&lt;br /&gt;
&lt;br /&gt;
=== All other linux distributions ===&lt;br /&gt;
&lt;br /&gt;
* Make sure you have the following packages installed:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;build-essential libsdl-dev libopenal-dev libglew-dev libboost-dev libboost-thread-dev libboost-regex-dev libdevil-dev libfreetype6-dev python2.4-dev scons subversion zip&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create a working directory, we&#039;ll use this to compile spring:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;mkdir ~/workdir&amp;lt;br&amp;gt;cd ~/workdir&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Download the most recent source tarball (.tar.bz2 file) from [http://developer.berlios.de/project/showfiles.php?group_id=4358 BerliOS], save it in ~/workdir.&lt;br /&gt;
&lt;br /&gt;
* Extract the tarball and switch to the directory (adjust version numbers if necessary):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;tar xfj spring_0.74b3_src.tar.bz2&amp;lt;br&amp;gt;cd spring_0.74b3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Configure: &amp;lt;code&amp;gt;scons configure&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;If this doesn&#039;t work, be sure to check you installed all dependencies, and peek at the file config.log, which may show the reason it didn&#039;t work in detail. To tune the configuration (installation paths, debugging, etc.), refer to: &amp;lt;code&amp;gt;scons -H&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Compile by running: &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;This can take 5-15 minutes depending on your system.&lt;br /&gt;
&lt;br /&gt;
* To install spring, run the following as root: &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Set up spring to look in your home directory for data files (run as root):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;mkdir -p /etc/spring&amp;lt;br&amp;gt;echo &#039;$HOME/.spring&#039; &amp;gt; /etc/spring/datadir&#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alternatively you can specify it in ~/.springrc (if you don&#039;t have root access):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;echo &amp;quot;SpringData=$HOME/.spring&amp;quot; &amp;gt;&amp;gt; ~/.springrc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Now continue at the fourth (4th) step under &amp;lt;b&amp;gt;Debian, Ubuntu &amp;amp; derivatives&amp;lt;/b&amp;gt;: &amp;quot;Create directories for data files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* If spring hangs/crashes while in full screen mode, you can press ctrl+alt+backspace to restart X, so no need for a reboot.&lt;br /&gt;
&lt;br /&gt;
* Spring uses OpenAL for sound, Config your sound output i.e esd / arts / oss / alsa by editing /etc/openalrc or ~/.openalrc, example: (&amp;quot;&#039;(&amp;quot; is not a typo)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;(define devices &#039;(alsa))&amp;lt;br&amp;gt;(define speaker-num 2)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(define alsa-out-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;(define alsa-in-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Adventurous people with an emu10k1 based card (sblive) can try the accelerated openal version. http://www.lost.org.uk/openal.html , don&#039;t submit audiobugs if you do.&lt;br /&gt;
&lt;br /&gt;
* If you really can&#039;t figure out how to get spring compiled, or you think there&#039;s a bug in the code or the buildsystem...&lt;br /&gt;
:* Just poke any developer on IRC:&lt;br /&gt;
::* channel &amp;lt;code&amp;gt;#taspring&amp;lt;/code&amp;gt; on [http://freenode.net/ FreeNode]&lt;br /&gt;
::* or channel &amp;lt;code&amp;gt;#sy&amp;lt;/code&amp;gt; on [http://www.quakenet.org/ QuakeNet]&lt;br /&gt;
:* Post it on [http://taspring.clan-sy.com/phpbb/ the forum]&lt;br /&gt;
:* or file a bug in our [http://taspring.clan-sy.com/mantis/ bug tracking system].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Main_Page|&amp;lt;- Back to Main page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]][[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6546</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=6546"/>
		<updated>2007-02-20T21:16:07Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: perhaps nicer so ?&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;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Expand and Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&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;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an aray of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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;
&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&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>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18844</id>
		<title>URC Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18844"/>
		<updated>2007-02-20T20:30:51Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Level One: Land */added pic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Level One: Land==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasshopper: Light ECM Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Capable of projecting a small scanner interference field, the Grasshopper is capable of protecting a small squadron of bots against enemy radar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider: Light Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:Urcspiderp2.jpg|left|50px]]&lt;br /&gt;
Sporting a four legged chassis and two light plasma weapons, the Spider is a deadly tool. Weaker, armor wise, than GD tanks, the Spider is faster and more maneuverable, capable of mounting hills and other forms of difficult terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Ant: Flame thrower Mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:Urcfireant.jpg|left|50px]]&lt;br /&gt;
Fast, deadly, and short ranged, the Fire Ant is a quick raider that is capable of burning down enemy bases with unprecedented speed. They&#039;re armor is weak, so getting them into the fight can be a problem, but at close ranges, the Fire Ant is a deadly mech. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cricket: Light rocket mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the Spider chassis, the Cricket has switched the plasma pods for a rocket pod capable of firing arching missiles that have a high area of effect. Use these to back up the direct fire of your Spiders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly Trap: SAM mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the Spider chassis, the Fly Trap has switched the plasma pods for a Surface to Air Missile pod. The Fly Trap is able to take down enemy helos with disturbing efficiency, though heavier helicopters can withstand its fire for longer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stink Bug: Light Mortar Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stink Bug is no as powerful as the GD&#039;s artillery. The Spider frame is simply not big enough to handle the kick back from anything strobger than a light mortar. That, coupled with the GD&#039;s heavier armor, makes the Stink Bug seem ineffective. But they, like all URC mechs, are cheap enough to be built en mass, and their long range support is still very useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lice: Stealth Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lice is nothing more than a Spider mech with a single add on. But when that add on is the Optical Camoflague Jamming System or OCJS, its an add on that can tilt the balance of battle. Completely invisible, for all intents and purposes, a few Lice can sneak through the enemy&#039;s lines and devastate and unsuspecting base. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LFC Mech: Light Field Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LFC is equipped with a Field Construction Set (FCS) capable of cranking out Level 1 structures and turrets. The LFC is also capable of building the next generation of HUB, allowing the URC to move up to the next level of technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick: Scout Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equipped with a specialized FCS and a OJCS, the Tick is capable of building Recon Poles, very small land mines and perimeter cameras. Use these to shore up your defenses, keep an eye on your enemy and generally be a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
September, 24, 3129. Alaskan Defense Campaign. 22 Km East of the Siberian Land Bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	XZ-229. The name was printed under the Spider in probably the most inconvenient place imaginable. Which made it a freaken pain for someone (like me) to find the one that wasn&#039;t working. So who had thought that up? Maybe some stupid Compy that thought that names would help the enemy identify the spiders that had improved their programming using battlefield experience. &lt;br /&gt;
&lt;br /&gt;
	Yeah, it had blown my mind when they had let that out. Now not only were our armies bloodless, but they also learned from every engagement. Becoming better. &lt;br /&gt;
&lt;br /&gt;
	I slid out from under this Spider (XZ-331) and moved to the next one in line. The report had said, Ã¢â‚¬Å“Erratic Algorithmic BehaviorÃ¢â‚¬Â but it hadn&#039;t said what or where. Maybe using too much ink for a human was a &#039;inefficient&#039; &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it, where are you?Ã¢â‚¬Â I muttered. One of the Spiders stepped out of line, it&#039;s footsteps echoing loudly in the factory. I looked at it and glimpsed, under one of it&#039;s legs, the lettering Ã¢â‚¬Å“XZ-229Ã¢â‚¬Â.&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“There you are-Ã¢â‚¬Â I started. 229 opened fire. Bolts of plasma slammed into the wall of the factory and I staggered as a wave of cold air hit me. The Alaskan night filled the room as 229 walked out of the factory wall. &lt;br /&gt;
&lt;br /&gt;
	It got as far as the defense perimeter of our base. I saw a plasma turret turn it&#039;s barrels on the 229 and fire. The faulty unit exploded violently and a LFC walked up. It started to spray a protective polymer over the side of the wall. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Well...my work here is done,Ã¢â‚¬Â I muttered, picking up my tool kit and walking out of the factory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level One: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnat: Sonar/Radar VTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Though completely unarmed and unarmored, the Gnat is still a useful asset to your aerial forces. Capable of extending your radar and sonar ranges, the Gnat is able to spot enemy forces at longer ranges than simple scouts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly: Interceptor VTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A deadly little fighter, the Fly is capable of taking down enemy aircraft with deadly missile barrages. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bumble Bee: Ground Attack VTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A small VTOL armed with two small plasma cannons, the Bumble Bee is a swift attack vehicle, capable of harassing the enemy&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
October 14th, 3157 AD. Indonesian Retreat. 15 Km East of the Coral Sea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	I looked at the map...and wondered if this war could get any worse. If only I knew. This was what the &#039;book&#039; called a &#039;Tri-engagement&#039;. &lt;br /&gt;
&lt;br /&gt;
	Its what I called a Level A Crash Up. The computers had computed a 78% chase that our bots could drive the GD into the sea and destroy them, giving us Australia. And, for half a year, it had worked. We had pushed the GD out of Sydney, the Abo-zones and the bitox villages. Then the strangers had show up. &lt;br /&gt;
&lt;br /&gt;
	Calling themselves the New Initiative, they hit both of us and the tankers...hard. I had been airlifted out of our forward base in a hurry. Now that had been frightening. When I lose a battle, normally the worst thing that happens is some of our robos get destroyed and we lose territory. Not like the barbarians...if they lost, they lose men and women. Ugh. Made me shake when I think about it. &lt;br /&gt;
&lt;br /&gt;
	But this time it had been scary. The VTOL had lifted into the air, fifteen or so Knats covering it. The NI&#039;s weird hover craft started to breach the outwards defenses. Plasma shots were smashing into them and I was heartened to see that yes, they did die. &lt;br /&gt;
&lt;br /&gt;
	Then lighting struck. The front three NI tanks opened fire and lighting arced from they weird guns. The plasma turrets exploded and the base&#039;s entire left flank was left wide open. More NI hover tanks began to fill the base and I turned away. No sense getting worked up over destroyed parts and pieces. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Sir,Ã¢â‚¬Â A computerized voice said. Ã¢â‚¬Å“Expect incoming turbulence.Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I looked up from the map. The VTOL shook and I wondered who was shooting at us, the GD or the NI. Did it really matter? I glanced back at the map. The radar said &#039;unknown aerial targets&#039;. NI.&lt;br /&gt;
&lt;br /&gt;
	The craft shook some more and I glanced out the window. I caught a glimpse of something smooth, silvery and very fast. Maybe being airlifted wasn&#039;t enough. Then I saw a missile impact in the side of the silvery thing and it exploded, falling out of the air.&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Nice shot boys,Ã¢â‚¬Â I murmured. Then a Helicopter flew past, marked with red and green. &lt;br /&gt;
&lt;br /&gt;
	I glanced back at the map. GD dots were falling on NI dots. I grabbed my command stylus and tapped the map a few times. URC dots started to move in as well, a few bots I had kept in reserve. The VTOL shook again and I heard a missile streak past. &lt;br /&gt;
&lt;br /&gt;
	A glance out the window showed a Gnat blowing apart a GD helo. I grinned. The Gnat was then struck by a strange blue sphere, fired from a NI  fighter. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Now it gets interesting,Ã¢â‚¬Â I mutter, tapping my stylus some more.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Urcfireant.jpg&amp;diff=22171</id>
		<title>File:Urcfireant.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Urcfireant.jpg&amp;diff=22171"/>
		<updated>2007-02-20T20:29:14Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: URC Fireant buildpic (I hope)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;URC Fireant buildpic (I hope)&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18843</id>
		<title>URC Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18843"/>
		<updated>2007-02-20T20:04:38Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Level One: Land */ added a pic, removed some whitespace (hope that wasn´t there on purpose...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Level One: Land==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasshopper: Light ECM Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Capable of projecting a small scanner interference field, the Grasshopper is capable of protecting a small squadron of bots against enemy radar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider: Light Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:Urcspiderp2.jpg|left|50px]]&lt;br /&gt;
Sporting a four legged chassis and two light plasma weapons, the Spider is a deadly tool. Weaker, armor wise, than GD tanks, the Spider is faster and more maneuverable, capable of mounting hills and other forms of difficult terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Ant: Flame thrower Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fast, deadly, and short ranged, the Fire Ant is a quick raider that is capable of burning down enemy bases with unprecedented speed. They&#039;re armor is weak, so getting them into the fight can be a problem, but at close ranges, the Fire Ant is a deadly mech. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cricket: Light rocket mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the Spider chassis, the Cricket has switched the plasma pods for a rocket pod capable of firing arching missiles that have a high area of effect. Use these to back up the direct fire of your Spiders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly Trap: SAM mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the Spider chassis, the Fly Trap has switched the plasma pods for a Surface to Air Missile pod. The Fly Trap is able to take down enemy helos with disturbing efficiency, though heavier helicopters can withstand its fire for longer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stink Bug: Light Mortar Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stink Bug is no as powerful as the GD&#039;s artillery. The Spider frame is simply not big enough to handle the kick back from anything strobger than a light mortar. That, coupled with the GD&#039;s heavier armor, makes the Stink Bug seem ineffective. But they, like all URC mechs, are cheap enough to be built en mass, and their long range support is still very useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lice: Stealth Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lice is nothing more than a Spider mech with a single add on. But when that add on is the Optical Camoflague Jamming System or OCJS, its an add on that can tilt the balance of battle. Completely invisible, for all intents and purposes, a few Lice can sneak through the enemy&#039;s lines and devastate and unsuspecting base. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LFC Mech: Light Field Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LFC is equipped with a Field Construction Set (FCS) capable of cranking out Level 1 structures and turrets. The LFC is also capable of building the next generation of HUB, allowing the URC to move up to the next level of technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick: Scout Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equipped with a specialized FCS and a OJCS, the Tick is capable of building Recon Poles, very small land mines and perimeter cameras. Use these to shore up your defenses, keep an eye on your enemy and generally be a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
September, 24, 3129. Alaskan Defense Campaign. 22 Km East of the Siberian Land Bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	XZ-229. The name was printed under the Spider in probably the most inconvenient place imaginable. Which made it a freaken pain for someone (like me) to find the one that wasn&#039;t working. So who had thought that up? Maybe some stupid Compy that thought that names would help the enemy identify the spiders that had improved their programming using battlefield experience. &lt;br /&gt;
&lt;br /&gt;
	Yeah, it had blown my mind when they had let that out. Now not only were our armies bloodless, but they also learned from every engagement. Becoming better. &lt;br /&gt;
&lt;br /&gt;
	I slid out from under this Spider (XZ-331) and moved to the next one in line. The report had said, Ã¢â‚¬Å“Erratic Algorithmic BehaviorÃ¢â‚¬Â but it hadn&#039;t said what or where. Maybe using too much ink for a human was a &#039;inefficient&#039; &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it, where are you?Ã¢â‚¬Â I muttered. One of the Spiders stepped out of line, it&#039;s footsteps echoing loudly in the factory. I looked at it and glimpsed, under one of it&#039;s legs, the lettering Ã¢â‚¬Å“XZ-229Ã¢â‚¬Â.&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“There you are-Ã¢â‚¬Â I started. 229 opened fire. Bolts of plasma slammed into the wall of the factory and I staggered as a wave of cold air hit me. The Alaskan night filled the room as 229 walked out of the factory wall. &lt;br /&gt;
&lt;br /&gt;
	It got as far as the defense perimeter of our base. I saw a plasma turret turn it&#039;s barrels on the 229 and fire. The faulty unit exploded violently and a LFC walked up. It started to spray a protective polymer over the side of the wall. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Well...my work here is done,Ã¢â‚¬Â I muttered, picking up my tool kit and walking out of the factory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level One: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnat: Sonar/Radar VTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Though completely unarmed and unarmored, the Gnat is still a useful asset to your aerial forces. Capable of extending your radar and sonar ranges, the Gnat is able to spot enemy forces at longer ranges than simple scouts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly: Interceptor VTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A deadly little fighter, the Fly is capable of taking down enemy aircraft with deadly missile barrages. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bumble Bee: Ground Attack VTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A small VTOL armed with two small plasma cannons, the Bumble Bee is a swift attack vehicle, capable of harassing the enemy&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
October 14th, 3157 AD. Indonesian Retreat. 15 Km East of the Coral Sea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	I looked at the map...and wondered if this war could get any worse. If only I knew. This was what the &#039;book&#039; called a &#039;Tri-engagement&#039;. &lt;br /&gt;
&lt;br /&gt;
	Its what I called a Level A Crash Up. The computers had computed a 78% chase that our bots could drive the GD into the sea and destroy them, giving us Australia. And, for half a year, it had worked. We had pushed the GD out of Sydney, the Abo-zones and the bitox villages. Then the strangers had show up. &lt;br /&gt;
&lt;br /&gt;
	Calling themselves the New Initiative, they hit both of us and the tankers...hard. I had been airlifted out of our forward base in a hurry. Now that had been frightening. When I lose a battle, normally the worst thing that happens is some of our robos get destroyed and we lose territory. Not like the barbarians...if they lost, they lose men and women. Ugh. Made me shake when I think about it. &lt;br /&gt;
&lt;br /&gt;
	But this time it had been scary. The VTOL had lifted into the air, fifteen or so Knats covering it. The NI&#039;s weird hover craft started to breach the outwards defenses. Plasma shots were smashing into them and I was heartened to see that yes, they did die. &lt;br /&gt;
&lt;br /&gt;
	Then lighting struck. The front three NI tanks opened fire and lighting arced from they weird guns. The plasma turrets exploded and the base&#039;s entire left flank was left wide open. More NI hover tanks began to fill the base and I turned away. No sense getting worked up over destroyed parts and pieces. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Sir,Ã¢â‚¬Â A computerized voice said. Ã¢â‚¬Å“Expect incoming turbulence.Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I looked up from the map. The VTOL shook and I wondered who was shooting at us, the GD or the NI. Did it really matter? I glanced back at the map. The radar said &#039;unknown aerial targets&#039;. NI.&lt;br /&gt;
&lt;br /&gt;
	The craft shook some more and I glanced out the window. I caught a glimpse of something smooth, silvery and very fast. Maybe being airlifted wasn&#039;t enough. Then I saw a missile impact in the side of the silvery thing and it exploded, falling out of the air.&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Nice shot boys,Ã¢â‚¬Â I murmured. Then a Helicopter flew past, marked with red and green. &lt;br /&gt;
&lt;br /&gt;
	I glanced back at the map. GD dots were falling on NI dots. I grabbed my command stylus and tapped the map a few times. URC dots started to move in as well, a few bots I had kept in reserve. The VTOL shook again and I heard a missile streak past. &lt;br /&gt;
&lt;br /&gt;
	A glance out the window showed a Gnat blowing apart a GD helo. I grinned. The Gnat was then struck by a strange blue sphere, fired from a NI  fighter. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Now it gets interesting,Ã¢â‚¬Â I mutter, tapping my stylus some more.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Urcspiderp2.jpg&amp;diff=22172</id>
		<title>File:Urcspiderp2.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Urcspiderp2.jpg&amp;diff=22172"/>
		<updated>2007-02-20T20:01:49Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: URC Spider Plasma mech (I think) Build pic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;URC Spider Plasma mech (I think) Build pic&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6545</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=6545"/>
		<updated>2007-02-20T19:54:48Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Faction Overview */ looks nicer in my opinion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Expand and Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png|left]]&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png|left]]&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&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;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an aray of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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;
&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&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>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18842</id>
		<title>URC Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18842"/>
		<updated>2007-02-20T19:01:27Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: minor spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Level One: Land==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasshopper: Light ECM Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Capable of projecting a small scanner interference field, the Grasshopper is capable of protecting a small squadron of bots against enemy radar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider: Light Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Sporting a four legged chassis and two light plasma weapons, the Spider is a deadly tool. Weaker, armor wise, than GD tanks, the Spider is faster and more maneuverable, capable of mounting hills and other forms of difficult terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Ant: Flame thrower Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Fast, deadly, and short ranged, the Fire Ant is a quick raider that is capable of burning down enemy bases with unprecedented speed. They&#039;re armor is weak, so getting them into the fight can be a problem, but at close ranges, the Fire Ant is a deadly mech. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cricket: Light rocket mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Using the Spider chassis, the Cricket has switched the plasma pods for a rocket pod capable of firing arching missiles that have a high area of effect. Use these to back up the direct fire of your Spiders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly Trap: SAM mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Using the Spider chassis, the Fly Trap has switched the plasma pods for a Surface to Air Missile pod. The Fly Trap is able to take down enemy helos with disturbing efficiency, though heavier helicopters can withstand its fire for longer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stink Bug: Light Mortar Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Stink Bug is no as powerful as the GD&#039;s artillery. The Spider frame is simply not big enough to handle the kick back from anything strobger than a light mortar. That, coupled with the GD&#039;s heavier armor, makes the Stink Bug seem ineffective. But they, like all URC mechs, are cheap enough to be built en mass, and their long range support is still very useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lice: Stealth Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Lice is nothing more than a Spider mech with a single add on. But when that add on is the Optical Camoflague Jamming System or OCJS, its an add on that can tilt the balance of battle. Completely invisible, for all intents and purposes, a few Lice can sneak through the enemy&#039;s lines and devastate and unsuspecting base. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LFC Mech: Light Field Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The LFC is equipped with a Field Construction Set (FCS) capable of cranking out Level 1 structures and turrets. The LFC is also capable of building the next generation of HUB, allowing the URC to move up to the next level of technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick: Scout Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Equipped with a specialized FCS and a OJCS, the Tick is capable of building Recon Poles, very small land mines and perimeter cameras. Use these to shore up your defenses, keep an eye on your enemy and generally be a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
September, 24, 3129. Alaskan Defense Campaign. 22 Km East of the Siberian Land Bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	XZ-229. The name was printed under the Spider in probably the most inconvenient place imaginable. Which made it a freaken pain for someone (like me) to find the one that wasn&#039;t working. So who had thought that up? Maybe some stupid Compy that thought that names would help the enemy identify the spiders that had improved their programming using battlefield experience. &lt;br /&gt;
&lt;br /&gt;
	Yeah, it had blown my mind when they had let that out. Now not only were our armies bloodless, but they also learned from every engagement. Becoming better. &lt;br /&gt;
&lt;br /&gt;
	I slid out from under this Spider (XZ-331) and moved to the next one in line. The report had said, Ã¢â‚¬Å“Erratic Algorithmic BehaviorÃ¢â‚¬Â but it hadn&#039;t said what or where. Maybe using too much ink for a human was a &#039;inefficient&#039; &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it, where are you?Ã¢â‚¬Â I muttered. One of the Spiders stepped out of line, it&#039;s footsteps echoing loudly in the factory. I looked at it and glimpsed, under one of it&#039;s legs, the lettering Ã¢â‚¬Å“XZ-229Ã¢â‚¬Â.&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“There you are-Ã¢â‚¬Â I started. 229 opened fire. Bolts of plasma slammed into the wall of the factory and I staggered as a wave of cold air hit me. The Alaskan night filled the room as 229 walked out of the factory wall. &lt;br /&gt;
&lt;br /&gt;
	It got as far as the defense perimeter of our base. I saw a plasma turret turn it&#039;s barrels on the 229 and fire. The faulty unit exploded violently and a LFC walked up. It started to spray a protective polymer over the side of the wall. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Well...my work here is done,Ã¢â‚¬Â I muttered, picking up my tool kit and walking out of the factory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level One: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnat: Sonar/Radar VTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Though completely unarmed and unarmored, the Gnat is still a useful asset to your aerial forces. Capable of extending your radar and sonar ranges, the Gnat is able to spot enemy forces at longer ranges than simple scouts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly: Interceptor VTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A deadly little fighter, the Fly is capable of taking down enemy aircraft with deadly missile barrages. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bumble Bee: Ground Attack VTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A small VTOL armed with two small plasma cannons, the Bumble Bee is a swift attack vehicle, capable of harassing the enemy&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
October 14th, 3157 AD. Indonesian Retreat. 15 Km East of the Coral Sea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	I looked at the map...and wondered if this war could get any worse. If only I knew. This was what the &#039;book&#039; called a &#039;Tri-engagement&#039;. &lt;br /&gt;
&lt;br /&gt;
	Its what I called a Level A Crash Up. The computers had computed a 78% chase that our bots could drive the GD into the sea and destroy them, giving us Australia. And, for half a year, it had worked. We had pushed the GD out of Sydney, the Abo-zones and the bitox villages. Then the strangers had show up. &lt;br /&gt;
&lt;br /&gt;
	Calling themselves the New Initiative, they hit both of us and the tankers...hard. I had been airlifted out of our forward base in a hurry. Now that had been frightening. When I lose a battle, normally the worst thing that happens is some of our robos get destroyed and we lose territory. Not like the barbarians...if they lost, they lose men and women. Ugh. Made me shake when I think about it. &lt;br /&gt;
&lt;br /&gt;
	But this time it had been scary. The VTOL had lifted into the air, fifteen or so Knats covering it. The NI&#039;s weird hover craft started to breach the outwards defenses. Plasma shots were smashing into them and I was heartened to see that yes, they did die. &lt;br /&gt;
&lt;br /&gt;
	Then lighting struck. The front three NI tanks opened fire and lighting arced from they weird guns. The plasma turrets exploded and the base&#039;s entire left flank was left wide open. More NI hover tanks began to fill the base and I turned away. No sense getting worked up over destroyed parts and pieces. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Sir,Ã¢â‚¬Â A computerized voice said. Ã¢â‚¬Å“Expect incoming turbulence.Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I looked up from the map. The VTOL shook and I wondered who was shooting at us, the GD or the NI. Did it really matter? I glanced back at the map. The radar said &#039;unknown aerial targets&#039;. NI.&lt;br /&gt;
&lt;br /&gt;
	The craft shook some more and I glanced out the window. I caught a glimpse of something smooth, silvery and very fast. Maybe being airlifted wasn&#039;t enough. Then I saw a missile impact in the side of the silvery thing and it exploded, falling out of the air.&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Nice shot boys,Ã¢â‚¬Â I murmured. Then a Helicopter flew past, marked with red and green. &lt;br /&gt;
&lt;br /&gt;
	I glanced back at the map. GD dots were falling on NI dots. I grabbed my command stylus and tapped the map a few times. URC dots started to move in as well, a few bots I had kept in reserve. The VTOL shook again and I heard a missile streak past. &lt;br /&gt;
&lt;br /&gt;
	A glance out the window showed a Gnat blowing apart a GD helo. I grinned. The Gnat was then struck by a strange blue sphere, fired from a NI  fighter. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Now it gets interesting,Ã¢â‚¬Â I mutter, tapping my stylus some more.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guid&amp;diff=18836</id>
		<title>URC Unit Guid</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guid&amp;diff=18836"/>
		<updated>2007-02-20T18:55:47Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: URC Unit Guid moved to URC Unit Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[URC Unit Guide]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_and_Exterminate&amp;diff=6544</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=6544"/>
		<updated>2007-02-20T18:55:26Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* United Robot Confederation */ corrected spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-wikiheadline.png|center|Expand &amp;amp; Exterminate]] &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ their own style of combat to defeat opponents. All three teams also have their own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://spring.unknown-files.net/file/2325/Expand_and_Exterminate_v_0.173/ Expand and Exterminate v 0.173]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Faction Overview=&lt;br /&gt;
&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
==Global Dynasty==&lt;br /&gt;
A tank force that uses brute force to push through enemies. GD uses conventional weapons like miniguns, cannon shells, and rockets along with more specialized laser and nuclear weapons. In a one on one fight, GD has the stronger units but they also have higher costs and build times. Their airforce consists of helicopters.&lt;br /&gt;
[[GD Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
==United Robot Confederation==&lt;br /&gt;
Enforces control through walking mechanized units that use stealth and versatility to attack. URC&#039;s main weapons are plasma and rockets with both flamerthrowers and cannons showing up on more specialized units. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Their airforce consists of Vtols.&lt;br /&gt;
&lt;br /&gt;
[[URC Unit Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
&lt;br /&gt;
==New Initiative==&lt;br /&gt;
Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. They also expand quicker than the other two factions but those expansions are quite fragile. The NI use exotic weapons such as lightning, lasers and photon systems along with conventional rockets. Includes largest and strongest airforce of all three factions. (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;CLIMBING&#039;&#039;&#039;- To begin, when using the URC faction its best to take advantage of their ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on their hills or mountains around their base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STEALTH&#039;&#039;&#039; - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it. &amp;lt;i&amp;gt;-Flintlock&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your increased mobility on the ground combined with stealth can give you as a URC player the option of choosing when and where you battle, a decisive point. As Flintlock said, you can essentially run successfully with any of an aray of play styles. &amp;lt;i&amp;gt;-Neddiedrow&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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;
&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&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>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7611</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=7611"/>
		<updated>2007-02-19T10:29:00Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added GD logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-GD.png|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
== Level One: Land ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost light cannon tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vladosts form the bulk of the Global Dynasty military.  These double-barreled tanks are used in lines where their superior range and damage can inflict heavy losses before an enemy group can even return fire.  Vladosts nearly always shoot first in an engagement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Petra light missile tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Petra serves as second-line support for the GD army.  Its missiles fire up and over units and terrain, allowing them to bring their weapons to bear no matter their surroundings.  Its missile pods make it more vulnerable to enemy fire than other GD units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taiga light laser tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Taiga fires a short-ranged continuous laser at enemy targets, rapidly cutting through their armor.  They are faster than other GD units and their high damage potential makes them excellent candidates for airdrops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost IIC radar tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vladost IIC is a commander&#039;s eyes on the ground.  Armed with a single cannon and short-range radar, these units help prevent lines of tanks from being flanked by offering early warning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tchernia LT Anti-air tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The GD&#039;s ace in the hole when it comes to rapid strikes by the URC, the Tchernia Ion Cannon Tank is literally a show stopper, capable of stopping any enemy in it&#039;s tracks by scrambling their electronics. This tank should not be made in bulk, as it is expensive, but a few can tangle up the enemy&#039;s forces and give you the leg up in any battles you might encounter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pavost AAI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	The Pavost is the first line in the GD&#039;s defense against aerial attacks. Low level URC VTOLS will be easily taken down by the flack that spits from the quad barreled anti-air gun of the Pavost. Build these for all your attack forces to defend them from aerial attacks. However, later, stronger air units will be harder to destroy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pavost Light Artillery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Using the sturdy Pavost frame, this light artillery piece is the back bone of the GD&#039;s early long range divisions. Capable of putting out shell after shell, the Pavost will get your enemy moving, weakened and confused. Beware: A Pavost, caught alone, has no chance of survival. Guard them at all costs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost IAMP&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	A perfect surprise for your enemies, this Vladost has been equipped with a snorkel for shallow waters and an internal air resupplier for deeper water, complete with emergency suicide pills for the crew in the very likely event of air loss, which is usually caused by enemy action. Equipped only with two heavy cannons, the Amphibious Vladost is easy prey for ships and submarines. Move them with care, but remember: A well planned and executed amphibious assault can destroy the most heavily defended stronghold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kamir I&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Fast and capable of building remote camera&#039;s and remote radar, this scout tank is perfect for harassing the enemy, keeping tabs on distant parts of your territory and clearing minefeilds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gurnz construction vehicle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Gurnz is your ticket to victory. It may be ugly, it&#039;s crew may be surly and ill trained, it&#039;s paint might be chipped and it might smell like a pollution factory, but the Gurnz is still your basic building unit. It can construct level two buildings and level two HUBs, allowing you to tech up to the next level of units. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front== &lt;br /&gt;
January 23, 3122 AD &lt;br /&gt;
Denmark Campaign &lt;br /&gt;
24 km outside URC held Helden &lt;br /&gt;
(Formerly Odense)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“The Vladost battle tank&#039;s control room sounded like a better choice to me when I first joined up. It was either that or the helo division. And every single time I took the plane to Kong I spent the entire time in the head, retching. &lt;br /&gt;
&lt;br /&gt;
	It had &#039;sounded&#039; good. Now I was seriously reconsidering that. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Explosive! Explosive rounds, damn it!Ã¢â‚¬Â Victor kicked me in the back. He was well situated, his head sticking out of the copula, his legs right near my upper back and head. I put my eye against the looker and spotted the enemy bots round the hill. I fingered the trigger, my other hand telling the auto-loader to give us a explosive. A bolt of plasma burnt into the side of our tank and I yelped as the room became boiling hot for a moment. Then the damage control systems kicked in and the air reached a livable temperature. For revenge, I pulled the trigger. &lt;br /&gt;
&lt;br /&gt;
	BOOM! BANG! I swear the second cannon sounds different from the first. I swear it, but neither the driver, nor my commander believe me. No matter. The explosive shell smashes into the ground between the two bots and smoke fills my scanner scope. A secondary explosion kicks up more dirt. The second shell hits and another explosion kicks up even more dust. The dust clears and I grin. Both bots are down. &lt;br /&gt;
&lt;br /&gt;
	WHAM! Something slams me in the back of my head. Smoke fills the cabin and Victor is screaming something. I reach for my escape hatch. It doesn&#039;t open. Victor kicks me in the back, scrambling out of his hatch. The gunner isn&#039;t screaming. I smell burnt meat. Another something slams into the tank and my head smashes against the wall. Then hands are grabbing me, pulling me up. I scramble out, stars dancing in front of my eyes. &lt;br /&gt;
&lt;br /&gt;
	Victor throws me off the tank and I hit the dirt, wheezing. He is about to jump when the tank itself explodes violently. I stand, my head ringing, blood running down the side of my head. Bits of the tank land all around me, piffing into the dirt ground. My knees knock together as it hits me. Victor might have been a bastard...and Hoe, the gunner, he&#039;d been all right...&lt;br /&gt;
&lt;br /&gt;
	I hear the stomp stomp stomp of URC mechs. I turn around and see the four mechs that had hit us...bastards had crested the hill we were sitting against. Where was the rest of the battle group! I turned, trying to see some tanks.&lt;br /&gt;
&lt;br /&gt;
	None. I was alone. &lt;br /&gt;
&lt;br /&gt;
	I turned back to the robos. I supposed the plasma would be quick...I closed my eyes.&lt;br /&gt;
&lt;br /&gt;
	And that was what saved my eyes. A flash, brighter than anything I thought possible, burst through my eye lids. I hit the ground and heat washed over me. I opened my eyes in time to see the robos fall down. A brilliant, beautiful cloud rose above the city of Odense. It was shaped like the mushrooms I used to eat when I was a kid. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Holy shit,Ã¢â‚¬Â I muttered. Ã¢â‚¬Å“They did it. They really did it.Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	So thats why we had been stationed here. Thats why the GD had pulled back. I felt cold. If I had known how bad it was going to get...I&#039;d have deserted. But at the time I only known one thing: The war had gone nuclear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level One: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doppler: Radar/Sonar Helo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	The helicopter is small, cheap and can be used to patrol the area around your base, extending your radar and sight range. Useful as a mobile spotter and a submarine finder, the Doppler can make your day much easier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cossack: Interceptor Helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Equipped with air to air missiles, the Cossack is perfect for taking down the enemy bombers. Capable of destroying most enemy aircraft (assuming the Cossack team has numbers on its side) the Cossack is a must have for total air superiority. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khan: Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Khan is a gunship, equipped with deadly heavy machine guns, the Khan is suited to destroying enemy patrols and harassing enemy forces. Remember to pull it back before it&#039;s fuel supplies run low, or it will not be coming back from it&#039;s mission. Best used in packs to destroy isolated pockets of resistance, hunt down fleeing enemies, or blasting apart undefended buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
 December, 25 3132 AD. GD &#039;tactical withdrawal&#039; Somewhere over Siberia. &lt;br /&gt;
&lt;br /&gt;
	I bounced in my cockpit and watched my army fall back. It felt bad, It felt worse than the day Moriscaw was plasma bombed by the robo bastards. It felt even worse than when my first son had died. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it. Damn it!Ã¢â‚¬Â I muttered, keeping my voice off the radio. The rest of my squad didn&#039;t near to hear me going to pieces. Hell, I didn&#039;t need to hear me going to pieces. A sudden buffet of wind shook my Cossack. That made me pay attention. Siberia killed. It had killed when my ancient ancestors had fought the Nazis, it had killed before them...it would kill after I and mine had gone by too. &lt;br /&gt;
&lt;br /&gt;
	But the one thing it wouldn&#039;t...couldn&#039;t kill was the robos. URC mechs marched underneath us, bolts of plasma lighting up the ground. Occasionally one of our tanks would fire back...more often, they would explode brightly. Like a star in the night sky. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Contact!Ã¢â‚¬Â Kim shouted, his voice crackling over my radio. I snapped back to focus, my training taking over. The red dots on my radar screen were going to fast to be tanks, too slow to be fighters. Bombers...and the computer in my radar projected their course to the bridge. Shit! &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Form up on my mark,Ã¢â‚¬Â I said. Ã¢â‚¬Å“Don&#039;t let a single one of those bombers get past!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I moved my joystick and the Cossack moves about. I see the bombers. Wide, engines glowing. They&#039;re not even trying to hide! I grin, reading my heat seeking missiles. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missiles away!Ã¢â‚¬Â I shout. The missiles streak towards the bombers. One impacts, then the other. The bomber falls out of the sky, trailing smoke. It hits the ground and it&#039;s plasma hold lights up with a bright green flash. Missiles streak past me as my wingmates open fire. Two more bombers go down. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“This is too easy...Ã¢â‚¬Â I murmur. I let go two missiles and the last bomber explodes. &lt;br /&gt;
&lt;br /&gt;
	I wait for the shoe to drop. &lt;br /&gt;
&lt;br /&gt;
	Nothing. I bring my Cossack back to the patrol route. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey, why can&#039;t they make it this easy each time?Ã¢â‚¬Â That&#039;s...Vlad. Then warning indicators flash and his helo&#039;s signals vanish. A flash bursts through my windshield and I look to the side. Vlad&#039;s helo, whats left of it, falls to the ground. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missles! Break, break break!Ã¢â‚¬Â I shout. Another one of the helo&#039;s, this time Kim&#039;s, explodes. Ã¢â‚¬Å“Fall back!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	The remains of my squad peels towards the bride. As we leave the operational area, my radar detects more URC bombers heading towards the bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Two: Land== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khrushchev: Medium battle tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Armed and armored like a...tank, the Khrushchev is a deadly weapon on the battle. Slow, but heavily armored, the Khrushchev is armed with two cannons and a mini-gun that can take down a verity of targets. The Khrushchev, in numbers, is a platform capable of handling any number of enemy ground units. Beware: It&#039;s lack of mobility and can lead it it&#039;s doom through enemy flanking maneuvers and sneak attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irveranguz: Medium Missle TankÃ¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	With arching missiles and heavier armoring, the Irveranguz can destroy enemies located behind hills, around corners and so on. Use it to back up the direct fire power of your tanks, and to control crowds through it&#039;s high AOE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kirovich: Medium Laser Tank&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
	With no less than four short range, high powered lasers, the Kirovich is a fast assault raider, capable of burning down enemy buildings in a flash. Beware: High energy usage make this tank a nuclear powered beast that can destroy your economy. Make sure your power plants are running at full tilt. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aurora: Bombardment Artillery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The Aurora brings death at long range, with two massive barrels and an infinite amounts heavy shells. It is also slower and more unwieldy than the Pavost light artillery. Use it with care, and be sure to protect it, as it is an expensive investment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tchernia: Medium Ion Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A larger, longer ranged, more heavily armored version of the Vladost, the Tchernia is a non-lethal weapon that can turn the tide of battle by paralyzing your enemies and styming their advanced. Guaranteed Ã¢â‚¬Å“Blitzkrieg StopperÃ¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yatioa: AA TankÃ¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	A heavy flack wielding tank, this tank is capable of destroying URC VTOLS en mass. Keep it protected from a ground assault. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yakovitch: ECM Tank&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
	Equipped with nothing but a machine gun, the Yakovitch is still one of the most powerful weapons in your arsenal. Capable of hiding an entire attack force from enemy radar, the Yakovitch is the way to sneak your army behind the enemies gates. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaikovic: Minelayer Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Capable of building light and medium mines, use the Vaikovic to cover the entrances into your base. Capable of stopping all but the most determined (or suicidal) enemies, mine fields are your best friend when it comes to defense. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Khrushchev IAMP: Amphibious Battle Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Equipped with standard suicide pills and self contained air supply, this version of the Khrushchev is perfect for delivering a nasty water born shock to the enemy. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Irveranguz IIAMP: Amphibious Missile Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	With watertight seals for the missiles and an air tight command cabin, this version of the  Irveranguz can cross waters and support your Amphibious Khrushchevs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kurzt IAMPT: Amphibious Torpedo Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The only amphibious tank that comes without suicide pills, the Kurzt is capable of firing torpedoes at sea targets. Use them to cover your amphibious assaults. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Yatioa IIAMP: Amphibious AA Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	An anti air tank that&#039;s also capable of crossing water passages. Use them to create a all purposes water born assault.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3133 AD. Sydney Defense Campaign. 10 km outside GD held Sydney&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Five helos flew over head. They were...I grinned. I wondered if Dyana was in one of those. She and I had met...was it a year already? I had been in the Siberian pull back, the Denmark campaign...&lt;br /&gt;
&lt;br /&gt;
	Had it been a decade? A decade? This war had been going on longer than my sister had lived. Longer than Dyana&#039;s son. Now that had been a sobering conversation. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey! Mal! Radio just chimed in and we&#039;re moving out!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I sat up, folding the mirror I had been using to aid my sunbathing. The thing they didn&#039;t tell you about Khrushchevs is that not only are they excellent main battle tanks, awesome engines of destructions and so on and so forth, but also amazing sunbathing...rest...things. &lt;br /&gt;
&lt;br /&gt;
	Maybe the sun was cooking my brain instead of just my skin. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Moving where?Ã¢â‚¬Â I asked, walking across the hood of the tank to my copula and slipped into my seat. Jaeger and Henekle got into their positions, Henekle near the front of the tank, next to the machine gun. She would be getting us where we were going. Jaeger sat in front of me, in a nicely kick able location. I refrained from abusing my command privileges such, instead slapping the side of the turret, grinning. Ã¢â‚¬Å“Where to!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Point A-5,Ã¢â‚¬Â Henekle said. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Full speed!Ã¢â‚¬Â I said. Around us, the rest of the division was moving out. Some Tagia&#039;s paved the way in front of us, followed by some older Vladost tanks. I remembered when Vladosts had been the forefront of tank warfare. That was back when the robos had used light, four legged bots. Now they had started to use larger, two legged ones. They hit harder and packed more armor...but less armor than our stuff. They&#039;re first strikes against Sydney had been rebuffed, their flanks broken by Iron Rain. Thats what we called the 432nd artillery division. Iron Rain. &lt;br /&gt;
&lt;br /&gt;
	The other Khrushchevs moved along our sides, each of their commanders relaxing in their cupolas. There was a jovial air to our movements. As if we were driving to a party instead of an attack. The URC must have regretted attacking Australia by no- &lt;br /&gt;
&lt;br /&gt;
	A Tagia in front of us exploded. I ducked down, heart hammering in my chest. What the...bombers! &lt;br /&gt;
&lt;br /&gt;
	But the sky was clear. Two helos flew over head, as if to make sure. I knew Dyana wouldn&#039;t let a single robo fla through, let alone a tac bomber.&lt;br /&gt;
&lt;br /&gt;
	This time a Khrushchev next to me cooked up. It hit me, the same time it hit our commanders. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“You have entered a mine field at point A-3. Halt and wait for the sappers. Wait for the sappe-Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Another Khrushchev cooked up. That one had been sitting still. A green bolt burned its way across my eyes and I pointed to the side, shouting at Jaeger. For a moment I slipped back into Russionease, but caught myself. My tank crew just had to be Repatriated East German. This time I got it right, but it had cost us valuable seconds. Another vehicle cooked up, a Kirovich. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Robos! That way!Ã¢â‚¬Â I pointed. Not exact, but it got Jaeger to turn the turret. Cannon reports sounded. The turret turned and I saw the mechs full on. Two leggers, all of them. Most were plasma...but a single one had a shotgun slung under one side. &lt;br /&gt;
&lt;br /&gt;
	Shit. &lt;br /&gt;
&lt;br /&gt;
	The shotgun blasted and the cannon rounds blasted into our sides. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Henekle, move us backwards!Ã¢â‚¬Â I shouted. Ã¢â‚¬Å“Jaeger, bag us that shotgunner!Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Two other Khrushchev commanders had the same idea. The shotgunner exploded. The URC attack peeled off, but the damage had been done. Behind us, explosions sounded. The radio squawked. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Tank group, retreat back to Sydney base. Total URC attack is under way. Repeat. Total URC attack is under way!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Two: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zukov: Air Attack helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Deadly air superiority fighter, this is the heavy fighter can take down enemy planes nicely and survives longer than the Cossack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharkrov: Cluster Bomber&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
	Capable of saturating an area with high yield explosives, this helo is affectionately referred to it&#039;s pilots as &#039;Cluster&amp;lt;explative deleated&amp;gt;er&#039; Because it...er...screws the enemy up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharkrov II: Ground Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	A rearmed Cluster Bomber, the Kharkroc II is capable of sticking around and delivering missile after missile to it&#039;s targets. Use it as a harassment or harrying role, capable of slowing or even destroying an undefended convoy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orsk: Tactical Bomber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Where the Kharkrov is a weapon on massive destruction, the Orsk is a scalpel. Capable of destroying a single target then return home, the Orsk is useful for taking out a radar dish, a factory...whatever needs destroying. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murnmansk: Anti-ship Bomber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	The terror of the high seas, the Murnmansk is capable of destroying enemy shipping. Dropping a torpedo into the oceans at high speeds, the Murnmanks should be used to cover for your navy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3133 AD. Sydney Defense Campaign. 10 km above GD held Sydney.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Shit!Ã¢â‚¬Â I muttered, jerking on my stick. The missile locks blared. BEEP! BEEP! BEEP! I thumbed the flare button and the lock on failed. As I turned my Zukov round, I saw the base outside my window. &lt;br /&gt;
&lt;br /&gt;
	Bedlam. The robos were rolling through the defensive line, plasma fire and shotgun blasts shattering buildings, blowing apart construction vehicles. Then I saw mechs fall under cannon and laser fire. The tank group had returned. It was smaller...smaller enough to make my heart falter slightly. Mal might be in one of the tanks left back in that damned mine field...&lt;br /&gt;
&lt;br /&gt;
	I spun the Zukov around again, detecting inbound targets. Bombers. I triggered my missiles and they smashed into the air. Both hit and the first URC bomber went down. They&#039;re escort showed up, two fighter VTOLS breaking away from the fighter swarm. They fired and the missiles shot towards me and my wing mate. I dropped, turning off my blades at the right moment. The missile missed.&lt;br /&gt;
&lt;br /&gt;
	My wing mate wasn&#039;t that lucky. His Zukov exploded, smashing into the ground. I fired my next pair of missiles, locking onto both VTOLs. My missiles peeled off and struck both robos. One blew up and smashed into the ground. The other survived with minor damage, darting through the air at me. It fired it&#039;s missiles. In an instant I saw them heading towards me. I tanked on my stick, pulling off a maneuver that would have sent me into the ground...if the missile hadn&#039;t hit me first. &lt;br /&gt;
&lt;br /&gt;
	A warning blared in my ears and slammed my fist down on the eject. The cockpit exploded...then I shot down, away from the Helicopter, which smashed onto a URC mech. The mech, to my fury, didn&#039;t explode. I hung from the silk, looking over the battlefield. The URC bombers flew over the base. &lt;br /&gt;
&lt;br /&gt;
	A flurry of plasma tore though he ground, buildings, tanks. People. Smoke began to rise as URC flame throwers began to burn up the base. I saw the wrecks of half our tanks, the buildings burning, the helos downed or fighting a desperate battle in the sky. &lt;br /&gt;
&lt;br /&gt;
	But the URC simply had more. They always had more. &lt;br /&gt;
&lt;br /&gt;
	I hit the ground, rolling with the impact. I disengaged my parachute, trying to get as far away from the base as possible as I could on foot. I felt the ground shake, clomp, clomp, clomp. I turned around, slowly. A URC two legger stood, it&#039;s plasma barrels glowing. It fired again, the bolts of plasma  incredibly hot. I gasped, ducking as the URC stepped over me, walking forward. &lt;br /&gt;
&lt;br /&gt;
	I stood and ran. The sky above me was filled with URC planes. The only other thing in the air...was smoke. &lt;br /&gt;
&lt;br /&gt;
	I got to the perimeter, where a massive hole had been torn by a URC explosive. I ducked out and looked around. Sydney was north...but where was north? A Khrushchev rolled past me, firing backwards as it drove forward. A plasma bolt impacted in its back and it exploded, the blast knocking me off my feet.&lt;br /&gt;
&lt;br /&gt;
	I stood up, brushing my shirt off. I chose a random direction, any direction away from the base...and ran.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20271</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20271"/>
		<updated>2007-02-11T23:07:48Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Discussion Archive====&lt;br /&gt;
I moved what has been discussed up to now to [[Talk:Main Page/archive1]] as it is not really of interest at the moment.&lt;br /&gt;
&lt;br /&gt;
== Category system ==&lt;br /&gt;
&lt;br /&gt;
My previous proposal slightly refinded:&lt;br /&gt;
&lt;br /&gt;
3 Main Categories:&lt;br /&gt;
&lt;br /&gt;
#Development&lt;br /&gt;
#Content&lt;br /&gt;
#Playing / using the engine&lt;br /&gt;
&lt;br /&gt;
(IÃ‚Â´d be thankful for good ideas for category names)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development&#039;&#039;&#039; is really two categories in one: &lt;br /&gt;
* Spring engine development&lt;br /&gt;
* Content Development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Content&#039;&#039;&#039; is all about the mods, maps etc. that have been created, including strategies for mods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing / using the engine&#039;&#039;&#039; is only for infos that are true for all mods, maps and AIÃ‚Â´s,&lt;br /&gt;
so basicly its installing, getting a game set up, interface infos, changing settings and such.&lt;br /&gt;
&lt;br /&gt;
IÃ‚Â´d also make a 4. Category, for: about the wiki, how to make pages, which category system :D, etc. (the documentation of the documentation)&lt;br /&gt;
&lt;br /&gt;
The only thing which is kind of missing in this system is where &amp;quot;feature requests&amp;quot; the montly topic rotation and such things go.&lt;br /&gt;
&lt;br /&gt;
For a more indepth (and presumably less understandable) explanation go to [[user_talk:SeanHeron|my talk page]].&lt;br /&gt;
&lt;br /&gt;
If nobody responds to this, IÃ‚Â´m going to do it in the next few days :D&lt;br /&gt;
&lt;br /&gt;
-- [[User:SeanHeron|SeanHeron]]&lt;br /&gt;
&lt;br /&gt;
:Sounds good, go ahead and implement it. One other category you could use would be Misc, which would fit in the random stuff like the MTR page.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Maelstrom|Maelstrom]] 11:58, 17 Mar 2006 (W. Europe Standard Time)&lt;br /&gt;
&lt;br /&gt;
==Browse the Wiki moved back here==&lt;br /&gt;
&lt;br /&gt;
I moved the &amp;quot;original&amp;quot; main page back here, and main page to front page. Since this is the main page of the wiki this makes more sense to me, and then I don&#039;t have to change any links. :) http://taspring.clan-sy.com/index2.php is a w.i.p of a frontpage using [[Front Page]] as a source for the header. I&#039;m not sure the talk pages are matching anymore though, perhaps some wiki master could take a look at it :)&lt;br /&gt;
--[[User:Fnordia|Fnordia]] 15:53, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
:Its looking good. You still have to properly implement the Community News (Just replace {{Template:Community_News}} with the community news), but apart from that I cant see a problem at all.&lt;br /&gt;
:&lt;br /&gt;
:Should the page be protected so random vandals dont come in and destroy it? Its not a problem now, but in the future it might be.&lt;br /&gt;
:&lt;br /&gt;
: --[[User:Maelstrom|Maelstrom]] 16:00, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Hey, cool to see that its on its way :) . Your right, the history and talk are somewhat messed up (I think). I donÃ‚Â´t have the time now, but I might fix it later. However, I donÃ‚Â´t think I can do everything without admin rights. &lt;br /&gt;
regards [[User:SeanHeron|SeanHeron]] 13:23, 2 May 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Ok, had a look at the history and that seems to be A OK :D . The Talk:Browse the Wiki was still there, but I messed up moving it here (cause I changed this page first, doh!). Anyway well done on moving the pages Fnordia. And sorry about me hurrying you :) . Nice work, and now I can understand why you needed some time (I wasnÃ‚Â´t expecting you to make a new .php page :D) . regards [[User:SeanHeron|SeanHeron]] 09:42, 8 May 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Should I add links to Google translations of the main page? [http://www.google.com/translate_t The source] at the bottom is translating a website, I&#039;ll link that to our current translations at the top. -Esteroth12&lt;br /&gt;
&lt;br /&gt;
==Alternative Main page ?==&lt;br /&gt;
There a quite some people who donÃ‚Â´t like a first page filled with links. So IÃ‚Â´ve semi started an [[Main Page alternative|alternative version]].&lt;br /&gt;
Based on this chat:&lt;br /&gt;
&lt;br /&gt;
[23:45:09] &amp;lt;[LCC]LordMatt[1st]&amp;gt; make the front page simpler&lt;br /&gt;
&lt;br /&gt;
[23:45:12] &amp;lt;[LCC]IaMaCuP&amp;gt; i dont know why they have risen to be the BeAllEndAll of tutorial pages&lt;br /&gt;
&lt;br /&gt;
[23:45:23] &amp;lt;[LCC]LordMatt[1st]&amp;gt; one link for getting started topics&lt;br /&gt;
&lt;br /&gt;
[23:45:24] &amp;lt;SeanHeron&amp;gt; you disaprove of the wikipedia I gather ...&lt;br /&gt;
&lt;br /&gt;
[23:45:35] &amp;lt;[LCC]LordMatt[1st]&amp;gt; one link for online play&lt;br /&gt;
&lt;br /&gt;
[23:45:42] &amp;lt;[LCC]LordMatt[1st]&amp;gt; one link for single player&lt;br /&gt;
&lt;br /&gt;
[23:45:45] &amp;lt;[LCC]IaMaCuP&amp;gt; meh&lt;br /&gt;
&lt;br /&gt;
[23:45:47] &amp;lt;[LCC]LordMatt[1st]&amp;gt; one link for dev&lt;br /&gt;
&lt;br /&gt;
[23:45:50] &amp;lt;[LCC]LordMatt[1st]&amp;gt; those four&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Clans&amp;diff=23379</id>
		<title>Category:Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Clans&amp;diff=23379"/>
		<updated>2007-02-02T13:30:44Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clan Pages and Pages about Clans. See [[Clans]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Help:Editing&amp;diff=23319</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Help:Editing&amp;diff=23319"/>
		<updated>2007-02-02T13:06:15Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: newer versions seem to be sabotaged ? since a year... :/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains tips on editing wiki pages, for full details of editing the Wiki see [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide]&lt;br /&gt;
&lt;br /&gt;
==Basic Editing==&lt;br /&gt;
&lt;br /&gt;
*Choose what you want to do:&lt;br /&gt;
*# &#039;&#039;&#039;Make a new page&#039;&#039;&#039;&amp;lt;br&amp;gt;Type the URL of the page you want to create into the address bar. &amp;lt;br&amp;gt;EG: &amp;lt;nowiki&amp;gt;http://taspring.clan-sy.com/wiki/Page_that_dont_exist&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
*# &#039;&#039;&#039;Edit an existing page&#039;&#039;&#039;&amp;lt;br&amp;gt;Goto the page you want to edit, either through Links, or a URL.&lt;br /&gt;
*Then, click the &#039;Edit this page&#039; link at the bottom.&lt;br /&gt;
*A page with a text box in the middle of it will appear.&lt;br /&gt;
*Enter text into this box.&lt;br /&gt;
*To insert formatting, click the formatting buttons above the text box.&lt;br /&gt;
*For a full list of formatting tags, and their effects, see below&lt;br /&gt;
*Click the &#039;Preview Page&#039; button below the text box to preview the page.&lt;br /&gt;
*Fix any errors you spot.&lt;br /&gt;
*Click &#039;Save page&#039; next to the Preview button.&lt;br /&gt;
*Your Done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dont worry if you stuff things up. It is very easy to fix. Any changes that are made are automatically logged, and we can easily revert to an old version if you totally screw a page up.&lt;br /&gt;
And if your still worried of messing something up, you can always play around in the [[sandbox]] first.&lt;br /&gt;
&lt;br /&gt;
==Markup==&lt;br /&gt;
The following [[w:HTML element|HTML element]]s are currently permitted, however most of the useful ones have a convenient shorthand (see table below):&lt;br /&gt;
	&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;b&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;big&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Text_containers|&amp;amp;lt;blockquote&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Others|&amp;amp;lt;br&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;caption&amp;amp;gt;]]&lt;br /&gt;
* &amp;amp;lt;center&amp;amp;gt;&lt;br /&gt;
* &amp;amp;lt;cite&amp;amp;gt;&lt;br /&gt;
* [[Wikipedia:HTML_element#Logical_markup|&amp;amp;lt;code&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;dd&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Other_containers|&amp;amp;lt;div&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;dl&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;dt&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Logical_markup|&amp;amp;lt;em&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;font&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h1&amp;amp;gt;]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h2&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h3&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h4&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h5&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h6&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Other_containers|&amp;amp;lt;hr&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;i&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;li&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;ol&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Text_containers|&amp;amp;lt;p&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Text_containers|&amp;amp;lt;pre&amp;amp;gt;]]&lt;br /&gt;
* &amp;amp;lt;rb&amp;amp;gt;&lt;br /&gt;
* &amp;amp;lt;rp&amp;amp;gt;&lt;br /&gt;
* &amp;amp;lt;rt&amp;amp;gt;&lt;br /&gt;
* &amp;amp;lt;ruby&amp;amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;s&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;small&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;strike&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Logical_markup|&amp;amp;lt;strong&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;sub&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;sup&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;table&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;td&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;th&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;tr&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;tt&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;u&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;ul&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Logical_markup|&amp;amp;lt;var&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Others|&amp;amp;lt;!-- ... --&amp;amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sections, paragraphs, lists and lines ===&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;What it looks like&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;What you type&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Start your sections with header lines:&lt;br /&gt;
&lt;br /&gt;
Note: Single equal signs work for formatting headings, however as a convention for this wiki, do not use them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the original&lt;br /&gt;
= DO NOT USE THIS =&lt;br /&gt;
== New section ==&lt;br /&gt;
=== Subsection ===&lt;br /&gt;
==== Sub-subsection ====&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- next set&lt;br /&gt;
&amp;lt;h1&amp;gt; DO NOT USE THIS &amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt; New section &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt; Subsection &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt; Sub-subsection &amp;lt;/h4&amp;gt;&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This code prevents confusion in the section editing feature--&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;font-size:120%&amp;quot;&amp;gt; New section &amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;font-size:110%&amp;quot;&amp;gt; Subsection&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;font-size:100%&amp;quot;&amp;gt; Sub-subsection&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New section ==&lt;br /&gt;
&lt;br /&gt;
=== Subsection ===&lt;br /&gt;
&lt;br /&gt;
==== Sub-subsection ====&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[en:newline|Newline]]:&lt;br /&gt;
&lt;br /&gt;
A single&lt;br /&gt;
newline&lt;br /&gt;
has no&lt;br /&gt;
effect on the&lt;br /&gt;
layout.&lt;br /&gt;
&lt;br /&gt;
But an empty line&lt;br /&gt;
starts a new paragraph.&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/nowiki&amp;gt; disables this paragraphing until &amp;lt;nowiki&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;/nowiki&amp;gt; or the end  of the section)&lt;br /&gt;
&lt;br /&gt;
(in Cologne Blue two newlines and a div tag give just one newline; in the order newline, div tag, newline, the result is two newlines)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A single&lt;br /&gt;
newline&lt;br /&gt;
has no&lt;br /&gt;
effect on the&lt;br /&gt;
layout.&lt;br /&gt;
&lt;br /&gt;
But an empty line&lt;br /&gt;
starts a new paragraph.&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;You can break lines&amp;lt;br&amp;gt;&lt;br /&gt;
without starting a new paragraph.&amp;lt;p&amp;gt;&lt;br /&gt;
Sufficient as wikitext code is &amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;, the XHTML code &amp;lt;nowiki&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/nowiki&amp;gt; is not needed, the system produces this code.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;You can break lines&amp;lt;br&amp;gt;&lt;br /&gt;
without starting a new paragraph.&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Help:List|Lists]] are easy to do:&lt;br /&gt;
** start every line with a star&lt;br /&gt;
*** more stars means deeper levels&lt;br /&gt;
*A newline&lt;br /&gt;
*in a list  &lt;br /&gt;
marks the end of the list.&lt;br /&gt;
*Of course&lt;br /&gt;
*you can&lt;br /&gt;
*start again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;* Lists are easy to do:&lt;br /&gt;
** start every line with a star&lt;br /&gt;
*** more stars means deeper levels&lt;br /&gt;
*A newline&lt;br /&gt;
*in a list  &lt;br /&gt;
marks the end of the list.&lt;br /&gt;
*Of course&lt;br /&gt;
*you can&lt;br /&gt;
*start again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
# Numbered lists are also good&lt;br /&gt;
## very organized&lt;br /&gt;
## easy to follow&lt;br /&gt;
#A newline&lt;br /&gt;
#in a list  &lt;br /&gt;
marks the end of the list.&lt;br /&gt;
#New numbering starts&lt;br /&gt;
#with 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;# Numbered lists are also good&lt;br /&gt;
## very organized&lt;br /&gt;
## easy to follow&lt;br /&gt;
#A newline&lt;br /&gt;
#in a list  &lt;br /&gt;
marks the end of the list.&lt;br /&gt;
#New numbering starts&lt;br /&gt;
#with 1.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
* You can even do mixed lists&lt;br /&gt;
*# and nest them&lt;br /&gt;
*#* like this&amp;lt;br&amp;gt;or have newlines&amp;lt;br&amp;gt;inside lists&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;* You can even do mixed lists&lt;br /&gt;
*# and nest them&lt;br /&gt;
*#* like this&amp;lt;br&amp;gt;or have newlines&amp;lt;br&amp;gt;inside lists&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
* You can also&lt;br /&gt;
**break lines&amp;lt;br&amp;gt;inside lists&amp;lt;br&amp;gt;like this&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;* You can also&lt;br /&gt;
**break lines&amp;lt;br&amp;gt;inside lists&amp;lt;br&amp;gt;like this&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
; Definition list : list of definitions&lt;br /&gt;
; item : the item&#039;s definition&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;; Definition list : list of definitions&lt;br /&gt;
; item : the item&#039;s definition&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
:A colon indents a line or paragraph.&lt;br /&gt;
A manual newline starts a new paragraph.&lt;br /&gt;
* This is primarily for displayed material, but is also used for discussion on [[Help:Talk page|Talk page]]s.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;: A colon indents a line or paragraph.&lt;br /&gt;
A manual newline starts a new paragraph.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=top&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;IF a line of plain text starts &lt;br /&gt;
with a space THEN&lt;br /&gt;
  it will be formatted exactly&lt;br /&gt;
    as typed;&lt;br /&gt;
  in a fixed-width font;&lt;br /&gt;
  lines won&#039;t wrap;&lt;br /&gt;
ENDIF&lt;br /&gt;
this is useful for:&lt;br /&gt;
  * pasting preformatted text;&lt;br /&gt;
  * algorithm descriptions;&lt;br /&gt;
  * program source code&lt;br /&gt;
  * ASCII art;&lt;br /&gt;
  * chemical structures;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WARNING If you make it wide,&lt;br /&gt;
you [[en:page widening|force the whole page to be wide]] and&lt;br /&gt;
hence less readable. Never start ordinary lines with spaces.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;(see also below)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt; IF a line of plain text starts &lt;br /&gt;
with a space THEN&lt;br /&gt;
   it will be formatted exactly&lt;br /&gt;
     as typed;&lt;br /&gt;
   in a fixed-width font;&lt;br /&gt;
   lines won&#039;t wrap;&lt;br /&gt;
 ENDIF&lt;br /&gt;
 this is useful for:&lt;br /&gt;
   * pasting preformatted text;&lt;br /&gt;
   * algorithm descriptions;&lt;br /&gt;
   * program source code&lt;br /&gt;
   * ASCII art;&lt;br /&gt;
   * chemical structures;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;Centered text.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;Centered text.&amp;lt;/center&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A [[en:horizontal dividing line|horizontal dividing line]]: above&lt;br /&gt;
----&lt;br /&gt;
and below.&lt;br /&gt;
&lt;br /&gt;
(However, in most cases a section header is more useful. The horizontal dividing line should only be used if what follows is logically part of the same section; otherwise that part would be hidden in the TOC.)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;A horizontal dividing line: above&lt;br /&gt;
----&lt;br /&gt;
and below. &amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Summarizing the effect of a single newline: no effect in general, but it ends a list item or indented part; thus changing some text into a list item, or indenting it, is more cumbersome if it contains newlines, they have to be removed; see also [[w:Wikipedia:Don&#039;t use line breaks]].&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page/archive1&amp;diff=20298</id>
		<title>Talk:Main Page/archive1</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page/archive1&amp;diff=20298"/>
		<updated>2007-02-02T10:32:25Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Redesign idea */updated link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Redesign idea==&lt;br /&gt;
&lt;br /&gt;
I propose to use the current main page as the architecture for the categorys (actually IÃ‚Â´m going to do some categorizing in a moment :D ).&lt;br /&gt;
&lt;br /&gt;
Also I then propose to move this page to somewhere like &amp;quot;Overview&amp;quot; or something, and making a proper Main Page, like the first page you get when visiting a different game site, something like this: [http://www.ea.com/official/battlefield/battlefield2/us/home.jsp] (actually not as messy if possible :D).&lt;br /&gt;
Anyway, IÃ‚Â´ll just set up a nice little page to play around with should I ?&lt;br /&gt;
[[Ideas for the Front Page| There]] we are. [[User:SeanHeron|SeanHeron]] 14. March&lt;br /&gt;
&lt;br /&gt;
Ok I got started on categorizing, and in case you donÃ‚Â´t understand the system IÃ‚Â´m using IÃ‚Â´ll explain here: I think the System in use on the &amp;quot;Main Page&amp;quot; is very good (I think I had exactly the same structure in my head and wanted to implement it, but somebody else [brilliant person] did so already&lt;br /&gt;
).&lt;br /&gt;
Anyway, I want to make the categories sort more or less like on the main Page thus:&lt;br /&gt;
Root (directory for the top level Categorys)&lt;br /&gt;
*&#039;&#039;&#039;Spring (de)&#039;&#039;&#039;&lt;br /&gt;
**Spielen&lt;br /&gt;
*** ....&lt;br /&gt;
** ...&lt;br /&gt;
*&#039;&#039;&#039;Spring (Category for the english Wiki)&#039;&#039;&#039;&lt;br /&gt;
**Playing (Currently Playing Spring)&lt;br /&gt;
***Read this first&lt;br /&gt;
***.....&lt;br /&gt;
**Content (Currently Spring Project)&lt;br /&gt;
***Units&lt;br /&gt;
***Maps&lt;br /&gt;
***Mods&lt;br /&gt;
***....&lt;br /&gt;
**Development &lt;br /&gt;
***Unit making&lt;br /&gt;
***Map making&lt;br /&gt;
***Mod making&lt;br /&gt;
***Source Development&lt;br /&gt;
***....&lt;br /&gt;
&lt;br /&gt;
Note that there is only one category each for Maps, Units, Mods and AIs at the moment, and I intend to split them into two: one for describing content already made (e.g. Absolute Annihilation) and one describing how to make the content (Development) e.g. Upspring. --[[User:SeanHeron|Seanheron]]&lt;br /&gt;
&lt;br /&gt;
== Missing category display ==&lt;br /&gt;
I think there is one little thing missing in the current wiki-style: There is no display of the categories the viewed page is in. e.g [[Mods]] should have its category &amp;lt;nowiki&amp;gt;[[Category:Mods]]&amp;lt;/nowiki&amp;gt; displayed, no? --[[User:Hoehrer|Hoehrer]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
TO do something like that, you have to use a template. This is already working on a few of the mods pages. To put this template in, type &amp;lt;nowiki&amp;gt;{{Category:Mods}}&amp;lt;/nowiki&amp;gt;, which would look like this:&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;br /&gt;
&lt;br /&gt;
--[[User:Maelstrom|Maelstrom]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I think you are missing/missunderstanding my point (I&#039;m no native speaker, oh well ;) ).... You can classify a wiki-page in mediawiki into several categories e.g. &amp;lt;nowiki&amp;gt;[[Category:TODO]] [[Category:Mods]] [[Category:Fixme]]&amp;lt;/nowiki&amp;gt; In the default-style these categories are listed on the bottom of the page, so you can select them and get an overview of all pages in this category. See http://en.wikipedia.org/wiki/Java_programming_language as an example (on the bottom of the page is the &amp;quot;Categories&amp;quot; section) Doing a template with a cool formatting is a  nice addition to this, but _seeing what categories are used_ is needed IMHO. &amp;lt;BR/&amp;gt; On a side note: does &amp;lt;nowiki&amp;gt;{{Category:xxx}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; classify a page inside the xxx category. --[[User:Hoehrer|Hoehrer]] 14:23, 20 Dec 2005 (W. Europe Standard Time)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I see what you mean now. Yes that would be a good thing to have. Ask Fnordia about it, he is the one that takes care of the wiki.&lt;br /&gt;
&lt;br /&gt;
And no, adding a &amp;lt;nowiki&amp;gt;{{Template}}&amp;lt;/nowiki&amp;gt; does not add that page into that catrgory, it just adds that page into the current page.  --[[User:Maelstrom|Maelstrom]] 05:51, 21 Dec 2005 (W. Europe Standard Time)&lt;br /&gt;
----&lt;br /&gt;
Ok, i&#039;ll contact Fnordia.&lt;br /&gt;
&lt;br /&gt;
Template: I know, I actually wanted to write a declarative statement with that sentense, but messed it up with the leading &amp;quot;does&amp;quot; :) --[[User:Hoehrer|Hoehrer]]&lt;br /&gt;
&lt;br /&gt;
Just wanted to point out that the default template now contains the category thing at this point (poked fnordia about it a bit more). --[[User:Sinbadev|Sinbadev]]&lt;br /&gt;
&lt;br /&gt;
== Updating the skin ==&lt;br /&gt;
&lt;br /&gt;
The skin I based the spring skin from (Cologne blue) doesn&#039;t seem to show this information either unfortunately. I guess I will have to create a new one based on Monobook instead for that to work. I&#039;ll see what I can do.&lt;br /&gt;
&lt;br /&gt;
That might not be neccessary. I don&#039;t know exactly, but by cut&amp;amp;paste-ing the &amp;quot;catlinks&amp;quot; related things from the monobook style this should work just fine (with some modifications of course) --[[User:Hoehrer|Hoehrer]]&lt;br /&gt;
&lt;br /&gt;
Ok, to correct myself: There is no non-displayed &amp;quot;Categories&amp;quot; part in the current style. It may be suppressd by php depending on the skin or something like that :-/ So the method mentioned above will not work. --[[User:Hoehrer|Hoehrer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey Fnordia ! The categories are working, woot ! Well done and thank you [[User:SeanHeron|SeanHeron]] 00:10, 15 Mar 2006 (W. Europe Standard Time) &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Made some big changes by integrating a bit of css and deleteing a lot of stuff.  Can&#039;t figure out how to make a css class whithin wiki markup, which caused some useless repetition.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SeanHeron&amp;diff=21047</id>
		<title>User:SeanHeron</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SeanHeron&amp;diff=21047"/>
		<updated>2007-02-02T10:32:13Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, as you might be able to see my name is Sean Heron. &lt;br /&gt;
My dads english if your wondering, but I live in german, also kann ich flÃƒÂ¼ssig deutsch sprechen (und schreiben :D ).&lt;br /&gt;
I have loved Spring for many years now, but only started actively contributing to the commnity now that Spring has been released.&lt;br /&gt;
I love Wikis !&lt;br /&gt;
&lt;br /&gt;
Im going to play around in my [[User:SeanHeron/sandbox]] instead of on my page in future :D&lt;br /&gt;
&lt;br /&gt;
I want a nice new proper [[Ideas for the Front Page|Main Page]] !!!&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Camera_Control&amp;diff=2642</id>
		<title>Balanced Annihilation:Camera Control</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Camera_Control&amp;diff=2642"/>
		<updated>2007-02-02T09:57:39Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Camera Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Camera Controls==&lt;br /&gt;
&amp;lt;!-- I think this is no longer true:&lt;br /&gt;
There are four camera modes in Spring. To change camera modes use CTRL+Middle Button (Mouse 3), CTRL+J or CTRL+Backspace (Also SHIFT+[Mouse 3,J or Backspace]). Middle button, Backspace or J toggle &amp;quot;free look&amp;quot; mode for the current camera view. This allows you to move the camera around using the mouse. --&amp;gt;&lt;br /&gt;
Pressing Ctrl and one of the first four F buttons (F1-F4) will change your camera to that view.&lt;br /&gt;
&lt;br /&gt;
===Camera Modes===&lt;br /&gt;
&lt;br /&gt;
There are four different camera modes in Spring. Everyone likes a different one. Try them all out to decide what you like best.&lt;br /&gt;
&lt;br /&gt;
====Classic Overhead(TA) Style====&lt;br /&gt;
The default view, very similar to the view OTA had. Use the arrow keys or move the mouse to the edge of the screen to pan around the map. The scroll wheel zooms in and out. Ctrl+Scrolling will tilt the camera. Free look mode (click the middle mouse button) also pans around the map. It always &amp;quot;faces&amp;quot; straight north.&lt;br /&gt;
&lt;br /&gt;
This is the easiest view for OTA players to use. It functions exactly the same as the OTA camera, so no new tricky controls are needed to properly enjoy the game. This view has recently had camera tilt added (see above), but still does not really show off the full glory of the Spring engine, as you are limited to one compass direction. It is the favorite view mode for most people, as most people played OTA or other similar RTS games with a traditional top-down view.&lt;br /&gt;
&lt;br /&gt;
====Total War Style====&lt;br /&gt;
The same camera system used in the Total War series of games. It runs at a fixed height above the ground, which cannot be changed. Use the arrow keys or move the mouse to the edge of the screen to pan around the map. Scrolling the scroll wheel tilts the camera. Putting the mouse in the top corners of the screen rotates the view. Free look mode (click the middle mouse button) pans around the map.&lt;br /&gt;
&lt;br /&gt;
This mode is good for those familiar with the Total War games. Like the OTA camera, it does not allow for full freedom of movement, so it does not show off the engine as much as it could.&lt;br /&gt;
&lt;br /&gt;
====FPS Style====&lt;br /&gt;
In this view the camera is controlled just like in a first person shooter. Use arrow keys to fly forward/backward and strafe left/right. Hold the middle mouse button to aim the camera. Use the scroll wheel to zoom in and out.&lt;br /&gt;
&lt;br /&gt;
This is the easiest camera to position. However, it can get quite tedious trying to control the camera in the middle of a battle. Its good for screenshots and FPS junkies.&lt;br /&gt;
&lt;br /&gt;
====Rotatable Overhead Camera====&lt;br /&gt;
&lt;br /&gt;
This is a new camera system invented by the SY&#039;s. You can change the camera height by scrolling. Use the arrow keys to pan around the map. The scroll wheel moves the camera up and down vertically. Free look mode (click the middle mouse button) lets you aim the camera from its current position.&lt;br /&gt;
&lt;br /&gt;
This is perhaps the best camera, as it allows for totally free movement and aiming, but with some handy restrictions on the height. It is the second most popular view besides the OTA view. It&#039;s useful for both screenshots and actual gameplay.&lt;br /&gt;
&lt;br /&gt;
====FPS &amp;quot;Mode&amp;quot; (C)====&lt;br /&gt;
Press &#039;C&#039; to toggle &amp;quot;First Person Shooter Mode&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
*Up Arrow: Move in the direction the unit&#039;s base (legs or tracks) is facing&lt;br /&gt;
*Left Arrow: Rotate Legs to the left&lt;br /&gt;
*Right Arrow: Rotate Legs to the right&lt;br /&gt;
*Mouse: Aim default gun. The gun will lock on to any targets the cursor moves close to, making tracking and firing at targets much easier.&lt;br /&gt;
*Left Mouse Button: Shoot whatever guns the engine has decided to let you shoot at the current target.&lt;br /&gt;
*Right Mouse Button: Click to enter Free Fire Mode. In this mode, the AI will aim and fire for you as you move.&lt;br /&gt;
&lt;br /&gt;
===Zooming Changes===&lt;br /&gt;
Starting in version 0.72b1 there were some changes made to the zooming controls.&lt;br /&gt;
&lt;br /&gt;
====Mousepoint Zooming====&lt;br /&gt;
When you zoom out the camera will move back from the center of the screen in such a way as to expand your view.  When you zoom back in, however, the camera will shift focus towards the mouse pointer as your new center.&lt;br /&gt;
&lt;br /&gt;
====Tab Zooming====&lt;br /&gt;
Pressing the TAB key will zoom you out to the point where the entire map will be visible from a special top-down perspective(in future versions this view will be [[CustomUnitIcons|iconified with CustomUnitIcons]]), then pressing the TAB key again with zoom you back to the same height and angle of view you were at before, but again, using your mouse pointer position as the new center.&lt;br /&gt;
&lt;br /&gt;
===General Function Keys===&lt;br /&gt;
&lt;br /&gt;
For the most part, the function keys control what the camera sees, so they are listed here for lack of a better place for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039;: Toggles Contour Markings On/Off. These color coded contour markings represent the height of the map. One iteration through the colors (ie: red-green-blue-red) indicates a height difference of 32.&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039;: Toggles Path map On/Off. The path map works the following way: &lt;br /&gt;
**&#039;&#039;&#039;Mobile Unit Selected&#039;&#039;&#039;: If you have a mobile unit selected, then the pathmap shows where that specific unit can move (green) and where it cant (red). The greener the map, the better the unit can walk on that area. Zones that can&#039;t be walked or driven on are always solid red.&lt;br /&gt;
**&#039;&#039;&#039;Builder Selected&#039;&#039;&#039;: When you have a builder selected and have clicked on a building in its build menu (i.e. a Kbot lab), the path map will show you where you can build that building. Its fairly easy to understand, with the green zones representing buildable areas, and the red zones representing the areas where you cannot build. Note that the marks represent the &amp;quot;center-point&amp;quot; of the build, so if your mouse cursor is over green, you can build there, even if there&#039;s red within the building&#039;s border.&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039;: Moves the camera to the position of the last message. Messages can be from units or alerts placed on the minimap by your allies.&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039;: Toggles Metal Map On/Off. If the map is green, there is metal there. If the map is black, there is no metal. If the map is white, there is lots of metal and it would be a good strategic place to hold. The camera automatically switches to Metal Map mode when placing Metal Extractor structures, and switches back when you stop placing these structures.&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039;: Toggles the GUI On/Off. Good for taking screenshots.&lt;br /&gt;
*&#039;&#039;&#039;F6&#039;&#039;&#039;: Toggles Sound On/Off. Self-explanatory.&lt;br /&gt;
*&#039;&#039;&#039;F7&#039;&#039;&#039;: Toggles the Dynamic sky. If the game is running slowly, try turning this off to speed it up a little bit.&lt;br /&gt;
*&#039;&#039;&#039;F8&#039;&#039;&#039;: Save the Game. Not currently supported.&lt;br /&gt;
*&#039;&#039;&#039;F9&#039;&#039;&#039;: Show/Hide Unit Status. Unit Status bars are: Health, Building percentage, experience, and group numbers.&lt;br /&gt;
*&#039;&#039;&#039;F11/F12&#039;&#039;&#039;: Screenshots. Takes a screenshot and saves it to TASpring/Screenshots/Screenshot###.jpg, where ### is the number of the screenshot.&lt;br /&gt;
*&#039;&#039;&#039;;/L&#039;&#039;&#039;: These commands toggle visible Fog of War and Radar Coverage areas. &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt; toggles visible line of sight while &amp;lt;b&amp;gt;;&amp;lt;/b&amp;gt; controls radar and jammer coverage viewing within the Fog of War mode. All Radar and Line of Sight is impeded or helped by terrain; placing a radar/jammer on a hill will allow you to view/jam most of the area; placing either in a pit will not allow you to view/jam beyond the pit. Sonar coverage is included in these overlays.&lt;br /&gt;
**&#039;&#039;&#039;Color Key&#039;&#039;&#039;: &lt;br /&gt;
***&#039;&#039;&#039;Light Green&#039;&#039;&#039; = Radar and LOS &lt;br /&gt;
***&#039;&#039;&#039;Green&#039;&#039;&#039; = Aerial LOS and Radar&lt;br /&gt;
***&#039;&#039;&#039;Dark Green&#039;&#039;&#039; = Radar only&lt;br /&gt;
***&#039;&#039;&#039;Normal&#039;&#039;&#039; = LOS only &lt;br /&gt;
***&#039;&#039;&#039;Grey&#039;&#039;&#039; = Aerial LOS only&lt;br /&gt;
***&#039;&#039;&#039;Dark Grey&#039;&#039;&#039; = No coverage in that area&lt;br /&gt;
***&#039;&#039;&#039;Light Red&#039;&#039;&#039; = Jammed with LOS &lt;br /&gt;
***&#039;&#039;&#039;Red&#039;&#039;&#039; = Jammed with Aerial LOS &lt;br /&gt;
***&#039;&#039;&#039;Dark Red&#039;&#039;&#039; = Jammed with no LOS &lt;br /&gt;
***&#039;&#039;&#039;Light Yellow&#039;&#039;&#039; = Jammed, LOS and Radar &lt;br /&gt;
***&#039;&#039;&#039;Yellow&#039;&#039;&#039; = Jammed, Radar, and Aerial LOS &lt;br /&gt;
***&#039;&#039;&#039;Dark Yellow&#039;&#039;&#039; = Jammed and Radar &lt;br /&gt;
**&#039;&#039;&#039;Important&#039;&#039;&#039;: Areas with Aerial LOS permit viewing only of air units, projectiles, and certain graphics such as smoke and shields. A perfect base would have light yellow everywhere. Due to lack of code optimization, the LOS/Fog of War overlay is updated about once every two seconds (?), so it would be unwise to rely upon it to give you coverage information about fast moving units such as Peepers and Eagles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TAB&#039;&#039;&#039;: Toggles &amp;quot;[[Using_Spring#Tab_Zooming|Tab Zoom]]&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Pause&#039;&#039;&#039;: Pauses the game. While the game is paused, you can still scroll around the map and issue orders, but nothing actually happens until the game&#039;s unpaused.&lt;br /&gt;
&lt;br /&gt;
===Snapping/Panning Camera to a Specific View===&lt;br /&gt;
Middle click(MOUSE3) on the mini-map to snap the center of the view to that point on the map. Click and drag the middle mouse button to move the camera around the map. (Right click, formerly used to move the camera on the minimap, now gives orders).&lt;br /&gt;
&lt;br /&gt;
Press F3 to snap the camera view to the point of the last &amp;quot;message&amp;quot; (&amp;quot;Unit is under attack&amp;quot;, &amp;quot;player 1 has placed a point: look here!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Press T to lock the camera to track the currently selected units. The camera will move so that the selected units are always centered. Move the camera manually to stop the tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Camera_Control&amp;diff=2641</id>
		<title>Balanced Annihilation:Camera Control</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Camera_Control&amp;diff=2641"/>
		<updated>2007-02-02T09:55:26Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Snapping/Panning Camera to a Specific View */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Camera Controls==&lt;br /&gt;
&lt;br /&gt;
There are four camera modes in Spring. To change camera modes use CTRL+Middle Button (Mouse 3), CTRL+J or CTRL+Backspace (Also SHIFT+[Mouse 3,J or Backspace]). Middle button, Backspace or J toggle &amp;quot;free look&amp;quot; mode for the current camera view. This allows you to move the camera around using the mouse.&lt;br /&gt;
&lt;br /&gt;
===Camera Modes===&lt;br /&gt;
&lt;br /&gt;
There are four different camera modes in Spring. Everyone likes a different one. Try them all out to decide what you like best.&lt;br /&gt;
&lt;br /&gt;
====Classic Overhead(TA) Style====&lt;br /&gt;
The default view, very similar to the view OTA had. Use the arrow keys or move the mouse to the edge of the screen to pan around the map. The scroll wheel zooms in and out. Ctrl+Scrolling will tilt the camera. Free look mode (click the middle mouse button) also pans around the map. It always &amp;quot;faces&amp;quot; straight north.&lt;br /&gt;
&lt;br /&gt;
This is the easiest view for OTA players to use. It functions exactly the same as the OTA camera, so no new tricky controls are needed to properly enjoy the game. This view has recently had camera tilt added (see above), but still does not really show off the full glory of the Spring engine, as you are limited to one compass direction. It is the favorite view mode for most people, as most people played OTA or other similar RTS games with a traditional top-down view.&lt;br /&gt;
&lt;br /&gt;
====Total War Style====&lt;br /&gt;
The same camera system used in the Total War series of games. It runs at a fixed height above the ground, which cannot be changed. Use the arrow keys or move the mouse to the edge of the screen to pan around the map. Scrolling the scroll wheel tilts the camera. Putting the mouse in the top corners of the screen rotates the view. Free look mode (click the middle mouse button) pans around the map.&lt;br /&gt;
&lt;br /&gt;
This mode is good for those familiar with the Total War games. Like the OTA camera, it does not allow for full freedom of movement, so it does not show off the engine as much as it could.&lt;br /&gt;
&lt;br /&gt;
====FPS Style====&lt;br /&gt;
In this view the camera is controlled just like in a first person shooter. Use arrow keys to fly forward/backward and strafe left/right. Hold the middle mouse button to aim the camera. Use the scroll wheel to zoom in and out.&lt;br /&gt;
&lt;br /&gt;
This is the easiest camera to position. However, it can get quite tedious trying to control the camera in the middle of a battle. Its good for screenshots and FPS junkies.&lt;br /&gt;
&lt;br /&gt;
====Rotatable Overhead Camera====&lt;br /&gt;
&lt;br /&gt;
This is a new camera system invented by the SY&#039;s. You can change the camera height by scrolling. Use the arrow keys to pan around the map. The scroll wheel moves the camera up and down vertically. Free look mode (click the middle mouse button) lets you aim the camera from its current position.&lt;br /&gt;
&lt;br /&gt;
This is perhaps the best camera, as it allows for totally free movement and aiming, but with some handy restrictions on the height. It is the second most popular view besides the OTA view. It&#039;s useful for both screenshots and actual gameplay.&lt;br /&gt;
&lt;br /&gt;
====FPS &amp;quot;Mode&amp;quot; (C)====&lt;br /&gt;
Press &#039;C&#039; to toggle &amp;quot;First Person Shooter Mode&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
*Up Arrow: Move in the direction the unit&#039;s base (legs or tracks) is facing&lt;br /&gt;
*Left Arrow: Rotate Legs to the left&lt;br /&gt;
*Right Arrow: Rotate Legs to the right&lt;br /&gt;
*Mouse: Aim default gun. The gun will lock on to any targets the cursor moves close to, making tracking and firing at targets much easier.&lt;br /&gt;
*Left Mouse Button: Shoot whatever guns the engine has decided to let you shoot at the current target.&lt;br /&gt;
*Right Mouse Button: Click to enter Free Fire Mode. In this mode, the AI will aim and fire for you as you move.&lt;br /&gt;
&lt;br /&gt;
===Zooming Changes===&lt;br /&gt;
Starting in version 0.72b1 there were some changes made to the zooming controls.&lt;br /&gt;
&lt;br /&gt;
====Mousepoint Zooming====&lt;br /&gt;
When you zoom out the camera will move back from the center of the screen in such a way as to expand your view.  When you zoom back in, however, the camera will shift focus towards the mouse pointer as your new center.&lt;br /&gt;
&lt;br /&gt;
====Tab Zooming====&lt;br /&gt;
Pressing the TAB key will zoom you out to the point where the entire map will be visible from a special top-down perspective(in future versions this view will be [[CustomUnitIcons|iconified with CustomUnitIcons]]), then pressing the TAB key again with zoom you back to the same height and angle of view you were at before, but again, using your mouse pointer position as the new center.&lt;br /&gt;
&lt;br /&gt;
===General Function Keys===&lt;br /&gt;
&lt;br /&gt;
For the most part, the function keys control what the camera sees, so they are listed here for lack of a better place for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039;: Toggles Contour Markings On/Off. These color coded contour markings represent the height of the map. One iteration through the colors (ie: red-green-blue-red) indicates a height difference of 32.&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039;: Toggles Path map On/Off. The path map works the following way: &lt;br /&gt;
**&#039;&#039;&#039;Mobile Unit Selected&#039;&#039;&#039;: If you have a mobile unit selected, then the pathmap shows where that specific unit can move (green) and where it cant (red). The greener the map, the better the unit can walk on that area. Zones that can&#039;t be walked or driven on are always solid red.&lt;br /&gt;
**&#039;&#039;&#039;Builder Selected&#039;&#039;&#039;: When you have a builder selected and have clicked on a building in its build menu (i.e. a Kbot lab), the path map will show you where you can build that building. Its fairly easy to understand, with the green zones representing buildable areas, and the red zones representing the areas where you cannot build. Note that the marks represent the &amp;quot;center-point&amp;quot; of the build, so if your mouse cursor is over green, you can build there, even if there&#039;s red within the building&#039;s border.&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039;: Moves the camera to the position of the last message. Messages can be from units or alerts placed on the minimap by your allies.&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039;: Toggles Metal Map On/Off. If the map is green, there is metal there. If the map is black, there is no metal. If the map is white, there is lots of metal and it would be a good strategic place to hold. The camera automatically switches to Metal Map mode when placing Metal Extractor structures, and switches back when you stop placing these structures.&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039;: Toggles the GUI On/Off. Good for taking screenshots.&lt;br /&gt;
*&#039;&#039;&#039;F6&#039;&#039;&#039;: Toggles Sound On/Off. Self-explanatory.&lt;br /&gt;
*&#039;&#039;&#039;F7&#039;&#039;&#039;: Toggles the Dynamic sky. If the game is running slowly, try turning this off to speed it up a little bit.&lt;br /&gt;
*&#039;&#039;&#039;F8&#039;&#039;&#039;: Save the Game. Not currently supported.&lt;br /&gt;
*&#039;&#039;&#039;F9&#039;&#039;&#039;: Show/Hide Unit Status. Unit Status bars are: Health, Building percentage, experience, and group numbers.&lt;br /&gt;
*&#039;&#039;&#039;F11/F12&#039;&#039;&#039;: Screenshots. Takes a screenshot and saves it to TASpring/Screenshots/Screenshot###.jpg, where ### is the number of the screenshot.&lt;br /&gt;
*&#039;&#039;&#039;;/L&#039;&#039;&#039;: These commands toggle visible Fog of War and Radar Coverage areas. &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt; toggles visible line of sight while &amp;lt;b&amp;gt;;&amp;lt;/b&amp;gt; controls radar and jammer coverage viewing within the Fog of War mode. All Radar and Line of Sight is impeded or helped by terrain; placing a radar/jammer on a hill will allow you to view/jam most of the area; placing either in a pit will not allow you to view/jam beyond the pit. Sonar coverage is included in these overlays.&lt;br /&gt;
**&#039;&#039;&#039;Color Key&#039;&#039;&#039;: &lt;br /&gt;
***&#039;&#039;&#039;Light Green&#039;&#039;&#039; = Radar and LOS &lt;br /&gt;
***&#039;&#039;&#039;Green&#039;&#039;&#039; = Aerial LOS and Radar&lt;br /&gt;
***&#039;&#039;&#039;Dark Green&#039;&#039;&#039; = Radar only&lt;br /&gt;
***&#039;&#039;&#039;Normal&#039;&#039;&#039; = LOS only &lt;br /&gt;
***&#039;&#039;&#039;Grey&#039;&#039;&#039; = Aerial LOS only&lt;br /&gt;
***&#039;&#039;&#039;Dark Grey&#039;&#039;&#039; = No coverage in that area&lt;br /&gt;
***&#039;&#039;&#039;Light Red&#039;&#039;&#039; = Jammed with LOS &lt;br /&gt;
***&#039;&#039;&#039;Red&#039;&#039;&#039; = Jammed with Aerial LOS &lt;br /&gt;
***&#039;&#039;&#039;Dark Red&#039;&#039;&#039; = Jammed with no LOS &lt;br /&gt;
***&#039;&#039;&#039;Light Yellow&#039;&#039;&#039; = Jammed, LOS and Radar &lt;br /&gt;
***&#039;&#039;&#039;Yellow&#039;&#039;&#039; = Jammed, Radar, and Aerial LOS &lt;br /&gt;
***&#039;&#039;&#039;Dark Yellow&#039;&#039;&#039; = Jammed and Radar &lt;br /&gt;
**&#039;&#039;&#039;Important&#039;&#039;&#039;: Areas with Aerial LOS permit viewing only of air units, projectiles, and certain graphics such as smoke and shields. A perfect base would have light yellow everywhere. Due to lack of code optimization, the LOS/Fog of War overlay is updated about once every two seconds (?), so it would be unwise to rely upon it to give you coverage information about fast moving units such as Peepers and Eagles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TAB&#039;&#039;&#039;: Toggles &amp;quot;[[Using_Spring#Tab_Zooming|Tab Zoom]]&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Pause&#039;&#039;&#039;: Pauses the game. While the game is paused, you can still scroll around the map and issue orders, but nothing actually happens until the game&#039;s unpaused.&lt;br /&gt;
&lt;br /&gt;
===Snapping/Panning Camera to a Specific View===&lt;br /&gt;
Middle click(MOUSE3) on the mini-map to snap the center of the view to that point on the map. Click and drag the middle mouse button to move the camera around the map. (Right click, formerly used to move the camera on the minimap, now gives orders).&lt;br /&gt;
&lt;br /&gt;
Press F3 to snap the camera view to the point of the last &amp;quot;message&amp;quot; (&amp;quot;Unit is under attack&amp;quot;, &amp;quot;player 1 has placed a point: look here!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Press T to lock the camera to track the currently selected units. The camera will move so that the selected units are always centered. Move the camera manually to stop the tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6912</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6912"/>
		<updated>2007-02-02T09:48:57Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* I used the small installer where can I get the missing maps? */there is no small installer anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is Spring?===&lt;br /&gt;
Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.&lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
# Improving the already fine original TA Interface in a way that the Players will have more tactical Options, more Control, more Comfort and still don`t get lost, as long as they are willing to learn.&lt;br /&gt;
&lt;br /&gt;
The goals might need an update.. -- Tim Blokdijk&lt;br /&gt;
&lt;br /&gt;
===Is Spring free?===&lt;br /&gt;
The core game is released under GPL License. Fortunately as of now, there are also two mods which have been released under the GNU/GPL, and several more which do not have clear licence terms (owned by their modder).&lt;br /&gt;
&lt;br /&gt;
However, there are also several mods for which some parts are still under copyright of Atari. For these you need to own the original TA game if you want to play.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I edit this page?===&lt;br /&gt;
You need to be [[Special:Userlogin|logged in]] to edit our wiki because people were vandalizing and/or being morons too much, so they had to lock it down.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
===What APIs does Spring use?===&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[MultiplatformSpring]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code?===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will Spring run on?===&lt;br /&gt;
At the moment, it runs on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; ATI drivers for Windows Vista does not support OpenGL right now so Spring will not run on systems with Vista and ATI Cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://spring.unknown-files.net Unknown Files] is the place to be! The [http://spring.unknown-files.net/category/13/Maps/ map category] has a nice overview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Currently there is no in-game music player. For now, you will have to rely on a seperate program to play music such as Winamp or Windows Media Player.&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6911</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6911"/>
		<updated>2007-02-02T09:44:49Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: reorganized (moved &amp;quot;content&amp;quot; to bottom)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is Spring?===&lt;br /&gt;
Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.&lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
# Improving the already fine original TA Interface in a way that the Players will have more tactical Options, more Control, more Comfort and still don`t get lost, as long as they are willing to learn.&lt;br /&gt;
&lt;br /&gt;
The goals might need an update.. -- Tim Blokdijk&lt;br /&gt;
&lt;br /&gt;
===Is Spring free?===&lt;br /&gt;
The core game is released under GPL License. Fortunately as of now, there are also two mods which have been released under the GNU/GPL, and several more which do not have clear licence terms (owned by their modder).&lt;br /&gt;
&lt;br /&gt;
However, there are also several mods for which some parts are still under copyright of Atari. For these you need to own the original TA game if you want to play.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I edit this page?===&lt;br /&gt;
You need to be [[Special:Userlogin|logged in]] to edit our wiki because people were vandalizing and/or being morons too much, so they had to lock it down.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
===What APIs does Spring use?===&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[MultiplatformSpring]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code?===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will Spring run on?===&lt;br /&gt;
At the moment, it runs on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; ATI drivers for Windows Vista does not support OpenGL right now so Spring will not run on systems with Vista and ATI Cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://spring.unknown-files.net Unknown Files] is the place to be! The [http://spring.unknown-files.net/category/13/Maps/ map category] has a nice overview.&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer aren&#039;t available for seperate download. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Currently there is no in-game music player. For now, you will have to rely on a seperate program to play music such as Winamp or Windows Media Player.&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6910</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6910"/>
		<updated>2007-02-02T09:33:56Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* What sort of a system do I need to run Spring? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is Spring?===&lt;br /&gt;
Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.&lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
# Improving the already fine original TA Interface in a way that the Players will have more tactical Options, more Control, more Comfort and still don`t get lost, as long as they are willing to learn.&lt;br /&gt;
&lt;br /&gt;
The goals might need an update.. -- Tim Blokdijk&lt;br /&gt;
&lt;br /&gt;
===Is Spring free?===&lt;br /&gt;
The core game is released under GPL License. Fortunately as of now, there are also two mods which have been released under the GNU/GPL, and several more which do not have clear licence terms (owned by their modder).&lt;br /&gt;
&lt;br /&gt;
However, there are also several mods for which some parts are still under copyright of Atari. For these you need to own the original TA game if you want to play.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I edit this page?===&lt;br /&gt;
You need to be [[Special:Userlogin|logged in]] to edit our wiki because people were vandalizing and/or being morons too much, so they had to lock it down.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
===What APIs does Spring use?===&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[MultiplatformSpring]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code?===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will Spring run on?===&lt;br /&gt;
At the moment, it runs on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; ATI drivers for Windows Vista does not support OpenGL right now so Spring will not run on systems with Vista and ATI Cards.&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://spring.unknown-files.net Unknown Files] is the place to be! The [http://spring.unknown-files.net/category/13/Maps/ map category] has a nice overview.&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer aren&#039;t available for seperate download. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Currently there is no in-game music player. For now, you will have to rely on a seperate program to play music such as Winamp or Windows Media Player.&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6909</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6909"/>
		<updated>2007-02-02T09:31:03Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Is Spring free? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is Spring?===&lt;br /&gt;
Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.&lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
# Improving the already fine original TA Interface in a way that the Players will have more tactical Options, more Control, more Comfort and still don`t get lost, as long as they are willing to learn.&lt;br /&gt;
&lt;br /&gt;
The goals might need an update.. -- Tim Blokdijk&lt;br /&gt;
&lt;br /&gt;
===Is Spring free?===&lt;br /&gt;
The core game is released under GPL License. Fortunately as of now, there are also two mods which have been released under the GNU/GPL, and several more which do not have clear licence terms (owned by their modder).&lt;br /&gt;
&lt;br /&gt;
However, there are also several mods for which some parts are still under copyright of Atari. For these you need to own the original TA game if you want to play.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I edit this page?===&lt;br /&gt;
You need to be [[Special:Userlogin|logged in]] to edit our wiki because people were vandalizing and/or being morons too much, so they had to lock it down.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
===What APIs does Spring use?===&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[MultiplatformSpring]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code?===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will Spring run on?===&lt;br /&gt;
At the moment, it runs on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, but 512 MB should be enough. However, 1024MB you should already have, so it&#039;ll run fine.&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; ATI drivers for Windows Vista does not support OpenGL right now so Spring will not run on systems with Vista and ATI Cards.&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://spring.unknown-files.net Unknown Files] is the place to be! The [http://spring.unknown-files.net/category/13/Maps/ map category] has a nice overview.&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer aren&#039;t available for seperate download. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Currently there is no in-game music player. For now, you will have to rely on a seperate program to play music such as Winamp or Windows Media Player.&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Read_Me_First&amp;diff=15740</id>
		<title>Read Me First</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Read_Me_First&amp;diff=15740"/>
		<updated>2007-02-02T09:25:40Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Installation (on Windows) */added link to linux installation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lang | Germany | Zuerst lesen | Zuerst Lesen}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;The following will answer the most commonly-asked questions about Spring from newcomers, especially those confused by the differences between the way Total Annihilation handles things and the way Spring handles things.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===About Spring===&lt;br /&gt;
Spring is an open source project. This means everyone with programming knowledge can contribute in the project. It also means this is made in free time.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Spring is currently in a Beta stage. This means it isn&#039;t done yet. Therefore, some things may be unclear or not user-friendly yet. (Like the GUI, which doesn&#039;t exist.) That said, Spring is still totally playable with many fan-made mods to choose from.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Installation (on Windows)===&lt;br /&gt;
* For installation on Linux, [[SetupGuide|go here]]&lt;br /&gt;
# Get The installer here: http://taspring.clan-sy.com/download.php or here: http://www.strategyinformer.com/pc/taspringproject/full-game/10190.html&lt;br /&gt;
# Spring and Total Annihilation are two completely different programs.  Their files are not in any way interchangeable.&lt;br /&gt;
# As such, they should be installed to different directories.  Spring is usually installed at C:\Program Files\TASpring&lt;br /&gt;
# Make sure you have the latest version of Spring.  The current version is  {{CurrentVersion}}&lt;br /&gt;
# Spring it self is an engine, the program that runs the content. The content itself (the buildings, units, sounds, images) are packed in mod files. There are several mods you can play with Spring. They all have diffrent play styles. The mod: XTA comes with the installer and can be played when you have installed Spring.&lt;br /&gt;
&lt;br /&gt;
===Playing===&lt;br /&gt;
# To play a game of Spring, you must run the &amp;lt;b&amp;gt;TASClient.exe&amp;lt;/B&amp;gt; program.  Spring itself, at this time, cannot be run directly very well.&lt;br /&gt;
# You can start TASClient through the start menu link it creates or by running &amp;lt;b&amp;gt;TASClient.exe&amp;lt;/b&amp;gt; in the directory you installed Spring in.&lt;br /&gt;
# It is possible to play a single player game. Of course, this requires an AI to fight against. Take a look at the Bots section of this article.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# To chat with &amp;lt;b&amp;gt;allies&amp;lt;/b&amp;gt;, type &amp;quot;a:&amp;quot; (without quotemarks) before your message&lt;br /&gt;
# Another useful commands: &amp;quot;e:&amp;quot; (chatting only with &amp;lt;b&amp;gt;enemies&amp;lt;/b&amp;gt;), &amp;quot;s:&amp;quot; (chatting only with &amp;lt;b&amp;gt;spectators&amp;lt;/b&amp;gt;).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# press F1 for seeing the &amp;lt;b&amp;gt;heightmap&amp;lt;/b&amp;gt; (because some buildings cannot be built anywhere).&lt;br /&gt;
# press F2 when you want to see where the builder &amp;lt;b&amp;gt;can build&amp;lt;/b&amp;gt; the selected unit.&lt;br /&gt;
# press F3 for seeing &amp;lt;b&amp;gt;last action&amp;lt;/b&amp;gt; in the game.&lt;br /&gt;
# press F4 for seeing &amp;lt;b&amp;gt;metal map&amp;lt;/b&amp;gt; (where to build metal extractors).&lt;br /&gt;
# press F6 to disable sounds.&lt;br /&gt;
# press F9 to disable units health bars.&lt;br /&gt;
# press F12 to take a screenshot with average JPG quality.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# press left mouse button to select an unit.&lt;br /&gt;
# press left mouse button and drag, to select multiple units.&lt;br /&gt;
# press right mouse button to move selected units in that position where mouse is.&lt;br /&gt;
# press left mouse button on nothing to do nothing and deselect selected units (when selected units).&lt;br /&gt;
&lt;br /&gt;
===Using Mods===&lt;br /&gt;
# A list of all mods can be found at: [[Mods]]&lt;br /&gt;
# You can download most mods from [http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 File Universe]. or [http://spring.unknown-files.net/ Unknown Files] You should probably bookmark this page.&lt;br /&gt;
# To install a mod (&amp;quot;data set&amp;quot;) to Spring, you just simply put the &amp;quot;.sd7&amp;quot; or &amp;quot;.sdz&amp;quot; file (or files) into your &amp;quot;Spring\Mods\&amp;quot; directory.&lt;br /&gt;
# Some mods have multiple files to them. For example, &amp;quot;Absolute Annihilation&amp;quot; currently contains the base mod file, then extra files for the given version being played and the desired &#039;mutator&#039;. Place all these into the mod folder.&lt;br /&gt;
# Once a mod has been installed, restart the Spring Client, or click on the &amp;quot;Refresh mod list&amp;quot; when hosting a game. It then will appear as an option when you start a game (&amp;quot;Battle Screen&amp;quot;) in TASClient.&lt;br /&gt;
&lt;br /&gt;
===Using Maps===&lt;br /&gt;
# Maps can be found at [http://spring.unknown-files.net/ Unknown Files].&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
# This files are also &amp;quot;.sd7&amp;quot; or &amp;quot;.sdz&amp;quot; files. They may be zipped with WinZip or WinRar, to reduce the size. In that case, unzip them before placing them in the &amp;quot;Maps&amp;quot; directory in the Spring folder.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
# In the Battle Screen, use the &amp;quot;Reload Map list&amp;quot; button to use the new maps.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
# The Client can also automatically download the required map. In the Battlescreen go to &amp;quot;More Maps&amp;quot; and select a new map from the list.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Client===&lt;br /&gt;
# The purpose of TASClient is similar to the Microsoft Zone lobby, only not as pretty.  You can go there to chat, start games, download maps, and basically anything Spring related.&lt;br /&gt;
# Private messaging is also supported through TASClient by double-clicking a person&#039;s name on the list on the right-hand side of the screen.  To exit a private messaging window, right-click that person&#039;s name at the top of your screen. (next to something like &amp;quot;#main&amp;quot;)&lt;br /&gt;
# To host a game, go to &amp;quot;Battle Screen&amp;quot; and click the &amp;quot;Host battle&amp;quot; buton. A small window pops up, allowing you to chose the mod and other settings.&lt;br /&gt;
# If you&#039;re in a battle, but have &#039;lost&#039; your battle screen, you can get it back by hitting the &amp;quot;Battle Screen&amp;quot; button on the top-left of the main Client window. This is also where you host games from.&lt;br /&gt;
# There is an alternate client made by Altaric. [http://taspring.clan-sy.com/wiki/Altaric&#039;s_Lobby_Client Altaclient].&lt;br /&gt;
&lt;br /&gt;
===Bots===&lt;br /&gt;
Bots are AI controlled players. There are several AI projects in development. Most of them are at a playable stage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are bots packed with Spring, so you should already have several AI to fight against. Installing other AIs or new versions is simple as using new mods or maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# Unpack the downloaded file, and place all the files in \TAspring\aidll\globalai&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# Restart Spring Client if it was running.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# Or use [http://spring.unknown-files.net/?page=browse&amp;amp;dlid=2012 SpringSP], a small program that easily sets up a singleplayer game.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A list of AIs can be found at: [[AIs]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your question not answered here? Got problems? Read the [[FAQ|Frequently Asked Questions]].&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:CurrentVersion&amp;diff=22455</id>
		<title>Template:CurrentVersion</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:CurrentVersion&amp;diff=22455"/>
		<updated>2007-02-02T09:11:12Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: newer version :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0.74b3&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16384</id>
		<title>SetupGuide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16384"/>
		<updated>2007-02-01T20:43:49Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Debian, Ubuntu &amp;amp; derivatives */erm, more help for the real newbs (like me :D)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Linux Setup Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Gentoo linux ===&lt;br /&gt;
* If you&#039;re running [http://www.gentoo.org Gentoo linux], you&#039;re lucky, because [http://developer.berlios.de/project/showfiles.php?group_id=4358 an ebuild is already available].&amp;lt;br&amp;gt;The best way to install the ebuild in gentoo would be to add an portage overlay and copy the file into the overlay. Now in detail:&amp;lt;br&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;mkdir /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# add this line to you /etc/make.conf&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;PORTDIR_OVERLAY=&amp;quot;/usr/local/portage&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
:# download the ebuild you want, for example: taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# &amp;lt;b&amp;gt;mv taspring-linux-release-ebuild-0.72-r1.tar.bz2 /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;cd /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;tar jxvf taspring-linux-release-ebuild-0.72-r1.tar.bz2&amp;lt;/b&amp;gt;&lt;br /&gt;
:# most likely you don&#039;t run a ~x86 system (unstable) so do a:&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;echo &amp;quot;games-strategy/taspring-linux-release ~x86&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.keywords&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;echo &amp;quot;dev-libs/boost threads&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.use&amp;lt;/b&amp;gt;&lt;br /&gt;
:# You might want to have a look at the USE flags, type:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge -pv taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:# finally install it with:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:* if you get this error:&lt;br /&gt;
:: Calculating dependencies... done!&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Emerging (1 of 1) games-strategy/taspring-linux-release-0.72-r1 to /&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking ebuild checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking auxfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking miscfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking taspring-linux-data-0.72b1.tar.bz2 ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Unpacking source...&lt;br /&gt;
:: &lt;br /&gt;
:: !!! ERROR: games-strategy/taspring-linux-release-0.72-r1 failed.&lt;br /&gt;
:: Call stack:&lt;br /&gt;
::   ebuild.sh, line 1539:   Called dyn_unpack&lt;br /&gt;
::   ebuild.sh, line 711:   Called src_unpack&lt;br /&gt;
::   taspring-linux-release-0.72-r1.ebuild, line 45:   Called subversion_src_unpack &lt;br /&gt;
::   subversion.eclass, line 278:   Called subversion_fetch&lt;br /&gt;
::   subversion.eclass, line 127:   Called die&lt;br /&gt;
:: !!! subversion.eclass: ESVN_REPO_URI is empty.&lt;br /&gt;
:: !!! If you need support, post the topmost build error, and the call stack if relevant.&lt;br /&gt;
:: &lt;br /&gt;
:: !!! This ebuild is from an overlay: &#039;/usr/local/portage&#039; &lt;br /&gt;
:* Then try: &amp;lt;b&amp;gt;rm -Rf /usr/portage/distfiles/svn-src/spring&amp;lt;/b&amp;gt;&lt;br /&gt;
:* Afterwards do: &amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Debian, Ubuntu &amp;amp; derivatives ===&lt;br /&gt;
&lt;br /&gt;
* Add one of the following lines to your /etc/apt/sources.list file to enable the repository with spring packages.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;deb http://www.osrts.info/~tvo/deb edgy spring # Ubuntu Edgy Eft&amp;lt;br&amp;gt;deb http://www.osrts.info/~tvo/deb etch spring # Debian Testing&amp;lt;br&amp;gt;deb http://www.osrts.info/~tvo/deb sid spring &amp;amp;nbsp;# Debian Unstable&amp;lt;br&amp;gt;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;As this file is by default read-only, you will have to start your file-explorer with root priviliges, usually by entering: &amp;lt;code&amp;gt;sudo [name of explorer]&amp;lt;/code&amp;gt; in your console.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Update your local package database by running: &amp;lt;code&amp;gt;apt-get update&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;(Or use the update feature of your favorite package manager, Synaptic, Adept, aptitude, etc.)&lt;br /&gt;
&lt;br /&gt;
* Install the spring package: &amp;lt;code&amp;gt;apt-get install spring&amp;lt;/code&amp;gt; . &amp;lt;small&amp;gt; This will also automagically install all the packages Spring depends on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;small&amp;gt; If you get errors at the last stage (dependencies not found, e.g.could not find libboost-regex1.33.1) then you will have to edit /etc/apt/sources.list once more. Basicly you will have to add package source links which are more up to date then the ones you have, however I can not be specific, as it depends on which Debian-derivative you are using. &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create directories for data files: &amp;lt;code&amp;gt;mkdir -p ~/.spring/{maps,mods,base}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Point your browser to [http://spring.unknown-files.net/ Unknown Files]. Download at least one map from the map section (put it in ~/.spring/maps), and at least one mod from the mod section (put in ~/.spring/mods). The default maps are [http://spring.unknown-files.net/file/2106/SmallDivide/ SmallDivide] and [http://spring.unknown-files.net/file/2107/Mars/ Mars]. Default mods are either [http://spring.unknown-files.net/file/1967/XTA_v8.1/ XTA] or [http://spring.unknown-files.net/file/1977/NanoBlobs_0.64GPL_Release./ NanoBlobs] (XTA is based on Total Annihilation content, NanoBlobs is free). Note: do NOT unzip .sdz and .sd7 files!&lt;br /&gt;
&lt;br /&gt;
* If you downloaded XTA in the previous step, or ever want to play mods that depend on Total Annihilation content (XTA, AA, BA, etc.), then do the following:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;wget http://ipxserver.dyndns.org/games/spring/mods/xta/base-ota-content.zip&amp;lt;br&amp;gt;unzip -d ~/.spring/base base-ota-content.zip&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note that you are legally required to own a copy of Total Annihilation if you perform this last step.&lt;br /&gt;
&lt;br /&gt;
=== All other linux distributions ===&lt;br /&gt;
&lt;br /&gt;
* Make sure you have the following packages installed:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;build-essential libsdl-dev libopenal-dev libglew-dev libboost-dev libboost-thread-dev libboost-regex-dev libdevil-dev libfreetype6-dev python2.4-dev scons subversion zip&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create a working directory, we&#039;ll use this to compile spring:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;mkdir ~/workdir&amp;lt;br&amp;gt;cd ~/workdir&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Download the most recent source tarball (.tar.bz2 file) from [http://developer.berlios.de/project/showfiles.php?group_id=4358 BerliOS], save it in ~/workdir.&lt;br /&gt;
&lt;br /&gt;
* Extract the tarball and switch to the directory (adjust version numbers if necessary):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;tar xfj spring_0.74b3_src.tar.bz2&amp;lt;br&amp;gt;cd spring_0.74b3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Configure: &amp;lt;code&amp;gt;scons configure&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;If this doesn&#039;t work, be sure to check you installed all dependencies, and peek at the file config.log, which may show the reason it didn&#039;t work in detail. To tune the configuration (installation paths, debugging, etc.), refer to: &amp;lt;code&amp;gt;scons -H&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Compile by running: &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;This can take 5-15 minutes depending on your system.&lt;br /&gt;
&lt;br /&gt;
* To install spring, run the following as root: &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Set up spring to look in your home directory for data files (run as root):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;mkdir -p /etc/spring&amp;lt;br&amp;gt;echo &#039;$HOME/.spring&#039; &amp;gt; /etc/spring/datadir&#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alternatively you can specify it in ~/.springrc (if you don&#039;t have root access):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;echo &amp;quot;SpringData=$HOME/.spring&amp;quot; &amp;gt;&amp;gt; ~/.springrc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Now continue at the fourth (4th) step under &amp;lt;b&amp;gt;Debian, Ubuntu &amp;amp; derivatives&amp;lt;/b&amp;gt;: &amp;quot;Create directories for data files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* If spring hangs/crashes while in full screen mode, you can press ctrl+alt+backspace to restart X, so no need for a reboot.&lt;br /&gt;
&lt;br /&gt;
* Spring uses OpenAL for sound, Config your sound output i.e esd / arts / oss / alsa by editing /etc/openalrc or ~/.openalrc, example: (&amp;quot;&#039;(&amp;quot; is not a typo)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;(define devices &#039;(alsa))&amp;lt;br&amp;gt;(define speaker-num 2)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(define alsa-out-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;(define alsa-in-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Adventurous people with an emu10k1 based card (sblive) can try the accelerated openal version. http://www.lost.org.uk/openal.html , don&#039;t submit audiobugs if you do.&lt;br /&gt;
&lt;br /&gt;
* If you really can&#039;t figure out how to get spring compiled, or you think there&#039;s a bug in the code or the buildsystem...&lt;br /&gt;
:* Just poke any developer on IRC:&lt;br /&gt;
::* channel &amp;lt;code&amp;gt;#taspring&amp;lt;/code&amp;gt; on [http://freenode.net/ FreeNode]&lt;br /&gt;
::* or channel &amp;lt;code&amp;gt;#sy&amp;lt;/code&amp;gt; on [http://www.quakenet.org/ QuakeNet]&lt;br /&gt;
:* Post it on [http://taspring.clan-sy.com/phpbb/ the forum]&lt;br /&gt;
:* or file a bug in our [http://taspring.clan-sy.com/mantis/ bug tracking system].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Main_Page|&amp;lt;- Back to Main page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]][[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20270</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20270"/>
		<updated>2006-08-15T20:20:45Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Discussion Archive====&lt;br /&gt;
I moved what has been discussed up to now to [[Talk:Main Page/archive1]] as it is not really of interest at the moment.&lt;br /&gt;
&lt;br /&gt;
== Category system ==&lt;br /&gt;
&lt;br /&gt;
My previous proposal slightly refinded:&lt;br /&gt;
&lt;br /&gt;
3 Main Categories:&lt;br /&gt;
&lt;br /&gt;
#Development&lt;br /&gt;
#Content&lt;br /&gt;
#Playing / using the engine&lt;br /&gt;
&lt;br /&gt;
(IÃ‚Â´d be thankful for good ideas for category names)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development&#039;&#039;&#039; is really two categories in one: &lt;br /&gt;
* Spring engine development&lt;br /&gt;
* Content Development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Content&#039;&#039;&#039; is all about the mods, maps etc. that have been created, including strategies for mods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing / using the engine&#039;&#039;&#039; is only for infos that are true for all mods, maps and AIÃ‚Â´s,&lt;br /&gt;
so basicly its installing, getting a game set up, interface infos, changing settings and such.&lt;br /&gt;
&lt;br /&gt;
IÃ‚Â´d also make a 4. Category, for: about the wiki, how to make pages, which category system :D, etc. (the documentation of the documentation)&lt;br /&gt;
&lt;br /&gt;
The only thing which is kind of missing in this system is where &amp;quot;feature requests&amp;quot; the montly topic rotation and such things go.&lt;br /&gt;
&lt;br /&gt;
For a more indepth (and presumably less understandable) explanation go to [[user_talk:SeanHeron|my talk page]].&lt;br /&gt;
&lt;br /&gt;
If nobody responds to this, IÃ‚Â´m going to do it in the next few days :D&lt;br /&gt;
&lt;br /&gt;
-- [[User:SeanHeron|SeanHeron]]&lt;br /&gt;
&lt;br /&gt;
:Sounds good, go ahead and implement it. One other category you could use would be Misc, which would fit in the random stuff like the MTR page.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Maelstrom|Maelstrom]] 11:58, 17 Mar 2006 (W. Europe Standard Time)&lt;br /&gt;
&lt;br /&gt;
==Browse the Wiki moved back here==&lt;br /&gt;
&lt;br /&gt;
I moved the &amp;quot;original&amp;quot; main page back here, and main page to front page. Since this is the main page of the wiki this makes more sense to me, and then I don&#039;t have to change any links. :) http://taspring.clan-sy.com/index2.php is a w.i.p of a frontpage using [[Front Page]] as a source for the header. I&#039;m not sure the talk pages are matching anymore though, perhaps some wiki master could take a look at it :)&lt;br /&gt;
--[[User:Fnordia|Fnordia]] 15:53, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
:Its looking good. You still have to properly implement the Community News (Just replace {{Template:Community_News}} with the community news), but apart from that I cant see a problem at all.&lt;br /&gt;
:&lt;br /&gt;
:Should the page be protected so random vandals dont come in and destroy it? Its not a problem now, but in the future it might be.&lt;br /&gt;
:&lt;br /&gt;
: --[[User:Maelstrom|Maelstrom]] 16:00, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Hey, cool to see that its on its way :) . Your right, the history and talk are somewhat messed up (I think). I donÃ‚Â´t have the time now, but I might fix it later. However, I donÃ‚Â´t think I can do everything without admin rights. &lt;br /&gt;
regards [[User:SeanHeron|SeanHeron]] 13:23, 2 May 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Ok, had a look at the history and that seems to be A OK :D . The Talk:Browse the Wiki was still there, but I messed up moving it here (cause I changed this page first, doh!). Anyway well done on moving the pages Fnordia. And sorry about me hurrying you :) . Nice work, and now I can understand why you needed some time (I wasnÃ‚Â´t expecting you to make a new .php page :D) . regards [[User:SeanHeron|SeanHeron]] 09:42, 8 May 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should I add links to Google translations of the main page? [http://www.google.com/translate_t The source] at the bottom is translating a website, I&#039;ll link that to our current translations at the top. -Esteroth12&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12696</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12696"/>
		<updated>2006-05-08T07:47:50Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added link to proposed front page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Check out the [http://taspring.clan-sy.com/index2.php proposed front page] ! You can [[Front Page|edit the template]] as well!&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===Playing Spring===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - a Wiki article with the most commonly-asked questions from newcomers&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Getting Started]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using Spring]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Spring Project===&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Project]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Features]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Units]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Related Software]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
&#039;&#039;&#039;[[Source Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mod Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Unit Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Create units]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Create maps]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AI]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Help:Editing|Add to the Wiki]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=134</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=134"/>
		<updated>2006-05-08T07:47:50Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added link to proposed front page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Check out the [http://taspring.clan-sy.com/index2.php proposed front page] ! You can [[Front Page|edit the template]] as well!&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===Playing Spring===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - a Wiki article with the most commonly-asked questions from newcomers&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Getting Started]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using Spring]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Spring Project===&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Project]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Features]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Units]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Related Software]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
&#039;&#039;&#039;[[Source Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mod Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Unit Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Create units]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Create maps]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AI]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Help:Editing|Add to the Wiki]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20264</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20264"/>
		<updated>2006-05-08T07:42:15Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Category system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Discussion Archive====&lt;br /&gt;
I moved what has been discussed up to now to [[Talk:Main Page/archive1]] as it is not really of interest at the moment.&lt;br /&gt;
&lt;br /&gt;
== Category system ==&lt;br /&gt;
&lt;br /&gt;
My previous proposal slightly refinded:&lt;br /&gt;
&lt;br /&gt;
3 Main Categories:&lt;br /&gt;
&lt;br /&gt;
#Development&lt;br /&gt;
#Content&lt;br /&gt;
#Playing / using the engine&lt;br /&gt;
&lt;br /&gt;
(IÃ‚Â´d be thankful for good ideas for category names)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development&#039;&#039;&#039; is really two categories in one: &lt;br /&gt;
* Spring engine development&lt;br /&gt;
* Content Development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Content&#039;&#039;&#039; is all about the mods, maps etc. that have been created, including strategies for mods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing / using the engine&#039;&#039;&#039; is only for infos that are true for all mods, maps and AIÃ‚Â´s,&lt;br /&gt;
so basicly its installing, getting a game set up, interface infos, changing settings and such.&lt;br /&gt;
&lt;br /&gt;
IÃ‚Â´d also make a 4. Category, for: about the wiki, how to make pages, which category system :D, etc. (the documentation of the documentation)&lt;br /&gt;
&lt;br /&gt;
The only thing which is kind of missing in this system is where &amp;quot;feature requests&amp;quot; the montly topic rotation and such things go.&lt;br /&gt;
&lt;br /&gt;
For a more indepth (and presumably less understandable) explanation go to [[user_talk:SeanHeron|my talk page]].&lt;br /&gt;
&lt;br /&gt;
If nobody responds to this, IÃ‚Â´m going to do it in the next few days :D&lt;br /&gt;
&lt;br /&gt;
-- [[User:SeanHeron|SeanHeron]]&lt;br /&gt;
&lt;br /&gt;
:Sounds good, go ahead and implement it. One other category you could use would be Misc, which would fit in the random stuff like the MTR page.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Maelstrom|Maelstrom]] 11:58, 17 Mar 2006 (W. Europe Standard Time)&lt;br /&gt;
&lt;br /&gt;
==Browse the Wiki moved back here==&lt;br /&gt;
&lt;br /&gt;
I moved the &amp;quot;original&amp;quot; main page back here, and main page to front page. Since this is the main page of the wiki this makes more sense to me, and then I don&#039;t have to change any links. :) http://taspring.clan-sy.com/index2.php is a w.i.p of a frontpage using [[Front Page]] as a source for the header. I&#039;m not sure the talk pages are matching anymore though, perhaps some wiki master could take a look at it :)&lt;br /&gt;
--[[User:Fnordia|Fnordia]] 15:53, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
:Its looking good. You still have to properly implement the Community News (Just replace {{Template:Community_News}} with the community news), but apart from that I cant see a problem at all.&lt;br /&gt;
:&lt;br /&gt;
:Should the page be protected so random vandals dont come in and destroy it? Its not a problem now, but in the future it might be.&lt;br /&gt;
:&lt;br /&gt;
: --[[User:Maelstrom|Maelstrom]] 16:00, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Hey, cool to see that its on its way :) . Your right, the history and talk are somewhat messed up (I think). I donÃ‚Â´t have the time now, but I might fix it later. However, I donÃ‚Â´t think I can do everything without admin rights. &lt;br /&gt;
regards [[User:SeanHeron|SeanHeron]] 13:23, 2 May 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Ok, had a look at the history and that seems to be A OK :D . The Talk:Browse the Wiki was still there, but I messed up moving it here (cause I changed this page first, doh!). Anyway well done on moving the pages Fnordia. And sorry about me hurrying you :) . Nice work, and now I can understand why you needed some time (I wasnÃ‚Â´t expecting you to make a new .php page :D) . regards [[User:SeanHeron|SeanHeron]] 09:42, 8 May 2006 (W. Europe Daylight Time)&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Front_Page&amp;diff=20238</id>
		<title>Talk:Front Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Front_Page&amp;diff=20238"/>
		<updated>2006-05-08T07:37:00Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wahaay, IÃ‚Â´ve finally put my proposed page to the front :D . &lt;br /&gt;
Hey, if anybody has questions about editing the main page, please shoot away! I know that the table syntax is somewhat daunting at first, but its relatively easy actually. Go have a look [http://en.wikipedia.org/wiki/Help:Table here] if you have some time. --[[User:SeanHeron|SeanHeron]] 16:01, 15 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hmm, although I changed it myself, I think the [[Ideas for the Main Page|&amp;quot;old&amp;quot; design]] is nicer after all. Also the syntax is slightly more simple so unexperienced wiki users may be more invited to play around with it. Maybe a mix of both designs would be best... &lt;br /&gt;
Please criticize what you like, and dislike about the different designs (and feel free to go ahead and make some design ideas of your own) -- [[User:SeanHeron|SeanHeron]] 12:43, 17 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As others mentioned on the Forums, this page design looks like it might be good for the main site front page, but isn&#039;t really good for the &#039;&#039;Wiki&#039;&#039; front-page. That said, the old Wiki front page could use a bit of a redesign. Right now, it&#039;s not really obvious what a newbie wants to read, and the categories seem a little arbitrary. Perhaps a better set would be:&lt;br /&gt;
&lt;br /&gt;
Spring (Read Me First, Getting Started, Using Spring, Spring On A LAN, Strategy and Tactics, Features, FAQ, Spring Project, Related Software) - Also might be worth changing &amp;quot;Related Software&amp;quot; to, say, &amp;quot;Lobby Clients&amp;quot;, since there appear to be a bunch in development.&lt;br /&gt;
&lt;br /&gt;
Community (Clans, King Titles, Mods, Maps, Monthly Topic Rotation, Add to the Wiki)&lt;br /&gt;
&lt;br /&gt;
Modding (Mod Development, Unit Development, Create Units, Create Maps, &lt;br /&gt;
Map, Mod, And Unit Development Programs)&lt;br /&gt;
&lt;br /&gt;
Development (Source Development, Linux, Mac, AI)&lt;br /&gt;
&lt;br /&gt;
It could be split into two rows, one for Spring and Community, one for Modding and Development.&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:40, 17 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Comments moved to [[Talk:Main Page]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20263</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20263"/>
		<updated>2006-05-08T07:36:24Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: oh well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Discussion Archive====&lt;br /&gt;
I moved what has been discussed up to now to [[Talk:Main Page/archive1]] as it is not really of interest at the moment.&lt;br /&gt;
&lt;br /&gt;
== Category system ==&lt;br /&gt;
&lt;br /&gt;
My previous proposal slightly refinded:&lt;br /&gt;
&lt;br /&gt;
3 Main Categories:&lt;br /&gt;
&lt;br /&gt;
#Development&lt;br /&gt;
#Content&lt;br /&gt;
#Playing / using the engine&lt;br /&gt;
&lt;br /&gt;
(IÃ‚Â´d be thankful for good ideas for category names)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development&#039;&#039;&#039; is really two categories in one: &lt;br /&gt;
* Spring engine development&lt;br /&gt;
* Content Development&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Content&#039;&#039;&#039; is all about the mods, maps etc. that have been created, including strategies for mods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing / using the engine&#039;&#039;&#039; is only for infos that are true for all mods, maps and AIÃ‚Â´s,&lt;br /&gt;
so basicly its installing, getting a game set up, interface infos, changing settings and such.&lt;br /&gt;
&lt;br /&gt;
IÃ‚Â´d also make a 4. Category, for: about the wiki, how to make pages, which category system :D, etc. (the documentation of the documentation)&lt;br /&gt;
&lt;br /&gt;
The only thing which is kind of missing in this system is where &amp;quot;feature requests&amp;quot; the montly topic rotation and such things go.&lt;br /&gt;
&lt;br /&gt;
For a more indepth (and presumably less understandable) explanation go to [[user_talk:SeanHeron|my talk page]].&lt;br /&gt;
&lt;br /&gt;
If nobody responds to this, IÃ‚Â´m going to do it in the next few days :D&lt;br /&gt;
&lt;br /&gt;
-- [[User:SeanHeron|SeanHeron]]&lt;br /&gt;
&lt;br /&gt;
:Sounds good, go ahead and implement it. One other category you could use would be Misc, which would fit in the random stuff like the MTR page.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Maelstrom|Maelstrom]] 11:58, 17 Mar 2006 (W. Europe Standard Time)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I moved the &amp;quot;original&amp;quot; main page back here, and main page to front page. Since this is the main page of the wiki this makes more sense to me, and then I don&#039;t have to change any links. :) http://taspring.clan-sy.com/index2.php is a w.i.p of a frontpage using [[Front Page]] as a source for the header. I&#039;m not sure the talk pages are matching anymore though, perhaps some wiki master could take a look at it :)&lt;br /&gt;
--[[User:Fnordia|Fnordia]] 15:53, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
:Its looking good. You still have to properly implement the Community News (Just replace {{Template:Community_News}} with the community news), but apart from that I cant see a problem at all.&lt;br /&gt;
:&lt;br /&gt;
:Should the page be protected so random vandals dont come in and destroy it? Its not a problem now, but in the future it might be.&lt;br /&gt;
:&lt;br /&gt;
: --[[User:Maelstrom|Maelstrom]] 16:00, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Hey, cool to see that its on its way :) . Your right, the history and talk are somewhat messed up (I think). I donÃ‚Â´t have the time now, but I might fix it later. However, I donÃ‚Â´t think I can do everything without admin rights. &lt;br /&gt;
regards [[User:SeanHeron|SeanHeron]] 13:23, 2 May 2006 (W. Europe Daylight Time)&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20262</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Main_Page&amp;diff=20262"/>
		<updated>2006-05-08T07:28:54Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I removed the redirect. DonÃ‚Â´t know what happened to the old talk page (although I donÃ‚Â´t think there was much on it anyway, I think I wrote something about categories, but I can always post that again).&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4954</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4954"/>
		<updated>2006-05-02T13:31:29Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: reverted back to Caydr version, I give up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Absolute Annihilation 1.46 Released===&lt;br /&gt;
1.46 Released.  Download here: http://aaspring.tk  Mod homepage here: http://ta-aa.sourceforge.net  Unit Guide here: http://ta-aa.sourceforge.net/modweb&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Modweb Generator v0.4 Released===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3842 Get it here!]&lt;br /&gt;
This will create a set of HTML pages about your mod, units, and weapons. Check it out.&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 Expand and Exterminate .151 Released!===&lt;br /&gt;
[http://tinyurl.com/pmrhf Get it here!]&lt;br /&gt;
Completely original mod, not based on OTA!&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 OTAI 1.13===&lt;br /&gt;
Minor Changes and Bugfixes.&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2994 DLLs] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2993 Source]&lt;br /&gt;
&lt;br /&gt;
===2006-04-17 AAI 0.63 released===&lt;br /&gt;
Minor improvements but a lot of bugfixes :)&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=70404#70404 Look here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-16 Xect vs. Mynn v0.6 released, 100% legal===&lt;br /&gt;
[http://www.ta-spring.com/mods/xectvsmynn/ Get it here],&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=80 discuss it here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-15 XTA Pimped Edition V5.5===&lt;br /&gt;
[http://tinyurl.com/p4mtc Read and Grab it here!]&lt;br /&gt;
&lt;br /&gt;
===2006-04-10 AAI 0.60 released===&lt;br /&gt;
Experimental water support, linux support and a lot more... [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4509 Look here]&lt;br /&gt;
&lt;br /&gt;
===2006-04-05 FF v1.15===&lt;br /&gt;
New Version of Final Frontier [http://tinyurl.com/q3u3e Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-30 OTAI v1.12===&lt;br /&gt;
With working command buffering [http://tinyurl.com/e8fuh Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-27 XTA Pimped Edition V5===&lt;br /&gt;
[http://tinyurl.com/kr95f Grab it here].&lt;br /&gt;
&lt;br /&gt;
===2006-03-26 NTai XE7.5 Skirmish AI===&lt;br /&gt;
[http://www.darkstars.co.uk/ Get it here]. - AF&lt;br /&gt;
&lt;br /&gt;
===NanoBlobs 0.31(beta)===&lt;br /&gt;
Exponential game design.  Updated.  Smaller.  Faster. Even cooler.  Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4276 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-06 OTAI 1.10===&lt;br /&gt;
Now works in 0.70, fixed nanostall somewhat. Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 AAI 0.55===&lt;br /&gt;
A rather small release mainly adding support for the modified ai interface [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 NTAI XE6 for 0.70b1 Skirmish AI===&lt;br /&gt;
Universal mod support, statistical unit learning, freeform buildtrees [http://www.darkstars.co.uk/index.php Get them here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-19 AAI 0.52===&lt;br /&gt;
AAI 0.52 is only a small bugfix release [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44===&lt;br /&gt;
AA 1.44 completed and uploaded.[http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
.&lt;br /&gt;
[[SWTA]] [[Final_Frontier]] [[Absolute_Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===2006-2-19 AAI 0.52 Released===&lt;br /&gt;
AAI 0.52 is only a small bugfix release for AAI 0.5 - hopefully all crashes are gone now&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 click here].&lt;br /&gt;
&lt;br /&gt;
===2006-2-15 NTAI XE 3 Released===&lt;br /&gt;
XE 3 has support map specific build data, 9 new keywords, StarWars/Gundam support, numerous fixes, and should run a lot faster ^^ [http://www.darkstars.co.uk/index.php here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44 Released===&lt;br /&gt;
AA 1.44 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
===2006-2-06 OTAI 1.08 Released===&lt;br /&gt;
Now uses multithreading to reduce freezing!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=55624#55624 Forum] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2354 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-02-01 World Domination 5B62  Released===&lt;br /&gt;
This version fixes the crashes related to missing .cob-files.&lt;br /&gt;
Download [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2311 here].&lt;br /&gt;
&lt;br /&gt;
===2006-1-31 Star Wars Spring Manual Released===&lt;br /&gt;
[http://spring.clan-sy.com/wiki/SWTA_Manual Read the SWS Manual right now!] It contains everything you would ever want to know about SWS, including: Installation Guide, In-Depth Unit Guide as well as a Strategy &amp;amp; Tactics section.&lt;br /&gt;
&lt;br /&gt;
===2006-1-27 OTAI 1.07 Released===&lt;br /&gt;
Veylon released OTAI version 1.07. Now builds Dragon&#039;s Teeth and crashes less!&lt;br /&gt;
Download [http://www.geocities.com/veylon_ii/TASpring/ here].&lt;br /&gt;
&lt;br /&gt;
===2006-11-19 UpSpring Tutorial Released===&lt;br /&gt;
Maestro R Setiawan released [http://tinyurl.com/cd25b a very comprehensive tutorial] to UpSpring, the application to import new models to Spring. Now you won&#039;t have any excuse to not use UV mapped S3O!&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 NTAI 0.29a Released===&lt;br /&gt;
NTAI 0.29a released, go get it here [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=50716#50716 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 Absolute Annihilation 1.42 Released===&lt;br /&gt;
AA 1.42 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring142.zip?download Download]&amp;lt;/b&amp;gt; (9 mb)&lt;br /&gt;
&lt;br /&gt;
===2006-01-12 AAI 0.4 Released===&lt;br /&gt;
AAI 0.4 now supports air units as well as construction units assisting others. &lt;br /&gt;
Edit: Small Bugfix Version AAI 0.42 released&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3527 AAI v0.42].&lt;br /&gt;
&lt;br /&gt;
===2006-1-07 Gundam Annihilation 0.98.sd7 Released===&lt;br /&gt;
This is a .sd7 for your spring lobby usage. I have corrected a few of the spring specific bugs in this release. Enjoy. [http://www.planetannihilation.com/gundam/ Gundam annihilation homepage]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/gundam/shots/screen039.jpg http://www.planetannihilation.com/gundam/shots/screen039_thumb.gif]    [http://www.planetannihilation.com/gundam/shots/screen012.jpg http://www.planetannihilation.com/gundam/shots/screen012_thumb.gif]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2005-12-15 AAI 0.3 Released===&lt;br /&gt;
AAI 0.3 includes a lot of bug fixes and placement of defence buildings. [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3195 AAI v0.3].&lt;br /&gt;
&lt;br /&gt;
===2005-12-14 Absolute Annihilation 1.35 Released===&lt;br /&gt;
AA 1.35 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring135.zip?download Download]&amp;lt;/b&amp;gt; (16 mb)&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 OTAI 1.03b Released===&lt;br /&gt;
A fixed version of OTAI 1.03 now available.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3184 Forum Thread]&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v103b.zip Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 The Lost Legacy v1.04 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 Star Wars: Spring 1.0 Released===&lt;br /&gt;
The well known Star Wars TC for TA has been ported to Spring.&lt;br /&gt;
&lt;br /&gt;
One of the most complete TCs that existed for TA has now been fully ported to Spring - all of the bugs that plagued the quick and dirty earlier port have been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications, to ensure that this modification is made specifically for the Spring engine, so that you can enjoy it as such. Furthermore, many of the uglier low-polygon units for SWTA have been remodelled for Spring, so that you can now enjoy high-poly infantry units, as well as a few other vehecular changes.&lt;br /&gt;
&lt;br /&gt;
Feel free to come join us on our own chat channel (itself a good 5 years old), where you can organise games, discuss balance, and report bugs:&lt;br /&gt;
&lt;br /&gt;
Server: irc.gnug.org&lt;br /&gt;
&lt;br /&gt;
Channel: #SWTA&lt;br /&gt;
&lt;br /&gt;
An in-depth manual, with help regarding strategies and unit descriptions can be located [http://www.planetannihilation.com/swta/readme.asp here], however, bear in mind that while much of this will be very helpful, it was originally intended for the Original Total Annihilation release, and so is not 100% accurate or reliable with regards to the Spring release. A Spring-specific manual is in the works.&lt;br /&gt;
&lt;br /&gt;
SWS features around 130 units ranging from all six movies and the expanded universe for the Galactic Empire and Rebel Alliance. Join this galaxy spanning war today, download SWS!&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3166 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1988 Download]&lt;br /&gt;
[http://www.planetannihilation.com/swta/ SWTA Homepage]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 The Lost Legacy v1.03 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-05 NTAI 0.28.10+ installer FIXED)===&lt;br /&gt;
Counter attacking, and numrous fixes, modifications. All who&#039;ve downlaoded it redownload as I made a terrible mistake copying the wrong files over. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1950 Download Installer]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 NTAI 0.28Beta 7 Released===&lt;br /&gt;
Working Attack code, vastly improved building, Xect, Rhyoss, Mynn, TLL, XTA and AA support. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1909 Download]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 OTAI for 0.67  Released===&lt;br /&gt;
Veylons latest installment of OTAI, with a slew of improovements.&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v102.zip Downlaod]&lt;br /&gt;
&lt;br /&gt;
===2005-11-11 Cursor groupAI Released===&lt;br /&gt;
Show Allies what untis you have selected and where your mouse cursor is.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1873 Link]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 NTAI 028BETA 7.1 Released===&lt;br /&gt;
Full ARM + TLL support, and improved attacking.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1887 Linky]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showimage&amp;amp;ID=1755 Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 - NTAI 0.27 Released===&lt;br /&gt;
Water map support, krogoths, vehicles, aircraft, and more!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2829 Details]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2827 Screenshots]&lt;br /&gt;
&lt;br /&gt;
===2005-10-29 - NTAI 0.25 Released===&lt;br /&gt;
The latest version of NTAI released today with many new abilities, such as a greatly improved attack system, and the ability to scout.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2687 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-20 - Absolute Annihilation: Spring Released===&lt;br /&gt;
The highly popular OTA mod, Absolute Annihilation, has now been fully converted for compatibility with Spring.  Unlike the original Spring version released some months ago, the new version is fully compatible with the mod switching system.  It also features many visual and strategic enhancements only possible in Spring, and uses the latest version of the AA dataset, 6.0.&lt;br /&gt;
&lt;br /&gt;
Already a new version is available, 1.25, which corrects several major bugs.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/AASpring125zip/;4417183;;/fileinfo.html Direct Download (1.25)]&lt;br /&gt;
&lt;br /&gt;
[http://prdownloads.sourceforge.net/ta-aa/AATrailer.zip?download Mod Trailer]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/aa AA Homepage]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2633 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-16 - KuroTA v0.45 Released===&lt;br /&gt;
This is the second public release of this fairly popular mod. It all started out as a bunch of custom units in a TA installation from years gone by, but thanks to dedication it&#039;s been turned into a playable and fairly balanced mod for everyone to play on Spring. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2514 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1646 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-15 - UberHack, SpringVersion1.3 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2540 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1633 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-12 - Maelstroms SMD Creator===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD Creator] has been relesed, to help people create SMD Map files with an easy to use GUI.&lt;br /&gt;
&lt;br /&gt;
===2005-10-11 - JCAI 0.20 Released===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=33275#33275 JCAI 0.20 skirmish AI] is released for Spring 0.64b1 with a modified spring exe, it is much more stable now. JCAI 0.20 is included in current release (0.65b1)&lt;br /&gt;
&lt;br /&gt;
===2005-09-28 - UberHack, SpringVersion1.2 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://spring.clan-sy.com/phpbb/viewtopic.php?t=2364 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1552 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-08-20 - wiki Button Added===&lt;br /&gt;
As you probably already have noticed, the SY&#039;s have added a wiki button (Made by aGorm) to the Navigation bar. Hopefully, this will make people more aware of the wiki, as some have never even heard of it! More info on [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1917 this thread]. If you don&#039;t see the wiki button, empty the cache of your browser and refresh.&lt;br /&gt;
&lt;br /&gt;
===2005-08-16 - JCAI Released===&lt;br /&gt;
Zaphod has released alpha 1 of his skirmish AI JCAI for spring,[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1920 see forum post]&lt;br /&gt;
TAI code has been released but doesnt work. [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1322 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-08-03 - Mods and Maps===&lt;br /&gt;
zwzsg made a 3.6MB mod package with: OTA balance, Evolva models, UTASP Buildpics. Install and use easy thanks to the new mod switcher introduced in Spring 0.60b1.&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://spring.clan-sy.com/phpbb/viewtopic.php?t=1843 More info and discussion]&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Download link]&lt;br /&gt;
&lt;br /&gt;
[http://zwzsg.hosted.luckz.de/img/spring/Azure%20Rampart%20-%20evnbp%20-%20Bomber.png http://www.fileuniverse.com/images/Azure%20Rampart%20-%20evnbp%20-%20Bomber.jpg-thumb.png][http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg-thumb.png][http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg-thumb.png][http://www.fileuniverse.com/images/causticscreenshot.jpg http://www.fileuniverse.com/images/causticscreenshot.jpg-thumb.png]&lt;br /&gt;
&lt;br /&gt;
Spring 0.60b1 made all previous maps obsolete, but as the pictures above show, there&#039;s a steadily increasing [http://www.fileuniverse.com/?p=listing&amp;amp;ID=121 choice of new maps], either old ones converted to the new format or brand new.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4953</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4953"/>
		<updated>2006-05-02T13:29:48Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* 2006-05-01 Absolute Annihilation 1.46 Released */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Absolute Annihilation 1.46 Released===&lt;br /&gt;
1.46 Released.  Download [http://aaspring.tk here] . More about the mod on the [http://ta-aa.sourceforge.net Mod homepage] . Learn about AA at the [http://ta-aa.sourceforge.net/modweb Unit Guide] .&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Modweb Generator v0.4 Released===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3842 Get it here!]&lt;br /&gt;
This will create a set of HTML pages about your mod, units, and weapons. Check it out.&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 Expand and Exterminate .151 Released!===&lt;br /&gt;
[http://tinyurl.com/pmrhf Get it here!]&lt;br /&gt;
Completely original mod, not based on OTA!&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 OTAI 1.13===&lt;br /&gt;
Minor Changes and Bugfixes.&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2994 DLLs] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2993 Source]&lt;br /&gt;
&lt;br /&gt;
===2006-04-17 AAI 0.63 released===&lt;br /&gt;
Minor improvements but a lot of bugfixes :)&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=70404#70404 Look here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-16 Xect vs. Mynn v0.6 released, 100% legal===&lt;br /&gt;
[http://www.ta-spring.com/mods/xectvsmynn/ Get it here],&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=80 discuss it here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-15 XTA Pimped Edition V5.5===&lt;br /&gt;
[http://tinyurl.com/p4mtc Read and Grab it here!]&lt;br /&gt;
&lt;br /&gt;
===2006-04-10 AAI 0.60 released===&lt;br /&gt;
Experimental water support, linux support and a lot more... [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4509 Look here]&lt;br /&gt;
&lt;br /&gt;
===2006-04-05 FF v1.15===&lt;br /&gt;
New Version of Final Frontier [http://tinyurl.com/q3u3e Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-30 OTAI v1.12===&lt;br /&gt;
With working command buffering [http://tinyurl.com/e8fuh Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-27 XTA Pimped Edition V5===&lt;br /&gt;
[http://tinyurl.com/kr95f Grab it here].&lt;br /&gt;
&lt;br /&gt;
===2006-03-26 NTai XE7.5 Skirmish AI===&lt;br /&gt;
[http://www.darkstars.co.uk/ Get it here]. - AF&lt;br /&gt;
&lt;br /&gt;
===NanoBlobs 0.31(beta)===&lt;br /&gt;
Exponential game design.  Updated.  Smaller.  Faster. Even cooler.  Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4276 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-06 OTAI 1.10===&lt;br /&gt;
Now works in 0.70, fixed nanostall somewhat. Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 AAI 0.55===&lt;br /&gt;
A rather small release mainly adding support for the modified ai interface [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 NTAI XE6 for 0.70b1 Skirmish AI===&lt;br /&gt;
Universal mod support, statistical unit learning, freeform buildtrees [http://www.darkstars.co.uk/index.php Get them here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-19 AAI 0.52===&lt;br /&gt;
AAI 0.52 is only a small bugfix release [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44===&lt;br /&gt;
AA 1.44 completed and uploaded.[http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
.&lt;br /&gt;
[[SWTA]] [[Final_Frontier]] [[Absolute_Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===2006-2-19 AAI 0.52 Released===&lt;br /&gt;
AAI 0.52 is only a small bugfix release for AAI 0.5 - hopefully all crashes are gone now&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 click here].&lt;br /&gt;
&lt;br /&gt;
===2006-2-15 NTAI XE 3 Released===&lt;br /&gt;
XE 3 has support map specific build data, 9 new keywords, StarWars/Gundam support, numerous fixes, and should run a lot faster ^^ [http://www.darkstars.co.uk/index.php here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44 Released===&lt;br /&gt;
AA 1.44 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
===2006-2-06 OTAI 1.08 Released===&lt;br /&gt;
Now uses multithreading to reduce freezing!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=55624#55624 Forum] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2354 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-02-01 World Domination 5B62  Released===&lt;br /&gt;
This version fixes the crashes related to missing .cob-files.&lt;br /&gt;
Download [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2311 here].&lt;br /&gt;
&lt;br /&gt;
===2006-1-31 Star Wars Spring Manual Released===&lt;br /&gt;
[http://spring.clan-sy.com/wiki/SWTA_Manual Read the SWS Manual right now!] It contains everything you would ever want to know about SWS, including: Installation Guide, In-Depth Unit Guide as well as a Strategy &amp;amp; Tactics section.&lt;br /&gt;
&lt;br /&gt;
===2006-1-27 OTAI 1.07 Released===&lt;br /&gt;
Veylon released OTAI version 1.07. Now builds Dragon&#039;s Teeth and crashes less!&lt;br /&gt;
Download [http://www.geocities.com/veylon_ii/TASpring/ here].&lt;br /&gt;
&lt;br /&gt;
===2006-11-19 UpSpring Tutorial Released===&lt;br /&gt;
Maestro R Setiawan released [http://tinyurl.com/cd25b a very comprehensive tutorial] to UpSpring, the application to import new models to Spring. Now you won&#039;t have any excuse to not use UV mapped S3O!&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 NTAI 0.29a Released===&lt;br /&gt;
NTAI 0.29a released, go get it here [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=50716#50716 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 Absolute Annihilation 1.42 Released===&lt;br /&gt;
AA 1.42 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring142.zip?download Download]&amp;lt;/b&amp;gt; (9 mb)&lt;br /&gt;
&lt;br /&gt;
===2006-01-12 AAI 0.4 Released===&lt;br /&gt;
AAI 0.4 now supports air units as well as construction units assisting others. &lt;br /&gt;
Edit: Small Bugfix Version AAI 0.42 released&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3527 AAI v0.42].&lt;br /&gt;
&lt;br /&gt;
===2006-1-07 Gundam Annihilation 0.98.sd7 Released===&lt;br /&gt;
This is a .sd7 for your spring lobby usage. I have corrected a few of the spring specific bugs in this release. Enjoy. [http://www.planetannihilation.com/gundam/ Gundam annihilation homepage]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/gundam/shots/screen039.jpg http://www.planetannihilation.com/gundam/shots/screen039_thumb.gif]    [http://www.planetannihilation.com/gundam/shots/screen012.jpg http://www.planetannihilation.com/gundam/shots/screen012_thumb.gif]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2005-12-15 AAI 0.3 Released===&lt;br /&gt;
AAI 0.3 includes a lot of bug fixes and placement of defence buildings. [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3195 AAI v0.3].&lt;br /&gt;
&lt;br /&gt;
===2005-12-14 Absolute Annihilation 1.35 Released===&lt;br /&gt;
AA 1.35 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring135.zip?download Download]&amp;lt;/b&amp;gt; (16 mb)&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 OTAI 1.03b Released===&lt;br /&gt;
A fixed version of OTAI 1.03 now available.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3184 Forum Thread]&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v103b.zip Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 The Lost Legacy v1.04 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 Star Wars: Spring 1.0 Released===&lt;br /&gt;
The well known Star Wars TC for TA has been ported to Spring.&lt;br /&gt;
&lt;br /&gt;
One of the most complete TCs that existed for TA has now been fully ported to Spring - all of the bugs that plagued the quick and dirty earlier port have been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications, to ensure that this modification is made specifically for the Spring engine, so that you can enjoy it as such. Furthermore, many of the uglier low-polygon units for SWTA have been remodelled for Spring, so that you can now enjoy high-poly infantry units, as well as a few other vehecular changes.&lt;br /&gt;
&lt;br /&gt;
Feel free to come join us on our own chat channel (itself a good 5 years old), where you can organise games, discuss balance, and report bugs:&lt;br /&gt;
&lt;br /&gt;
Server: irc.gnug.org&lt;br /&gt;
&lt;br /&gt;
Channel: #SWTA&lt;br /&gt;
&lt;br /&gt;
An in-depth manual, with help regarding strategies and unit descriptions can be located [http://www.planetannihilation.com/swta/readme.asp here], however, bear in mind that while much of this will be very helpful, it was originally intended for the Original Total Annihilation release, and so is not 100% accurate or reliable with regards to the Spring release. A Spring-specific manual is in the works.&lt;br /&gt;
&lt;br /&gt;
SWS features around 130 units ranging from all six movies and the expanded universe for the Galactic Empire and Rebel Alliance. Join this galaxy spanning war today, download SWS!&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3166 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1988 Download]&lt;br /&gt;
[http://www.planetannihilation.com/swta/ SWTA Homepage]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 The Lost Legacy v1.03 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-05 NTAI 0.28.10+ installer FIXED)===&lt;br /&gt;
Counter attacking, and numrous fixes, modifications. All who&#039;ve downlaoded it redownload as I made a terrible mistake copying the wrong files over. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1950 Download Installer]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 NTAI 0.28Beta 7 Released===&lt;br /&gt;
Working Attack code, vastly improved building, Xect, Rhyoss, Mynn, TLL, XTA and AA support. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1909 Download]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 OTAI for 0.67  Released===&lt;br /&gt;
Veylons latest installment of OTAI, with a slew of improovements.&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v102.zip Downlaod]&lt;br /&gt;
&lt;br /&gt;
===2005-11-11 Cursor groupAI Released===&lt;br /&gt;
Show Allies what untis you have selected and where your mouse cursor is.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1873 Link]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 NTAI 028BETA 7.1 Released===&lt;br /&gt;
Full ARM + TLL support, and improved attacking.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1887 Linky]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showimage&amp;amp;ID=1755 Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 - NTAI 0.27 Released===&lt;br /&gt;
Water map support, krogoths, vehicles, aircraft, and more!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2829 Details]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2827 Screenshots]&lt;br /&gt;
&lt;br /&gt;
===2005-10-29 - NTAI 0.25 Released===&lt;br /&gt;
The latest version of NTAI released today with many new abilities, such as a greatly improved attack system, and the ability to scout.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2687 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-20 - Absolute Annihilation: Spring Released===&lt;br /&gt;
The highly popular OTA mod, Absolute Annihilation, has now been fully converted for compatibility with Spring.  Unlike the original Spring version released some months ago, the new version is fully compatible with the mod switching system.  It also features many visual and strategic enhancements only possible in Spring, and uses the latest version of the AA dataset, 6.0.&lt;br /&gt;
&lt;br /&gt;
Already a new version is available, 1.25, which corrects several major bugs.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/AASpring125zip/;4417183;;/fileinfo.html Direct Download (1.25)]&lt;br /&gt;
&lt;br /&gt;
[http://prdownloads.sourceforge.net/ta-aa/AATrailer.zip?download Mod Trailer]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/aa AA Homepage]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2633 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-16 - KuroTA v0.45 Released===&lt;br /&gt;
This is the second public release of this fairly popular mod. It all started out as a bunch of custom units in a TA installation from years gone by, but thanks to dedication it&#039;s been turned into a playable and fairly balanced mod for everyone to play on Spring. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2514 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1646 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-15 - UberHack, SpringVersion1.3 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2540 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1633 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-12 - Maelstroms SMD Creator===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD Creator] has been relesed, to help people create SMD Map files with an easy to use GUI.&lt;br /&gt;
&lt;br /&gt;
===2005-10-11 - JCAI 0.20 Released===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=33275#33275 JCAI 0.20 skirmish AI] is released for Spring 0.64b1 with a modified spring exe, it is much more stable now. JCAI 0.20 is included in current release (0.65b1)&lt;br /&gt;
&lt;br /&gt;
===2005-09-28 - UberHack, SpringVersion1.2 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://spring.clan-sy.com/phpbb/viewtopic.php?t=2364 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1552 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-08-20 - wiki Button Added===&lt;br /&gt;
As you probably already have noticed, the SY&#039;s have added a wiki button (Made by aGorm) to the Navigation bar. Hopefully, this will make people more aware of the wiki, as some have never even heard of it! More info on [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1917 this thread]. If you don&#039;t see the wiki button, empty the cache of your browser and refresh.&lt;br /&gt;
&lt;br /&gt;
===2005-08-16 - JCAI Released===&lt;br /&gt;
Zaphod has released alpha 1 of his skirmish AI JCAI for spring,[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1920 see forum post]&lt;br /&gt;
TAI code has been released but doesnt work. [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1322 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-08-03 - Mods and Maps===&lt;br /&gt;
zwzsg made a 3.6MB mod package with: OTA balance, Evolva models, UTASP Buildpics. Install and use easy thanks to the new mod switcher introduced in Spring 0.60b1.&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://spring.clan-sy.com/phpbb/viewtopic.php?t=1843 More info and discussion]&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Download link]&lt;br /&gt;
&lt;br /&gt;
[http://zwzsg.hosted.luckz.de/img/spring/Azure%20Rampart%20-%20evnbp%20-%20Bomber.png http://www.fileuniverse.com/images/Azure%20Rampart%20-%20evnbp%20-%20Bomber.jpg-thumb.png][http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg-thumb.png][http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg-thumb.png][http://www.fileuniverse.com/images/causticscreenshot.jpg http://www.fileuniverse.com/images/causticscreenshot.jpg-thumb.png]&lt;br /&gt;
&lt;br /&gt;
Spring 0.60b1 made all previous maps obsolete, but as the pictures above show, there&#039;s a steadily increasing [http://www.fileuniverse.com/?p=listing&amp;amp;ID=121 choice of new maps], either old ones converted to the new format or brand new.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4952</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4952"/>
		<updated>2006-05-02T13:29:05Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* 2006-05-01 Absolute Annihilation 1.46 Released */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Absolute Annihilation 1.46 Released===&lt;br /&gt;
1.46 Released.  Download [http://aaspring.tk here] .&lt;br /&gt;
More about the mod on the &lt;br /&gt;
[http://ta-aa.sourceforge.net Mod homepage] . Learn about AA at the [http://ta-aa.sourceforge.net/modweb Unit Guide] .&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Modweb Generator v0.4 Released===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3842 Get it here!]&lt;br /&gt;
This will create a set of HTML pages about your mod, units, and weapons. Check it out.&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 Expand and Exterminate .151 Released!===&lt;br /&gt;
[http://tinyurl.com/pmrhf Get it here!]&lt;br /&gt;
Completely original mod, not based on OTA!&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 OTAI 1.13===&lt;br /&gt;
Minor Changes and Bugfixes.&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2994 DLLs] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2993 Source]&lt;br /&gt;
&lt;br /&gt;
===2006-04-17 AAI 0.63 released===&lt;br /&gt;
Minor improvements but a lot of bugfixes :)&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=70404#70404 Look here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-16 Xect vs. Mynn v0.6 released, 100% legal===&lt;br /&gt;
[http://www.ta-spring.com/mods/xectvsmynn/ Get it here],&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=80 discuss it here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-15 XTA Pimped Edition V5.5===&lt;br /&gt;
[http://tinyurl.com/p4mtc Read and Grab it here!]&lt;br /&gt;
&lt;br /&gt;
===2006-04-10 AAI 0.60 released===&lt;br /&gt;
Experimental water support, linux support and a lot more... [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4509 Look here]&lt;br /&gt;
&lt;br /&gt;
===2006-04-05 FF v1.15===&lt;br /&gt;
New Version of Final Frontier [http://tinyurl.com/q3u3e Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-30 OTAI v1.12===&lt;br /&gt;
With working command buffering [http://tinyurl.com/e8fuh Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-27 XTA Pimped Edition V5===&lt;br /&gt;
[http://tinyurl.com/kr95f Grab it here].&lt;br /&gt;
&lt;br /&gt;
===2006-03-26 NTai XE7.5 Skirmish AI===&lt;br /&gt;
[http://www.darkstars.co.uk/ Get it here]. - AF&lt;br /&gt;
&lt;br /&gt;
===NanoBlobs 0.31(beta)===&lt;br /&gt;
Exponential game design.  Updated.  Smaller.  Faster. Even cooler.  Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4276 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-06 OTAI 1.10===&lt;br /&gt;
Now works in 0.70, fixed nanostall somewhat. Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 AAI 0.55===&lt;br /&gt;
A rather small release mainly adding support for the modified ai interface [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 NTAI XE6 for 0.70b1 Skirmish AI===&lt;br /&gt;
Universal mod support, statistical unit learning, freeform buildtrees [http://www.darkstars.co.uk/index.php Get them here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-19 AAI 0.52===&lt;br /&gt;
AAI 0.52 is only a small bugfix release [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44===&lt;br /&gt;
AA 1.44 completed and uploaded.[http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
.&lt;br /&gt;
[[SWTA]] [[Final_Frontier]] [[Absolute_Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===2006-2-19 AAI 0.52 Released===&lt;br /&gt;
AAI 0.52 is only a small bugfix release for AAI 0.5 - hopefully all crashes are gone now&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 click here].&lt;br /&gt;
&lt;br /&gt;
===2006-2-15 NTAI XE 3 Released===&lt;br /&gt;
XE 3 has support map specific build data, 9 new keywords, StarWars/Gundam support, numerous fixes, and should run a lot faster ^^ [http://www.darkstars.co.uk/index.php here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44 Released===&lt;br /&gt;
AA 1.44 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
===2006-2-06 OTAI 1.08 Released===&lt;br /&gt;
Now uses multithreading to reduce freezing!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=55624#55624 Forum] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2354 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-02-01 World Domination 5B62  Released===&lt;br /&gt;
This version fixes the crashes related to missing .cob-files.&lt;br /&gt;
Download [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2311 here].&lt;br /&gt;
&lt;br /&gt;
===2006-1-31 Star Wars Spring Manual Released===&lt;br /&gt;
[http://spring.clan-sy.com/wiki/SWTA_Manual Read the SWS Manual right now!] It contains everything you would ever want to know about SWS, including: Installation Guide, In-Depth Unit Guide as well as a Strategy &amp;amp; Tactics section.&lt;br /&gt;
&lt;br /&gt;
===2006-1-27 OTAI 1.07 Released===&lt;br /&gt;
Veylon released OTAI version 1.07. Now builds Dragon&#039;s Teeth and crashes less!&lt;br /&gt;
Download [http://www.geocities.com/veylon_ii/TASpring/ here].&lt;br /&gt;
&lt;br /&gt;
===2006-11-19 UpSpring Tutorial Released===&lt;br /&gt;
Maestro R Setiawan released [http://tinyurl.com/cd25b a very comprehensive tutorial] to UpSpring, the application to import new models to Spring. Now you won&#039;t have any excuse to not use UV mapped S3O!&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 NTAI 0.29a Released===&lt;br /&gt;
NTAI 0.29a released, go get it here [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=50716#50716 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 Absolute Annihilation 1.42 Released===&lt;br /&gt;
AA 1.42 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring142.zip?download Download]&amp;lt;/b&amp;gt; (9 mb)&lt;br /&gt;
&lt;br /&gt;
===2006-01-12 AAI 0.4 Released===&lt;br /&gt;
AAI 0.4 now supports air units as well as construction units assisting others. &lt;br /&gt;
Edit: Small Bugfix Version AAI 0.42 released&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3527 AAI v0.42].&lt;br /&gt;
&lt;br /&gt;
===2006-1-07 Gundam Annihilation 0.98.sd7 Released===&lt;br /&gt;
This is a .sd7 for your spring lobby usage. I have corrected a few of the spring specific bugs in this release. Enjoy. [http://www.planetannihilation.com/gundam/ Gundam annihilation homepage]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/gundam/shots/screen039.jpg http://www.planetannihilation.com/gundam/shots/screen039_thumb.gif]    [http://www.planetannihilation.com/gundam/shots/screen012.jpg http://www.planetannihilation.com/gundam/shots/screen012_thumb.gif]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2005-12-15 AAI 0.3 Released===&lt;br /&gt;
AAI 0.3 includes a lot of bug fixes and placement of defence buildings. [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3195 AAI v0.3].&lt;br /&gt;
&lt;br /&gt;
===2005-12-14 Absolute Annihilation 1.35 Released===&lt;br /&gt;
AA 1.35 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring135.zip?download Download]&amp;lt;/b&amp;gt; (16 mb)&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 OTAI 1.03b Released===&lt;br /&gt;
A fixed version of OTAI 1.03 now available.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3184 Forum Thread]&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v103b.zip Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 The Lost Legacy v1.04 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 Star Wars: Spring 1.0 Released===&lt;br /&gt;
The well known Star Wars TC for TA has been ported to Spring.&lt;br /&gt;
&lt;br /&gt;
One of the most complete TCs that existed for TA has now been fully ported to Spring - all of the bugs that plagued the quick and dirty earlier port have been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications, to ensure that this modification is made specifically for the Spring engine, so that you can enjoy it as such. Furthermore, many of the uglier low-polygon units for SWTA have been remodelled for Spring, so that you can now enjoy high-poly infantry units, as well as a few other vehecular changes.&lt;br /&gt;
&lt;br /&gt;
Feel free to come join us on our own chat channel (itself a good 5 years old), where you can organise games, discuss balance, and report bugs:&lt;br /&gt;
&lt;br /&gt;
Server: irc.gnug.org&lt;br /&gt;
&lt;br /&gt;
Channel: #SWTA&lt;br /&gt;
&lt;br /&gt;
An in-depth manual, with help regarding strategies and unit descriptions can be located [http://www.planetannihilation.com/swta/readme.asp here], however, bear in mind that while much of this will be very helpful, it was originally intended for the Original Total Annihilation release, and so is not 100% accurate or reliable with regards to the Spring release. A Spring-specific manual is in the works.&lt;br /&gt;
&lt;br /&gt;
SWS features around 130 units ranging from all six movies and the expanded universe for the Galactic Empire and Rebel Alliance. Join this galaxy spanning war today, download SWS!&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3166 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1988 Download]&lt;br /&gt;
[http://www.planetannihilation.com/swta/ SWTA Homepage]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 The Lost Legacy v1.03 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-05 NTAI 0.28.10+ installer FIXED)===&lt;br /&gt;
Counter attacking, and numrous fixes, modifications. All who&#039;ve downlaoded it redownload as I made a terrible mistake copying the wrong files over. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1950 Download Installer]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 NTAI 0.28Beta 7 Released===&lt;br /&gt;
Working Attack code, vastly improved building, Xect, Rhyoss, Mynn, TLL, XTA and AA support. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1909 Download]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 OTAI for 0.67  Released===&lt;br /&gt;
Veylons latest installment of OTAI, with a slew of improovements.&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v102.zip Downlaod]&lt;br /&gt;
&lt;br /&gt;
===2005-11-11 Cursor groupAI Released===&lt;br /&gt;
Show Allies what untis you have selected and where your mouse cursor is.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1873 Link]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 NTAI 028BETA 7.1 Released===&lt;br /&gt;
Full ARM + TLL support, and improved attacking.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1887 Linky]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showimage&amp;amp;ID=1755 Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 - NTAI 0.27 Released===&lt;br /&gt;
Water map support, krogoths, vehicles, aircraft, and more!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2829 Details]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2827 Screenshots]&lt;br /&gt;
&lt;br /&gt;
===2005-10-29 - NTAI 0.25 Released===&lt;br /&gt;
The latest version of NTAI released today with many new abilities, such as a greatly improved attack system, and the ability to scout.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2687 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-20 - Absolute Annihilation: Spring Released===&lt;br /&gt;
The highly popular OTA mod, Absolute Annihilation, has now been fully converted for compatibility with Spring.  Unlike the original Spring version released some months ago, the new version is fully compatible with the mod switching system.  It also features many visual and strategic enhancements only possible in Spring, and uses the latest version of the AA dataset, 6.0.&lt;br /&gt;
&lt;br /&gt;
Already a new version is available, 1.25, which corrects several major bugs.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/AASpring125zip/;4417183;;/fileinfo.html Direct Download (1.25)]&lt;br /&gt;
&lt;br /&gt;
[http://prdownloads.sourceforge.net/ta-aa/AATrailer.zip?download Mod Trailer]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/aa AA Homepage]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2633 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-16 - KuroTA v0.45 Released===&lt;br /&gt;
This is the second public release of this fairly popular mod. It all started out as a bunch of custom units in a TA installation from years gone by, but thanks to dedication it&#039;s been turned into a playable and fairly balanced mod for everyone to play on Spring. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2514 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1646 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-15 - UberHack, SpringVersion1.3 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2540 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1633 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-12 - Maelstroms SMD Creator===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD Creator] has been relesed, to help people create SMD Map files with an easy to use GUI.&lt;br /&gt;
&lt;br /&gt;
===2005-10-11 - JCAI 0.20 Released===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=33275#33275 JCAI 0.20 skirmish AI] is released for Spring 0.64b1 with a modified spring exe, it is much more stable now. JCAI 0.20 is included in current release (0.65b1)&lt;br /&gt;
&lt;br /&gt;
===2005-09-28 - UberHack, SpringVersion1.2 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://spring.clan-sy.com/phpbb/viewtopic.php?t=2364 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1552 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-08-20 - wiki Button Added===&lt;br /&gt;
As you probably already have noticed, the SY&#039;s have added a wiki button (Made by aGorm) to the Navigation bar. Hopefully, this will make people more aware of the wiki, as some have never even heard of it! More info on [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1917 this thread]. If you don&#039;t see the wiki button, empty the cache of your browser and refresh.&lt;br /&gt;
&lt;br /&gt;
===2005-08-16 - JCAI Released===&lt;br /&gt;
Zaphod has released alpha 1 of his skirmish AI JCAI for spring,[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1920 see forum post]&lt;br /&gt;
TAI code has been released but doesnt work. [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1322 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-08-03 - Mods and Maps===&lt;br /&gt;
zwzsg made a 3.6MB mod package with: OTA balance, Evolva models, UTASP Buildpics. Install and use easy thanks to the new mod switcher introduced in Spring 0.60b1.&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://spring.clan-sy.com/phpbb/viewtopic.php?t=1843 More info and discussion]&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Download link]&lt;br /&gt;
&lt;br /&gt;
[http://zwzsg.hosted.luckz.de/img/spring/Azure%20Rampart%20-%20evnbp%20-%20Bomber.png http://www.fileuniverse.com/images/Azure%20Rampart%20-%20evnbp%20-%20Bomber.jpg-thumb.png][http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg-thumb.png][http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg-thumb.png][http://www.fileuniverse.com/images/causticscreenshot.jpg http://www.fileuniverse.com/images/causticscreenshot.jpg-thumb.png]&lt;br /&gt;
&lt;br /&gt;
Spring 0.60b1 made all previous maps obsolete, but as the pictures above show, there&#039;s a steadily increasing [http://www.fileuniverse.com/?p=listing&amp;amp;ID=121 choice of new maps], either old ones converted to the new format or brand new.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4951</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4951"/>
		<updated>2006-05-02T13:28:10Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* 2006-05-01 Absolute Annihilation 1.46 Released */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Absolute Annihilation 1.46 Released===&lt;br /&gt;
1.46 Released.  Download &lt;br /&gt;
[http://aaspring.tk here] .&lt;br /&gt;
More about the mod on the &lt;br /&gt;
[http://ta-aa.sourceforge.net Mod homepage] . Learn about AA at the [http://ta-aa.sourceforge.net/modweb Unit Guide] .&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Modweb Generator v0.4 Released===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3842 Get it here!]&lt;br /&gt;
This will create a set of HTML pages about your mod, units, and weapons. Check it out.&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 Expand and Exterminate .151 Released!===&lt;br /&gt;
[http://tinyurl.com/pmrhf Get it here!]&lt;br /&gt;
Completely original mod, not based on OTA!&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 OTAI 1.13===&lt;br /&gt;
Minor Changes and Bugfixes.&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2994 DLLs] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2993 Source]&lt;br /&gt;
&lt;br /&gt;
===2006-04-17 AAI 0.63 released===&lt;br /&gt;
Minor improvements but a lot of bugfixes :)&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=70404#70404 Look here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-16 Xect vs. Mynn v0.6 released, 100% legal===&lt;br /&gt;
[http://www.ta-spring.com/mods/xectvsmynn/ Get it here],&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=80 discuss it here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-15 XTA Pimped Edition V5.5===&lt;br /&gt;
[http://tinyurl.com/p4mtc Read and Grab it here!]&lt;br /&gt;
&lt;br /&gt;
===2006-04-10 AAI 0.60 released===&lt;br /&gt;
Experimental water support, linux support and a lot more... [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4509 Look here]&lt;br /&gt;
&lt;br /&gt;
===2006-04-05 FF v1.15===&lt;br /&gt;
New Version of Final Frontier [http://tinyurl.com/q3u3e Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-30 OTAI v1.12===&lt;br /&gt;
With working command buffering [http://tinyurl.com/e8fuh Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-27 XTA Pimped Edition V5===&lt;br /&gt;
[http://tinyurl.com/kr95f Grab it here].&lt;br /&gt;
&lt;br /&gt;
===2006-03-26 NTai XE7.5 Skirmish AI===&lt;br /&gt;
[http://www.darkstars.co.uk/ Get it here]. - AF&lt;br /&gt;
&lt;br /&gt;
===NanoBlobs 0.31(beta)===&lt;br /&gt;
Exponential game design.  Updated.  Smaller.  Faster. Even cooler.  Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4276 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-06 OTAI 1.10===&lt;br /&gt;
Now works in 0.70, fixed nanostall somewhat. Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 AAI 0.55===&lt;br /&gt;
A rather small release mainly adding support for the modified ai interface [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 NTAI XE6 for 0.70b1 Skirmish AI===&lt;br /&gt;
Universal mod support, statistical unit learning, freeform buildtrees [http://www.darkstars.co.uk/index.php Get them here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-19 AAI 0.52===&lt;br /&gt;
AAI 0.52 is only a small bugfix release [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44===&lt;br /&gt;
AA 1.44 completed and uploaded.[http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
.&lt;br /&gt;
[[SWTA]] [[Final_Frontier]] [[Absolute_Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===2006-2-19 AAI 0.52 Released===&lt;br /&gt;
AAI 0.52 is only a small bugfix release for AAI 0.5 - hopefully all crashes are gone now&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 click here].&lt;br /&gt;
&lt;br /&gt;
===2006-2-15 NTAI XE 3 Released===&lt;br /&gt;
XE 3 has support map specific build data, 9 new keywords, StarWars/Gundam support, numerous fixes, and should run a lot faster ^^ [http://www.darkstars.co.uk/index.php here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44 Released===&lt;br /&gt;
AA 1.44 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
===2006-2-06 OTAI 1.08 Released===&lt;br /&gt;
Now uses multithreading to reduce freezing!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=55624#55624 Forum] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2354 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-02-01 World Domination 5B62  Released===&lt;br /&gt;
This version fixes the crashes related to missing .cob-files.&lt;br /&gt;
Download [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2311 here].&lt;br /&gt;
&lt;br /&gt;
===2006-1-31 Star Wars Spring Manual Released===&lt;br /&gt;
[http://spring.clan-sy.com/wiki/SWTA_Manual Read the SWS Manual right now!] It contains everything you would ever want to know about SWS, including: Installation Guide, In-Depth Unit Guide as well as a Strategy &amp;amp; Tactics section.&lt;br /&gt;
&lt;br /&gt;
===2006-1-27 OTAI 1.07 Released===&lt;br /&gt;
Veylon released OTAI version 1.07. Now builds Dragon&#039;s Teeth and crashes less!&lt;br /&gt;
Download [http://www.geocities.com/veylon_ii/TASpring/ here].&lt;br /&gt;
&lt;br /&gt;
===2006-11-19 UpSpring Tutorial Released===&lt;br /&gt;
Maestro R Setiawan released [http://tinyurl.com/cd25b a very comprehensive tutorial] to UpSpring, the application to import new models to Spring. Now you won&#039;t have any excuse to not use UV mapped S3O!&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 NTAI 0.29a Released===&lt;br /&gt;
NTAI 0.29a released, go get it here [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=50716#50716 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 Absolute Annihilation 1.42 Released===&lt;br /&gt;
AA 1.42 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring142.zip?download Download]&amp;lt;/b&amp;gt; (9 mb)&lt;br /&gt;
&lt;br /&gt;
===2006-01-12 AAI 0.4 Released===&lt;br /&gt;
AAI 0.4 now supports air units as well as construction units assisting others. &lt;br /&gt;
Edit: Small Bugfix Version AAI 0.42 released&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3527 AAI v0.42].&lt;br /&gt;
&lt;br /&gt;
===2006-1-07 Gundam Annihilation 0.98.sd7 Released===&lt;br /&gt;
This is a .sd7 for your spring lobby usage. I have corrected a few of the spring specific bugs in this release. Enjoy. [http://www.planetannihilation.com/gundam/ Gundam annihilation homepage]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/gundam/shots/screen039.jpg http://www.planetannihilation.com/gundam/shots/screen039_thumb.gif]    [http://www.planetannihilation.com/gundam/shots/screen012.jpg http://www.planetannihilation.com/gundam/shots/screen012_thumb.gif]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2005-12-15 AAI 0.3 Released===&lt;br /&gt;
AAI 0.3 includes a lot of bug fixes and placement of defence buildings. [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3195 AAI v0.3].&lt;br /&gt;
&lt;br /&gt;
===2005-12-14 Absolute Annihilation 1.35 Released===&lt;br /&gt;
AA 1.35 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring135.zip?download Download]&amp;lt;/b&amp;gt; (16 mb)&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 OTAI 1.03b Released===&lt;br /&gt;
A fixed version of OTAI 1.03 now available.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3184 Forum Thread]&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v103b.zip Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 The Lost Legacy v1.04 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 Star Wars: Spring 1.0 Released===&lt;br /&gt;
The well known Star Wars TC for TA has been ported to Spring.&lt;br /&gt;
&lt;br /&gt;
One of the most complete TCs that existed for TA has now been fully ported to Spring - all of the bugs that plagued the quick and dirty earlier port have been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications, to ensure that this modification is made specifically for the Spring engine, so that you can enjoy it as such. Furthermore, many of the uglier low-polygon units for SWTA have been remodelled for Spring, so that you can now enjoy high-poly infantry units, as well as a few other vehecular changes.&lt;br /&gt;
&lt;br /&gt;
Feel free to come join us on our own chat channel (itself a good 5 years old), where you can organise games, discuss balance, and report bugs:&lt;br /&gt;
&lt;br /&gt;
Server: irc.gnug.org&lt;br /&gt;
&lt;br /&gt;
Channel: #SWTA&lt;br /&gt;
&lt;br /&gt;
An in-depth manual, with help regarding strategies and unit descriptions can be located [http://www.planetannihilation.com/swta/readme.asp here], however, bear in mind that while much of this will be very helpful, it was originally intended for the Original Total Annihilation release, and so is not 100% accurate or reliable with regards to the Spring release. A Spring-specific manual is in the works.&lt;br /&gt;
&lt;br /&gt;
SWS features around 130 units ranging from all six movies and the expanded universe for the Galactic Empire and Rebel Alliance. Join this galaxy spanning war today, download SWS!&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3166 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1988 Download]&lt;br /&gt;
[http://www.planetannihilation.com/swta/ SWTA Homepage]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 The Lost Legacy v1.03 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-05 NTAI 0.28.10+ installer FIXED)===&lt;br /&gt;
Counter attacking, and numrous fixes, modifications. All who&#039;ve downlaoded it redownload as I made a terrible mistake copying the wrong files over. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1950 Download Installer]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 NTAI 0.28Beta 7 Released===&lt;br /&gt;
Working Attack code, vastly improved building, Xect, Rhyoss, Mynn, TLL, XTA and AA support. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1909 Download]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 OTAI for 0.67  Released===&lt;br /&gt;
Veylons latest installment of OTAI, with a slew of improovements.&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v102.zip Downlaod]&lt;br /&gt;
&lt;br /&gt;
===2005-11-11 Cursor groupAI Released===&lt;br /&gt;
Show Allies what untis you have selected and where your mouse cursor is.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1873 Link]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 NTAI 028BETA 7.1 Released===&lt;br /&gt;
Full ARM + TLL support, and improved attacking.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1887 Linky]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showimage&amp;amp;ID=1755 Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 - NTAI 0.27 Released===&lt;br /&gt;
Water map support, krogoths, vehicles, aircraft, and more!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2829 Details]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2827 Screenshots]&lt;br /&gt;
&lt;br /&gt;
===2005-10-29 - NTAI 0.25 Released===&lt;br /&gt;
The latest version of NTAI released today with many new abilities, such as a greatly improved attack system, and the ability to scout.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2687 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-20 - Absolute Annihilation: Spring Released===&lt;br /&gt;
The highly popular OTA mod, Absolute Annihilation, has now been fully converted for compatibility with Spring.  Unlike the original Spring version released some months ago, the new version is fully compatible with the mod switching system.  It also features many visual and strategic enhancements only possible in Spring, and uses the latest version of the AA dataset, 6.0.&lt;br /&gt;
&lt;br /&gt;
Already a new version is available, 1.25, which corrects several major bugs.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/AASpring125zip/;4417183;;/fileinfo.html Direct Download (1.25)]&lt;br /&gt;
&lt;br /&gt;
[http://prdownloads.sourceforge.net/ta-aa/AATrailer.zip?download Mod Trailer]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/aa AA Homepage]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2633 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-16 - KuroTA v0.45 Released===&lt;br /&gt;
This is the second public release of this fairly popular mod. It all started out as a bunch of custom units in a TA installation from years gone by, but thanks to dedication it&#039;s been turned into a playable and fairly balanced mod for everyone to play on Spring. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2514 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1646 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-15 - UberHack, SpringVersion1.3 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2540 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1633 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-12 - Maelstroms SMD Creator===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD Creator] has been relesed, to help people create SMD Map files with an easy to use GUI.&lt;br /&gt;
&lt;br /&gt;
===2005-10-11 - JCAI 0.20 Released===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=33275#33275 JCAI 0.20 skirmish AI] is released for Spring 0.64b1 with a modified spring exe, it is much more stable now. JCAI 0.20 is included in current release (0.65b1)&lt;br /&gt;
&lt;br /&gt;
===2005-09-28 - UberHack, SpringVersion1.2 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://spring.clan-sy.com/phpbb/viewtopic.php?t=2364 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1552 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-08-20 - wiki Button Added===&lt;br /&gt;
As you probably already have noticed, the SY&#039;s have added a wiki button (Made by aGorm) to the Navigation bar. Hopefully, this will make people more aware of the wiki, as some have never even heard of it! More info on [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1917 this thread]. If you don&#039;t see the wiki button, empty the cache of your browser and refresh.&lt;br /&gt;
&lt;br /&gt;
===2005-08-16 - JCAI Released===&lt;br /&gt;
Zaphod has released alpha 1 of his skirmish AI JCAI for spring,[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1920 see forum post]&lt;br /&gt;
TAI code has been released but doesnt work. [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1322 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-08-03 - Mods and Maps===&lt;br /&gt;
zwzsg made a 3.6MB mod package with: OTA balance, Evolva models, UTASP Buildpics. Install and use easy thanks to the new mod switcher introduced in Spring 0.60b1.&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://spring.clan-sy.com/phpbb/viewtopic.php?t=1843 More info and discussion]&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Download link]&lt;br /&gt;
&lt;br /&gt;
[http://zwzsg.hosted.luckz.de/img/spring/Azure%20Rampart%20-%20evnbp%20-%20Bomber.png http://www.fileuniverse.com/images/Azure%20Rampart%20-%20evnbp%20-%20Bomber.jpg-thumb.png][http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg-thumb.png][http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg-thumb.png][http://www.fileuniverse.com/images/causticscreenshot.jpg http://www.fileuniverse.com/images/causticscreenshot.jpg-thumb.png]&lt;br /&gt;
&lt;br /&gt;
Spring 0.60b1 made all previous maps obsolete, but as the pictures above show, there&#039;s a steadily increasing [http://www.fileuniverse.com/?p=listing&amp;amp;ID=121 choice of new maps], either old ones converted to the new format or brand new.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4950</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4950"/>
		<updated>2006-05-02T13:26:51Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* 2006-05-01 Absolute Annihilation 1.46 Released */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Absolute Annihilation 1.46 Released===&lt;br /&gt;
1.46 Released.  Download [http://aaspring.tk here ]. More about the mod on the [http://ta-aa.sourceforge.net Mod homepage ]. Learn about AA at the [http://ta-aa.sourceforge.net/modweb Unit Guide ].&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Modweb Generator v0.4 Released===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3842 Get it here!]&lt;br /&gt;
This will create a set of HTML pages about your mod, units, and weapons. Check it out.&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 Expand and Exterminate .151 Released!===&lt;br /&gt;
[http://tinyurl.com/pmrhf Get it here!]&lt;br /&gt;
Completely original mod, not based on OTA!&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 OTAI 1.13===&lt;br /&gt;
Minor Changes and Bugfixes.&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2994 DLLs] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2993 Source]&lt;br /&gt;
&lt;br /&gt;
===2006-04-17 AAI 0.63 released===&lt;br /&gt;
Minor improvements but a lot of bugfixes :)&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=70404#70404 Look here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-16 Xect vs. Mynn v0.6 released, 100% legal===&lt;br /&gt;
[http://www.ta-spring.com/mods/xectvsmynn/ Get it here],&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=80 discuss it here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-15 XTA Pimped Edition V5.5===&lt;br /&gt;
[http://tinyurl.com/p4mtc Read and Grab it here!]&lt;br /&gt;
&lt;br /&gt;
===2006-04-10 AAI 0.60 released===&lt;br /&gt;
Experimental water support, linux support and a lot more... [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4509 Look here]&lt;br /&gt;
&lt;br /&gt;
===2006-04-05 FF v1.15===&lt;br /&gt;
New Version of Final Frontier [http://tinyurl.com/q3u3e Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-30 OTAI v1.12===&lt;br /&gt;
With working command buffering [http://tinyurl.com/e8fuh Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-27 XTA Pimped Edition V5===&lt;br /&gt;
[http://tinyurl.com/kr95f Grab it here].&lt;br /&gt;
&lt;br /&gt;
===2006-03-26 NTai XE7.5 Skirmish AI===&lt;br /&gt;
[http://www.darkstars.co.uk/ Get it here]. - AF&lt;br /&gt;
&lt;br /&gt;
===NanoBlobs 0.31(beta)===&lt;br /&gt;
Exponential game design.  Updated.  Smaller.  Faster. Even cooler.  Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4276 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-06 OTAI 1.10===&lt;br /&gt;
Now works in 0.70, fixed nanostall somewhat. Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 AAI 0.55===&lt;br /&gt;
A rather small release mainly adding support for the modified ai interface [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 NTAI XE6 for 0.70b1 Skirmish AI===&lt;br /&gt;
Universal mod support, statistical unit learning, freeform buildtrees [http://www.darkstars.co.uk/index.php Get them here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-19 AAI 0.52===&lt;br /&gt;
AAI 0.52 is only a small bugfix release [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44===&lt;br /&gt;
AA 1.44 completed and uploaded.[http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
.&lt;br /&gt;
[[SWTA]] [[Final_Frontier]] [[Absolute_Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===2006-2-19 AAI 0.52 Released===&lt;br /&gt;
AAI 0.52 is only a small bugfix release for AAI 0.5 - hopefully all crashes are gone now&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 click here].&lt;br /&gt;
&lt;br /&gt;
===2006-2-15 NTAI XE 3 Released===&lt;br /&gt;
XE 3 has support map specific build data, 9 new keywords, StarWars/Gundam support, numerous fixes, and should run a lot faster ^^ [http://www.darkstars.co.uk/index.php here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44 Released===&lt;br /&gt;
AA 1.44 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
===2006-2-06 OTAI 1.08 Released===&lt;br /&gt;
Now uses multithreading to reduce freezing!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=55624#55624 Forum] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2354 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-02-01 World Domination 5B62  Released===&lt;br /&gt;
This version fixes the crashes related to missing .cob-files.&lt;br /&gt;
Download [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2311 here].&lt;br /&gt;
&lt;br /&gt;
===2006-1-31 Star Wars Spring Manual Released===&lt;br /&gt;
[http://spring.clan-sy.com/wiki/SWTA_Manual Read the SWS Manual right now!] It contains everything you would ever want to know about SWS, including: Installation Guide, In-Depth Unit Guide as well as a Strategy &amp;amp; Tactics section.&lt;br /&gt;
&lt;br /&gt;
===2006-1-27 OTAI 1.07 Released===&lt;br /&gt;
Veylon released OTAI version 1.07. Now builds Dragon&#039;s Teeth and crashes less!&lt;br /&gt;
Download [http://www.geocities.com/veylon_ii/TASpring/ here].&lt;br /&gt;
&lt;br /&gt;
===2006-11-19 UpSpring Tutorial Released===&lt;br /&gt;
Maestro R Setiawan released [http://tinyurl.com/cd25b a very comprehensive tutorial] to UpSpring, the application to import new models to Spring. Now you won&#039;t have any excuse to not use UV mapped S3O!&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 NTAI 0.29a Released===&lt;br /&gt;
NTAI 0.29a released, go get it here [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=50716#50716 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 Absolute Annihilation 1.42 Released===&lt;br /&gt;
AA 1.42 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring142.zip?download Download]&amp;lt;/b&amp;gt; (9 mb)&lt;br /&gt;
&lt;br /&gt;
===2006-01-12 AAI 0.4 Released===&lt;br /&gt;
AAI 0.4 now supports air units as well as construction units assisting others. &lt;br /&gt;
Edit: Small Bugfix Version AAI 0.42 released&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3527 AAI v0.42].&lt;br /&gt;
&lt;br /&gt;
===2006-1-07 Gundam Annihilation 0.98.sd7 Released===&lt;br /&gt;
This is a .sd7 for your spring lobby usage. I have corrected a few of the spring specific bugs in this release. Enjoy. [http://www.planetannihilation.com/gundam/ Gundam annihilation homepage]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/gundam/shots/screen039.jpg http://www.planetannihilation.com/gundam/shots/screen039_thumb.gif]    [http://www.planetannihilation.com/gundam/shots/screen012.jpg http://www.planetannihilation.com/gundam/shots/screen012_thumb.gif]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2005-12-15 AAI 0.3 Released===&lt;br /&gt;
AAI 0.3 includes a lot of bug fixes and placement of defence buildings. [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3195 AAI v0.3].&lt;br /&gt;
&lt;br /&gt;
===2005-12-14 Absolute Annihilation 1.35 Released===&lt;br /&gt;
AA 1.35 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring135.zip?download Download]&amp;lt;/b&amp;gt; (16 mb)&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 OTAI 1.03b Released===&lt;br /&gt;
A fixed version of OTAI 1.03 now available.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3184 Forum Thread]&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v103b.zip Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 The Lost Legacy v1.04 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 Star Wars: Spring 1.0 Released===&lt;br /&gt;
The well known Star Wars TC for TA has been ported to Spring.&lt;br /&gt;
&lt;br /&gt;
One of the most complete TCs that existed for TA has now been fully ported to Spring - all of the bugs that plagued the quick and dirty earlier port have been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications, to ensure that this modification is made specifically for the Spring engine, so that you can enjoy it as such. Furthermore, many of the uglier low-polygon units for SWTA have been remodelled for Spring, so that you can now enjoy high-poly infantry units, as well as a few other vehecular changes.&lt;br /&gt;
&lt;br /&gt;
Feel free to come join us on our own chat channel (itself a good 5 years old), where you can organise games, discuss balance, and report bugs:&lt;br /&gt;
&lt;br /&gt;
Server: irc.gnug.org&lt;br /&gt;
&lt;br /&gt;
Channel: #SWTA&lt;br /&gt;
&lt;br /&gt;
An in-depth manual, with help regarding strategies and unit descriptions can be located [http://www.planetannihilation.com/swta/readme.asp here], however, bear in mind that while much of this will be very helpful, it was originally intended for the Original Total Annihilation release, and so is not 100% accurate or reliable with regards to the Spring release. A Spring-specific manual is in the works.&lt;br /&gt;
&lt;br /&gt;
SWS features around 130 units ranging from all six movies and the expanded universe for the Galactic Empire and Rebel Alliance. Join this galaxy spanning war today, download SWS!&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3166 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1988 Download]&lt;br /&gt;
[http://www.planetannihilation.com/swta/ SWTA Homepage]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 The Lost Legacy v1.03 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-05 NTAI 0.28.10+ installer FIXED)===&lt;br /&gt;
Counter attacking, and numrous fixes, modifications. All who&#039;ve downlaoded it redownload as I made a terrible mistake copying the wrong files over. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1950 Download Installer]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 NTAI 0.28Beta 7 Released===&lt;br /&gt;
Working Attack code, vastly improved building, Xect, Rhyoss, Mynn, TLL, XTA and AA support. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1909 Download]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 OTAI for 0.67  Released===&lt;br /&gt;
Veylons latest installment of OTAI, with a slew of improovements.&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v102.zip Downlaod]&lt;br /&gt;
&lt;br /&gt;
===2005-11-11 Cursor groupAI Released===&lt;br /&gt;
Show Allies what untis you have selected and where your mouse cursor is.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1873 Link]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 NTAI 028BETA 7.1 Released===&lt;br /&gt;
Full ARM + TLL support, and improved attacking.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1887 Linky]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showimage&amp;amp;ID=1755 Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 - NTAI 0.27 Released===&lt;br /&gt;
Water map support, krogoths, vehicles, aircraft, and more!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2829 Details]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2827 Screenshots]&lt;br /&gt;
&lt;br /&gt;
===2005-10-29 - NTAI 0.25 Released===&lt;br /&gt;
The latest version of NTAI released today with many new abilities, such as a greatly improved attack system, and the ability to scout.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2687 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-20 - Absolute Annihilation: Spring Released===&lt;br /&gt;
The highly popular OTA mod, Absolute Annihilation, has now been fully converted for compatibility with Spring.  Unlike the original Spring version released some months ago, the new version is fully compatible with the mod switching system.  It also features many visual and strategic enhancements only possible in Spring, and uses the latest version of the AA dataset, 6.0.&lt;br /&gt;
&lt;br /&gt;
Already a new version is available, 1.25, which corrects several major bugs.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/AASpring125zip/;4417183;;/fileinfo.html Direct Download (1.25)]&lt;br /&gt;
&lt;br /&gt;
[http://prdownloads.sourceforge.net/ta-aa/AATrailer.zip?download Mod Trailer]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/aa AA Homepage]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2633 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-16 - KuroTA v0.45 Released===&lt;br /&gt;
This is the second public release of this fairly popular mod. It all started out as a bunch of custom units in a TA installation from years gone by, but thanks to dedication it&#039;s been turned into a playable and fairly balanced mod for everyone to play on Spring. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2514 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1646 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-15 - UberHack, SpringVersion1.3 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2540 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1633 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-12 - Maelstroms SMD Creator===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD Creator] has been relesed, to help people create SMD Map files with an easy to use GUI.&lt;br /&gt;
&lt;br /&gt;
===2005-10-11 - JCAI 0.20 Released===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=33275#33275 JCAI 0.20 skirmish AI] is released for Spring 0.64b1 with a modified spring exe, it is much more stable now. JCAI 0.20 is included in current release (0.65b1)&lt;br /&gt;
&lt;br /&gt;
===2005-09-28 - UberHack, SpringVersion1.2 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://spring.clan-sy.com/phpbb/viewtopic.php?t=2364 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1552 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-08-20 - wiki Button Added===&lt;br /&gt;
As you probably already have noticed, the SY&#039;s have added a wiki button (Made by aGorm) to the Navigation bar. Hopefully, this will make people more aware of the wiki, as some have never even heard of it! More info on [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1917 this thread]. If you don&#039;t see the wiki button, empty the cache of your browser and refresh.&lt;br /&gt;
&lt;br /&gt;
===2005-08-16 - JCAI Released===&lt;br /&gt;
Zaphod has released alpha 1 of his skirmish AI JCAI for spring,[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1920 see forum post]&lt;br /&gt;
TAI code has been released but doesnt work. [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1322 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-08-03 - Mods and Maps===&lt;br /&gt;
zwzsg made a 3.6MB mod package with: OTA balance, Evolva models, UTASP Buildpics. Install and use easy thanks to the new mod switcher introduced in Spring 0.60b1.&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://spring.clan-sy.com/phpbb/viewtopic.php?t=1843 More info and discussion]&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Download link]&lt;br /&gt;
&lt;br /&gt;
[http://zwzsg.hosted.luckz.de/img/spring/Azure%20Rampart%20-%20evnbp%20-%20Bomber.png http://www.fileuniverse.com/images/Azure%20Rampart%20-%20evnbp%20-%20Bomber.jpg-thumb.png][http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg-thumb.png][http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg-thumb.png][http://www.fileuniverse.com/images/causticscreenshot.jpg http://www.fileuniverse.com/images/causticscreenshot.jpg-thumb.png]&lt;br /&gt;
&lt;br /&gt;
Spring 0.60b1 made all previous maps obsolete, but as the pictures above show, there&#039;s a steadily increasing [http://www.fileuniverse.com/?p=listing&amp;amp;ID=121 choice of new maps], either old ones converted to the new format or brand new.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4949</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4949"/>
		<updated>2006-05-02T13:23:19Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* 2006-05-01 Absolute Annihilation 1.46 Released */  changed the links to wiki style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Absolute Annihilation 1.46 Released===&lt;br /&gt;
1.46 Released.  Download [http://aaspring.tk here]. More about the mod on the [http://ta-aa.sourceforge.net Mod homepage]. Learn about AA at the [http://ta-aa.sourceforge.net/modweb Unit Guide].&lt;br /&gt;
&lt;br /&gt;
===2006-05-01 Modweb Generator v0.4 Released===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3842 Get it here!]&lt;br /&gt;
This will create a set of HTML pages about your mod, units, and weapons. Check it out.&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 Expand and Exterminate .151 Released!===&lt;br /&gt;
[http://tinyurl.com/pmrhf Get it here!]&lt;br /&gt;
Completely original mod, not based on OTA!&lt;br /&gt;
&lt;br /&gt;
===2006-04-18 OTAI 1.13===&lt;br /&gt;
Minor Changes and Bugfixes.&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2994 DLLs] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2993 Source]&lt;br /&gt;
&lt;br /&gt;
===2006-04-17 AAI 0.63 released===&lt;br /&gt;
Minor improvements but a lot of bugfixes :)&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=70404#70404 Look here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-16 Xect vs. Mynn v0.6 released, 100% legal===&lt;br /&gt;
[http://www.ta-spring.com/mods/xectvsmynn/ Get it here],&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=80 discuss it here].&lt;br /&gt;
&lt;br /&gt;
===2006-04-15 XTA Pimped Edition V5.5===&lt;br /&gt;
[http://tinyurl.com/p4mtc Read and Grab it here!]&lt;br /&gt;
&lt;br /&gt;
===2006-04-10 AAI 0.60 released===&lt;br /&gt;
Experimental water support, linux support and a lot more... [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4509 Look here]&lt;br /&gt;
&lt;br /&gt;
===2006-04-05 FF v1.15===&lt;br /&gt;
New Version of Final Frontier [http://tinyurl.com/q3u3e Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-30 OTAI v1.12===&lt;br /&gt;
With working command buffering [http://tinyurl.com/e8fuh Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-27 XTA Pimped Edition V5===&lt;br /&gt;
[http://tinyurl.com/kr95f Grab it here].&lt;br /&gt;
&lt;br /&gt;
===2006-03-26 NTai XE7.5 Skirmish AI===&lt;br /&gt;
[http://www.darkstars.co.uk/ Get it here]. - AF&lt;br /&gt;
&lt;br /&gt;
===NanoBlobs 0.31(beta)===&lt;br /&gt;
Exponential game design.  Updated.  Smaller.  Faster. Even cooler.  Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4276 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-03-06 OTAI 1.10===&lt;br /&gt;
Now works in 0.70, fixed nanostall somewhat. Get it [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412 Here]&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 AAI 0.55===&lt;br /&gt;
A rather small release mainly adding support for the modified ai interface [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-25 NTAI XE6 for 0.70b1 Skirmish AI===&lt;br /&gt;
Universal mod support, statistical unit learning, freeform buildtrees [http://www.darkstars.co.uk/index.php Get them here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-19 AAI 0.52===&lt;br /&gt;
AAI 0.52 is only a small bugfix release [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 get it here].&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44===&lt;br /&gt;
AA 1.44 completed and uploaded.[http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
.&lt;br /&gt;
[[SWTA]] [[Final_Frontier]] [[Absolute_Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===2006-2-19 AAI 0.52 Released===&lt;br /&gt;
AAI 0.52 is only a small bugfix release for AAI 0.5 - hopefully all crashes are gone now&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3886 click here].&lt;br /&gt;
&lt;br /&gt;
===2006-2-15 NTAI XE 3 Released===&lt;br /&gt;
XE 3 has support map specific build data, 9 new keywords, StarWars/Gundam support, numerous fixes, and should run a lot faster ^^ [http://www.darkstars.co.uk/index.php here]. - AF&lt;br /&gt;
&lt;br /&gt;
===2006-02-13 Absolute Annihilation 1.44 Released===&lt;br /&gt;
AA 1.44 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
===2006-2-06 OTAI 1.08 Released===&lt;br /&gt;
Now uses multithreading to reduce freezing!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=55624#55624 Forum] [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2354 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-02-01 World Domination 5B62  Released===&lt;br /&gt;
This version fixes the crashes related to missing .cob-files.&lt;br /&gt;
Download [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2311 here].&lt;br /&gt;
&lt;br /&gt;
===2006-1-31 Star Wars Spring Manual Released===&lt;br /&gt;
[http://spring.clan-sy.com/wiki/SWTA_Manual Read the SWS Manual right now!] It contains everything you would ever want to know about SWS, including: Installation Guide, In-Depth Unit Guide as well as a Strategy &amp;amp; Tactics section.&lt;br /&gt;
&lt;br /&gt;
===2006-1-27 OTAI 1.07 Released===&lt;br /&gt;
Veylon released OTAI version 1.07. Now builds Dragon&#039;s Teeth and crashes less!&lt;br /&gt;
Download [http://www.geocities.com/veylon_ii/TASpring/ here].&lt;br /&gt;
&lt;br /&gt;
===2006-11-19 UpSpring Tutorial Released===&lt;br /&gt;
Maestro R Setiawan released [http://tinyurl.com/cd25b a very comprehensive tutorial] to UpSpring, the application to import new models to Spring. Now you won&#039;t have any excuse to not use UV mapped S3O!&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 NTAI 0.29a Released===&lt;br /&gt;
NTAI 0.29a released, go get it here [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=50716#50716 Download]&lt;br /&gt;
&lt;br /&gt;
===2006-01-16 Absolute Annihilation 1.42 Released===&lt;br /&gt;
AA 1.42 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring142.zip?download Download]&amp;lt;/b&amp;gt; (9 mb)&lt;br /&gt;
&lt;br /&gt;
===2006-01-12 AAI 0.4 Released===&lt;br /&gt;
AAI 0.4 now supports air units as well as construction units assisting others. &lt;br /&gt;
Edit: Small Bugfix Version AAI 0.42 released&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3527 AAI v0.42].&lt;br /&gt;
&lt;br /&gt;
===2006-1-07 Gundam Annihilation 0.98.sd7 Released===&lt;br /&gt;
This is a .sd7 for your spring lobby usage. I have corrected a few of the spring specific bugs in this release. Enjoy. [http://www.planetannihilation.com/gundam/ Gundam annihilation homepage]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/gundam/shots/screen039.jpg http://www.planetannihilation.com/gundam/shots/screen039_thumb.gif]    [http://www.planetannihilation.com/gundam/shots/screen012.jpg http://www.planetannihilation.com/gundam/shots/screen012_thumb.gif]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2005-12-15 AAI 0.3 Released===&lt;br /&gt;
AAI 0.3 includes a lot of bug fixes and placement of defence buildings. [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3195 AAI v0.3].&lt;br /&gt;
&lt;br /&gt;
===2005-12-14 Absolute Annihilation 1.35 Released===&lt;br /&gt;
AA 1.35 completed and uploaded.  Readme and changelog available at the [http://www.planetannihilation.com/aa AA Homepage].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[http://prdownloads.sourceforge.net/ta-aa/AASpring135.zip?download Download]&amp;lt;/b&amp;gt; (16 mb)&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 OTAI 1.03b Released===&lt;br /&gt;
A fixed version of OTAI 1.03 now available.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3184 Forum Thread]&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v103b.zip Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-13 The Lost Legacy v1.04 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 Star Wars: Spring 1.0 Released===&lt;br /&gt;
The well known Star Wars TC for TA has been ported to Spring.&lt;br /&gt;
&lt;br /&gt;
One of the most complete TCs that existed for TA has now been fully ported to Spring - all of the bugs that plagued the quick and dirty earlier port have been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications, to ensure that this modification is made specifically for the Spring engine, so that you can enjoy it as such. Furthermore, many of the uglier low-polygon units for SWTA have been remodelled for Spring, so that you can now enjoy high-poly infantry units, as well as a few other vehecular changes.&lt;br /&gt;
&lt;br /&gt;
Feel free to come join us on our own chat channel (itself a good 5 years old), where you can organise games, discuss balance, and report bugs:&lt;br /&gt;
&lt;br /&gt;
Server: irc.gnug.org&lt;br /&gt;
&lt;br /&gt;
Channel: #SWTA&lt;br /&gt;
&lt;br /&gt;
An in-depth manual, with help regarding strategies and unit descriptions can be located [http://www.planetannihilation.com/swta/readme.asp here], however, bear in mind that while much of this will be very helpful, it was originally intended for the Original Total Annihilation release, and so is not 100% accurate or reliable with regards to the Spring release. A Spring-specific manual is in the works.&lt;br /&gt;
&lt;br /&gt;
SWS features around 130 units ranging from all six movies and the expanded universe for the Galactic Empire and Rebel Alliance. Join this galaxy spanning war today, download SWS!&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3166 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1988 Download]&lt;br /&gt;
[http://www.planetannihilation.com/swta/ SWTA Homepage]&lt;br /&gt;
&lt;br /&gt;
===2005-12-07 The Lost Legacy v1.03 Released===&lt;br /&gt;
The Lost Legacy Race, originally by M3G, ported to Spring by NOiZE.&lt;br /&gt;
&lt;br /&gt;
This is the TA:Spring version of the masterpiece race created by the TA creation veterans M3G and Nik. Striving for perfection, they have completed an astoundishing number of 150 new units. This is by far the most expanded and carefully balanced race that has been created to this point. Explore the strategic values of the new submarine pens, defensive constructions and the many supersized monsters that let you toy with the opponent.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2860 Forum Thread]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1967 Download]&lt;br /&gt;
&lt;br /&gt;
===2005-12-05 NTAI 0.28.10+ installer FIXED)===&lt;br /&gt;
Counter attacking, and numrous fixes, modifications. All who&#039;ve downlaoded it redownload as I made a terrible mistake copying the wrong files over. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1950 Download Installer]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 NTAI 0.28Beta 7 Released===&lt;br /&gt;
Working Attack code, vastly improved building, Xect, Rhyoss, Mynn, TLL, XTA and AA support. - Alantai&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1909 Download]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
===2005-12-01 OTAI for 0.67  Released===&lt;br /&gt;
Veylons latest installment of OTAI, with a slew of improovements.&lt;br /&gt;
[http://www.geocities.com/veylon_ii/TASpring/OTAI_v102.zip Downlaod]&lt;br /&gt;
&lt;br /&gt;
===2005-11-11 Cursor groupAI Released===&lt;br /&gt;
Show Allies what untis you have selected and where your mouse cursor is.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1873 Link]&lt;br /&gt;
[http://img479.imageshack.us/img479/8186/screen0121oq.jpg Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 NTAI 028BETA 7.1 Released===&lt;br /&gt;
Full ARM + TLL support, and improved attacking.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1887 Linky]&lt;br /&gt;
[http://www.fileuniverse.com/?p=showimage&amp;amp;ID=1755 Screenshot]&lt;br /&gt;
&lt;br /&gt;
(This is a new version from beta 6.5 released yesterday)&lt;br /&gt;
&lt;br /&gt;
===2005-11-12 - NTAI 0.27 Released===&lt;br /&gt;
Water map support, krogoths, vehicles, aircraft, and more!&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2829 Details]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2827 Screenshots]&lt;br /&gt;
&lt;br /&gt;
===2005-10-29 - NTAI 0.25 Released===&lt;br /&gt;
The latest version of NTAI released today with many new abilities, such as a greatly improved attack system, and the ability to scout.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2687 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-20 - Absolute Annihilation: Spring Released===&lt;br /&gt;
The highly popular OTA mod, Absolute Annihilation, has now been fully converted for compatibility with Spring.  Unlike the original Spring version released some months ago, the new version is fully compatible with the mod switching system.  It also features many visual and strategic enhancements only possible in Spring, and uses the latest version of the AA dataset, 6.0.&lt;br /&gt;
&lt;br /&gt;
Already a new version is available, 1.25, which corrects several major bugs.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/AASpring125zip/;4417183;;/fileinfo.html Direct Download (1.25)]&lt;br /&gt;
&lt;br /&gt;
[http://prdownloads.sourceforge.net/ta-aa/AATrailer.zip?download Mod Trailer]&lt;br /&gt;
&lt;br /&gt;
[http://www.planetannihilation.com/aa AA Homepage]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2633 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
===2005-10-16 - KuroTA v0.45 Released===&lt;br /&gt;
This is the second public release of this fairly popular mod. It all started out as a bunch of custom units in a TA installation from years gone by, but thanks to dedication it&#039;s been turned into a playable and fairly balanced mod for everyone to play on Spring. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2514 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1646 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-15 - UberHack, SpringVersion1.3 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2540 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1633 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-10-12 - Maelstroms SMD Creator===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD Creator] has been relesed, to help people create SMD Map files with an easy to use GUI.&lt;br /&gt;
&lt;br /&gt;
===2005-10-11 - JCAI 0.20 Released===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=33275#33275 JCAI 0.20 skirmish AI] is released for Spring 0.64b1 with a modified spring exe, it is much more stable now. JCAI 0.20 is included in current release (0.65b1)&lt;br /&gt;
&lt;br /&gt;
===2005-09-28 - UberHack, SpringVersion1.2 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://spring.clan-sy.com/phpbb/viewtopic.php?t=2364 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1552 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-08-20 - wiki Button Added===&lt;br /&gt;
As you probably already have noticed, the SY&#039;s have added a wiki button (Made by aGorm) to the Navigation bar. Hopefully, this will make people more aware of the wiki, as some have never even heard of it! More info on [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1917 this thread]. If you don&#039;t see the wiki button, empty the cache of your browser and refresh.&lt;br /&gt;
&lt;br /&gt;
===2005-08-16 - JCAI Released===&lt;br /&gt;
Zaphod has released alpha 1 of his skirmish AI JCAI for spring,[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1920 see forum post]&lt;br /&gt;
TAI code has been released but doesnt work. [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1322 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-08-03 - Mods and Maps===&lt;br /&gt;
zwzsg made a 3.6MB mod package with: OTA balance, Evolva models, UTASP Buildpics. Install and use easy thanks to the new mod switcher introduced in Spring 0.60b1.&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://spring.clan-sy.com/phpbb/viewtopic.php?t=1843 More info and discussion]&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Download link]&lt;br /&gt;
&lt;br /&gt;
[http://zwzsg.hosted.luckz.de/img/spring/Azure%20Rampart%20-%20evnbp%20-%20Bomber.png http://www.fileuniverse.com/images/Azure%20Rampart%20-%20evnbp%20-%20Bomber.jpg-thumb.png][http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg-thumb.png][http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg-thumb.png][http://www.fileuniverse.com/images/causticscreenshot.jpg http://www.fileuniverse.com/images/causticscreenshot.jpg-thumb.png]&lt;br /&gt;
&lt;br /&gt;
Spring 0.60b1 made all previous maps obsolete, but as the pictures above show, there&#039;s a steadily increasing [http://www.fileuniverse.com/?p=listing&amp;amp;ID=121 choice of new maps], either old ones converted to the new format or brand new.&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Front_Page&amp;diff=20237</id>
		<title>Talk:Front Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Front_Page&amp;diff=20237"/>
		<updated>2006-05-02T11:23:35Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wahaay, IÃ‚Â´ve finally put my proposed page to the front :D . &lt;br /&gt;
Hey, if anybody has questions about editing the main page, please shoot away! I know that the table syntax is somewhat daunting at first, but its relatively easy actually. Go have a look [http://en.wikipedia.org/wiki/Help:Table here] if you have some time. --[[User:SeanHeron|SeanHeron]] 16:01, 15 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hmm, although I changed it myself, I think the [[Ideas for the Main Page|&amp;quot;old&amp;quot; design]] is nicer after all. Also the syntax is slightly more simple so unexperienced wiki users may be more invited to play around with it. Maybe a mix of both designs would be best... &lt;br /&gt;
Please criticize what you like, and dislike about the different designs (and feel free to go ahead and make some design ideas of your own) -- [[User:SeanHeron|SeanHeron]] 12:43, 17 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As others mentioned on the Forums, this page design looks like it might be good for the main site front page, but isn&#039;t really good for the &#039;&#039;Wiki&#039;&#039; front-page. That said, the old Wiki front page could use a bit of a redesign. Right now, it&#039;s not really obvious what a newbie wants to read, and the categories seem a little arbitrary. Perhaps a better set would be:&lt;br /&gt;
&lt;br /&gt;
Spring (Read Me First, Getting Started, Using Spring, Spring On A LAN, Strategy and Tactics, Features, FAQ, Spring Project, Related Software) - Also might be worth changing &amp;quot;Related Software&amp;quot; to, say, &amp;quot;Lobby Clients&amp;quot;, since there appear to be a bunch in development.&lt;br /&gt;
&lt;br /&gt;
Community (Clans, King Titles, Mods, Maps, Monthly Topic Rotation, Add to the Wiki)&lt;br /&gt;
&lt;br /&gt;
Modding (Mod Development, Unit Development, Create Units, Create Maps, &lt;br /&gt;
Map, Mod, And Unit Development Programs)&lt;br /&gt;
&lt;br /&gt;
Development (Source Development, Linux, Mac, AI)&lt;br /&gt;
&lt;br /&gt;
It could be split into two rows, one for Spring and Community, one for Modding and Development.&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:40, 17 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I moved the &amp;quot;original&amp;quot; main page back here, and main page to front page. Since this is the main page of the wiki this makes more sense to me, and then I don&#039;t have to change any links. :) http://taspring.clan-sy.com/index2.php is a w.i.p of a frontpage using [[Front Page]] as a source for the header. I&#039;m not sure the talk pages are matching anymore though, perhaps some wiki master could take a look at it :)&lt;br /&gt;
--[[User:Fnordia|Fnordia]] 15:53, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
:Its looking good. You still have to properly implement the Community News (Just replace {{Template:Community_News}} with the community news), but apart from that I cant see a problem at all.&lt;br /&gt;
:&lt;br /&gt;
:Should the page be protected so random vandals dont come in and destroy it? Its not a problem now, but in the future it might be.&lt;br /&gt;
:&lt;br /&gt;
: --[[User:Maelstrom|Maelstrom]] 16:00, 23 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Hey, cool to see that its on its way :) . Your right, the history and talk are somewhat messed up (I think). I donÃ‚Â´t have the time now, but I might fix it later. However, I donÃ‚Â´t think I can do everything without admin rights. &lt;br /&gt;
regards [[User:SeanHeron|SeanHeron]] 13:23, 2 May 2006 (W. Europe Daylight Time)&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5572</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5572"/>
		<updated>2006-04-22T09:52:27Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: /* Obtaining the Source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you will need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed in game can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
&lt;br /&gt;
If you just want to look at the code, you can use [http://svn.berlios.de/viewcvs/taspring-linux/trunk/ HTTP based viewing of the repository]&lt;br /&gt;
&lt;br /&gt;
Another option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the subversion (SVN) repository. This will also allow you to make a patch out of the changes you make to the code, and send it to one of the developers with SVN access.&lt;br /&gt;
&lt;br /&gt;
More information about downloading from the svn repository is available at the &lt;br /&gt;
[http://developer.berlios.de/projects/taspring-linux BerliOS Project page]&lt;br /&gt;
Two good windows SVN clients are SmartSVN and TortoiseSVN.&lt;br /&gt;
&lt;br /&gt;
Is this still any good: [[CVS tutorial]] ? --[[User:SeanHeron|SeanHeron]] 00:07, 17 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you are interested in learning C++, see [[Learning_CPP]]&lt;br /&gt;
&lt;br /&gt;
However please note that badly designed code (code created by a C++ novice for example), will even if working not be included in the spring code. Spring is a large project, and therefore it is necessary to stay away from hack jobs and create general solutions to problems.&lt;br /&gt;
&lt;br /&gt;
===Modifying and Compiling the Source===&lt;br /&gt;
See [[Development_IDEs]]. You have either to use the SCons build system that is multi platform, or use the vcproj for building spring in Visual Studio 2003.&lt;br /&gt;
Currently the build is actively updated for Linux and for Visual Studio 2003 &lt;br /&gt;
You will needs these libraries:&lt;br /&gt;
&lt;br /&gt;
*[http://www.boost.org Boost C++ library]&lt;br /&gt;
*[http://www.openal.org OpenAL Audio library]&lt;br /&gt;
*[http://glew.sf.net GLEW (OpenGL extension loading)]&lt;br /&gt;
*[http://www.winimage.com/zLibDll/ zlib + minizip]&lt;br /&gt;
*[http://www.libsdl.org SDL]&lt;br /&gt;
*[http://openil.sf.net DevIL (Image loading)]&lt;br /&gt;
*[http://www.freetype.org Freetype font rendering]&lt;br /&gt;
&lt;br /&gt;
*[http://msdn.microsoft.com/directx/sdk/ DirectX SDK] (Windows, Visual Studio C++ only)&lt;br /&gt;
*PlatformSDK (Windows, Visual Studio C++ Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are using Windows, you can find most of the dependences pre-built at [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=49257#49257 here].&lt;br /&gt;
A pre-built copy of boost for VS8 can be found [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=56846#56846 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/dev-cpp/devcpp-4.9.9.2_setup.exe Dev-Cpp installer] / [MinGW] Though I would not advise mingw because you have two set it up your self.&lt;br /&gt;
&lt;br /&gt;
*[http://www.python.org/ftp/python/2.4.2/python-2.4.2.msi Python 2.4 installer]&lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/pywin32/pywin32-208.win32-py2.4.exe?download Python win32 extensions installer] &lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-0.96.1.win32.exe Scons installer]&lt;br /&gt;
&lt;br /&gt;
Grab and install the above programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set-Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make sure C:\Python2.4 and C:\Dev-Cpp\bin are in your PATH environment variable. Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (Change paths where appropriate.) Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP), Checkout the TA Spring SVN repository. You will also need the [http://spring.clan-sy.com/dl/spring-mingwlibs.exe Mingw / DevCPP libs] extract to /taspring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compiling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd /where you checked it out in the previous step, if you use checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first then type scons configure&amp;lt;enter&amp;gt;, followed by scons&amp;lt;enter&amp;gt;. Refer to scons --help for options that can be passed to scons configure. Wait, this will take a while. Copy over data files and stuff from official spring to the game dir (where spring.exe is created). Copy missing DLLs from mingwlibs/dll, Start developing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are using Linux, refer to the [[SetupGuide]] to build Spring and get it running.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can send an email to the development mailing list shown at [[Linux]] page. Sending your code in the form of a patch (also known as a .diff file), will make the chances of including it in the main code.&lt;br /&gt;
It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
Current development is done on the portable code only, located at [http://developer.berlios.de/projects/taspring-linux Berlios]&lt;br /&gt;
All current and future releases will be based on this code.&lt;br /&gt;
The current spring code is being developed on Windows and linux. A mac port is being worked on, as well as other unixes. &lt;br /&gt;
Use the mailing list listed on the [[Linux]] page to reach all developers (windows and linux). However if you have a feature request or bug report, the mantis bugtracker is probably a better way.&lt;br /&gt;
Development information about the portable code can be found here: [[MultiplatformSpring]]&lt;br /&gt;
&lt;br /&gt;
==Spring Engine TODO list==&lt;br /&gt;
There is a TODO list for developers who want to contribute to the engine itself:&lt;br /&gt;
[[SpringEngineTODO]]&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]] [[Category:Source development]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Installing_Visual_C_plus_plus&amp;diff=9853</id>
		<title>Installing Visual C plus plus</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Installing_Visual_C_plus_plus&amp;diff=9853"/>
		<updated>2006-04-22T09:49:32Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added some infos about the libs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok getting the free Microsoft IDE to run is not the easiest task, if you donÃ‚Â´t know what your doing. If you do though its easy peasy :D .&lt;br /&gt;
First of all your going to need quite a bit of free Hard drive memory, about 2 gigabytes. Roughly one Gigabyte needs to be free on your windows drive (usually C:).&lt;br /&gt;
&lt;br /&gt;
What I say after this can basicly be found on the microsoft page [http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/ here] with links included, so you might as well go there, and just check here if your having problems.&lt;br /&gt;
You first need to install the &amp;quot;Visual Studio C++ 2005 Express edition&amp;quot; . Long name ey? Anyway there are two ways to install: &lt;br /&gt;
#The [http://go.microsoft.com/fwlink/?LinkId=51410&amp;amp;clcid=0x409 online installation], where you download a small installer, which then downloads the files as you install. I advise against this, as it was always moaning about not having this or that windows update. I do run on a Windows 2000 Machine though, so maybe its no problem with XP.&lt;br /&gt;
# Anyway the other (in my opinion: better) way is to download the [http://go.microsoft.com/fwlink/?linkid=54766 Image file] (.img), extract this with an image reader (you can get one free, just google for it). Than all you need to do is run setup/install, and presto ! You donÃ‚Â´t need to install the frills by the way (the Visual Studio Library or the SQL something).&lt;br /&gt;
&lt;br /&gt;
Okay, that was step one.&lt;br /&gt;
Now you need to install the &amp;quot;Windows Platform SDK (Software Developer Kit)&amp;quot;.&lt;br /&gt;
Again there are two ways of installation, same as before. This time though IÃ‚Â´d advise using the [http://www.microsoft.com/downloads/info.aspx?na=46&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=http%3a%2f%2fdownload.microsoft.com%2fdownload%2fa%2f5%2ff%2fa5f0d781-e201-4ab6-8c6a-9bb4efed1e1a%2fPSDK-x86.exe&amp;amp;oRef=http%3a%2f%2fmsdn.microsoft.com%2fvstudio%2fexpress%2fvisualc%2fusingpsdk%2f online installer], as the [http://www.microsoft.com/downloads/details.aspx?familyid=D8EECD75-1FC4-49E5-BC66-9DA2B03D9B92&amp;amp;displaylang=en Image file] was broken (for me anyway).&lt;br /&gt;
&lt;br /&gt;
OK if youÃ‚Â´ve got that done, your almost ready.&lt;br /&gt;
Next you need to follow the [http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/ instructions on the Windows page], manually changing some of the VS C++ 2005 Settings.&lt;br /&gt;
&lt;br /&gt;
After that you need to install the vclibs package and (if you want to compile the source, and not only AIÃ‚Â´s) the directx SDK.&lt;br /&gt;
Also, the VC8 Project file has some outdated include and link directories that your going to have to change.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source development]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Front_Page&amp;diff=20230</id>
		<title>Talk:Front Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Talk:Front_Page&amp;diff=20230"/>
		<updated>2006-04-17T10:43:29Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wahaay, IÃ‚Â´ve finally put my proposed page to the front :D . &lt;br /&gt;
Hey, if anybody has questions about editing the main page, please shoot away! I know that the table syntax is somewhat daunting at first, but its relatively easy actually. Go have a look [http://en.wikipedia.org/wiki/Help:Table here] if you have some time. --[[User:SeanHeron|SeanHeron]] 16:01, 15 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Hmm, although I changed it myself, I think the [[Ideas for the Main Page|&amp;quot;old&amp;quot; design]] is nicer after all. Also the syntax is slightly more simple so unexperienced wiki users may be more invited to play around with it. Maybe a mix of both designs would be best... &lt;br /&gt;
Please criticize what you like, and dislike about the different designs (and feel free to go ahead and make some design ideas of your own) -- [[User:SeanHeron|SeanHeron]] 12:43, 17 Apr 2006 (W. Europe Daylight Time)&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2879</id>
		<title>Basic s3o unit making guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2879"/>
		<updated>2006-04-16T22:43:49Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need:==&lt;br /&gt;
&lt;br /&gt;
*The Model&lt;br /&gt;
*The UV map&lt;br /&gt;
*The Textures&lt;br /&gt;
*The Script&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2317 UpSpring]&lt;br /&gt;
&lt;br /&gt;
== The Model ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can make it in any of the 3d modeling programs mentioned [http://taspring.clan-sy.com/wiki/Map%2C_Mod%2C_And_Unit_Development_Programs#3d_Modeling here.]&lt;br /&gt;
&lt;br /&gt;
Upspring will import .OBJ, and .3DS, (.3DO is supported aswell but we are supposing to work from scratch here and not converting old units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Importing 3ds files will have some sort of hierarchy, but with all pieces at the same level, so you will have to re-arrange them in the correct order using cut-paste commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If im not mistaken, .OBJ files dont have hierarchy, so there is no distinction between parts of the unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for using this format you must save each part of the unit in separate files and import them individually from upspring. You must have at least one existing object to import to, so create an &amp;quot;empty&amp;quot; if needed, then import the pieces following the hierarchy, or you can manually arrange them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For moving object origins, move part using the move tool, and then use &amp;quot;Apply transformation&amp;quot; button in object tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the saved .S3O file in the &amp;quot;Objects3D&amp;quot; folder in your mod structure files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;All part names in s3o must be in lower case in UpSpring.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will avoid issues with the script.&lt;br /&gt;
&lt;br /&gt;
== The UV map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only one UV map image is allowed, so you must make all part use the same UV map.&lt;br /&gt;
&lt;br /&gt;
Its reported that the biggest texture size of the UV map is 2048x2048.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A guide on Skinning (UV mapping) can be found [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3511 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can import .3DS models already UV mapped into UpSpring.&lt;br /&gt;
&lt;br /&gt;
(But in my tests the UV map results incorrectly displayed, please fix this part if you know how to do it right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way of making the UV map is importing the model first to Upspring, either by using one .3DS file or the separate .OBJ files method.&lt;br /&gt;
&lt;br /&gt;
Once you have the model imported and in the right place, use &amp;quot;Export Model for UV mapping&amp;quot; in Upspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then uvmap that .OBJ file in whatever UV mapping tool of your liking, save, and then import back the UV using the &amp;quot;load UV map from file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The Textures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quote&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(In The GIMP, what is texture will show completely black, and what is teamcolor will show transparent, showing the texture under the alpha. Which is a bit awkward if you ask me.. as you wont be able to see what is supposed to be texture, but what wont. buh!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The value of the alpha will blend with the texture, so you can make cool teamcolor/texture transitions ;) .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use TARGA (.TGA files) format for textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(I&#039;ve tested DDS format several times in The Gimp, using the export plugin, and have not been able to make this files work so far. Hopefully someone can add more information on this.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UpSpring 1.3 has a built it texture builder that dont seems to be working, with jpg images, but PNG images work fine, [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=69597#69597 here is a thread] showing how to do that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the finished files in &amp;quot;unittextures&amp;quot; folder inside your mod structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
some other words on the textures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;alpha is a greyscale... black = no team color, white = all team colour... because Photoshop is dumb stick to 1% balck or 99% black... anything in between is &amp;quot;blended&amp;quot;... like transparency in the team colour mapped over the main texture...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Script ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common script, see other wiki resources for information on what is new/changed in spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The unit FBI file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this file goes the usual information, plus one change:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the usual&lt;br /&gt;
	Objectname=UNITNAME;&lt;br /&gt;
&lt;br /&gt;
must be &lt;br /&gt;
	Objectname=UNITNAME&#039;&#039;&#039;.s3o&#039;&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
== Common Troubles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The unit wont show up in game, although the &amp;quot;.give unitname&amp;quot; will work and you can see the selected base.&lt;br /&gt;
&lt;br /&gt;
This is caused bc the unit is underground. In the Model tab you must give your unit a center, collision sphere radius and heigth in Upspring, you can use &amp;quot;estimate&amp;quot; and will be fine.&lt;br /&gt;
&lt;br /&gt;
*The unit texture is all black in game!&lt;br /&gt;
&lt;br /&gt;
Read the texture section here. 3DOs cant be UV textured. Use .TGA format. Dont forget alpha.&lt;br /&gt;
&lt;br /&gt;
*The UV seems wrong in game..&lt;br /&gt;
&lt;br /&gt;
Flip the UV. In UpSpring go to, Texture Mapping&amp;gt;Show UV Maps, then, edit&amp;gt;Flip UVs.&lt;br /&gt;
&lt;br /&gt;
*I get a &amp;quot;missing part&amp;quot; error, and the unit wont aim turrets or animate as indicated in the script.&lt;br /&gt;
&lt;br /&gt;
See last lines in The Model part.&lt;br /&gt;
&lt;br /&gt;
== Related Threads ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4519]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3766]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3641]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4536 Complementary information]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Credits&lt;br /&gt;
&lt;br /&gt;
Its all stolen from the above threads.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy:Absolute_Annihilation&amp;diff=17931</id>
		<title>Strategy:Absolute Annihilation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy:Absolute_Annihilation&amp;diff=17931"/>
		<updated>2006-04-16T22:37:14Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Strategy==&lt;br /&gt;
Absolute Annihilation is a modification of TA. Therefore, the same basic strategies and tactics that good TA players utilize are also utilized by good AA players. Although the best players heavily analyze famous military works such as &amp;lt;i&amp;gt;The Art of War&amp;lt;/i&amp;gt;, the essence of the message lies in the following points: &lt;br /&gt;
&lt;br /&gt;
# Always Expand&lt;br /&gt;
# Be Offensive&lt;br /&gt;
# Practice&lt;br /&gt;
&lt;br /&gt;
Indeed, the actual units present in AA are irrelevant; it takes little time to learn what they all do. The key lies in utilizing them effectively. Always keep the following points in mind when playing, and above all, practice, and even if you lose, ask the person to whom you lost what you did wrong and right.&lt;br /&gt;
&lt;br /&gt;
==Strategies and their counters==&lt;br /&gt;
This is a list of strategies, and a good way to counter them&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|width=&amp;quot;150px&amp;quot;|		&#039;&#039;&#039;Strategy&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;*&amp;quot;|		Counter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skirmishers&#039;&#039;&#039;&lt;br /&gt;
|Planes, heavy  defenses with a fair bit of range&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stationary Defenses&#039;&#039;&#039;&lt;br /&gt;
|Mid range untis with jammers and radar or scouts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arty&#039;&#039;&#039;&lt;br /&gt;
|Jammers&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Jammers&#039;&#039;&#039;&lt;br /&gt;
|Scouts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense Swarming&#039;&#039;&#039;&lt;br /&gt;
|Mass Expansion&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mass Expansion&#039;&#039;&#039;&lt;br /&gt;
|Mass Raiding&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unit Swarming&#039;&#039;&#039;&lt;br /&gt;
|Defense Swarming (+reclaim wrecks)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Commander&#039;&#039;&#039;&lt;br /&gt;
|Radar+Skirmish&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level One Swarming&#039;&#039;&#039;&lt;br /&gt;
|Defense Swarming, Microed L2 (especially skirmishers)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Short Range Defenses&#039;&#039;&#039;&lt;br /&gt;
|Assault Units (slow but powerful), long range units with radar or scouts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Assault Units&#039;&#039;&#039;&lt;br /&gt;
|Raid the shit out of his econ to cripple production (air are good), brawlies, lvl1 short range (cost effective but u need a fuckload)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Porcers&#039;&#039;&#039;&lt;br /&gt;
|Porc more, it annoys Kelson which is always fun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SpringEngineTODO&amp;diff=17064</id>
		<title>SpringEngineTODO</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SpringEngineTODO&amp;diff=17064"/>
		<updated>2006-04-16T22:33:41Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added link to the syncing system page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a TODO list for anyone interested in developing the spring code. If you are not involved in the development, please contact one of the developers first, or mail to the mailing list before you add things here.&lt;br /&gt;
&lt;br /&gt;
* Implement saving/loading. There are a lot of direct LoadSave() functions in the game code, but the easier way would probably to finish the serialization in the class registration type interfaces (rts/System/creg), so everything can be serialized automatically. &lt;br /&gt;
&lt;br /&gt;
* [[Syncing System|Implement re-sync]]. After a sync problem is detected, and a re-sync of the random seed does not fix it the game would pause and use the rsync to adjust game state (current plan if for float3 data) to resync, as suggested by Jesse Schoch in [http://lolut.utbm.info/pipermail/taspring-linux/2006-February/000810.html]. After using rsync on it should be able to continue normaly until the next sync error is detected.&lt;br /&gt;
&lt;br /&gt;
* Abstract and improve unit rendering:&lt;br /&gt;
** Improve the S3O rendering: It doesn&#039;t generate nice explosion particles like the 3DO system, and it has other issues with drawing as well (refer to the s3o related threads on the forum for this, or test it and see for yourself).&lt;br /&gt;
** 3DO/S3O support is not abstracted, many parts of unit rendering are spread throughout spring and assume 3DO, and the rendering is a messy mixture of 3DO and S3O stuff. Abstracting the model rendering with a sort of IModel and IModelInstance interfaces would allow adding other model formats as well (Such as a skeletal animation format).&lt;br /&gt;
&lt;br /&gt;
* Improve weapon collision detection with more complex shapes for the bigger units. Giving every model a set of convex collision meshes, saved in the S3O file, could be a solution. This will need a change in the s3o format and upspring editor, so you will need some cooperate with me on that part(jcnossen).&lt;br /&gt;
&lt;br /&gt;
* Bind a scripting language to Spring. Fnordia already started on this with lua and luabind, but since luabind does not compile on GCC (so I&#039;ve heard), it&#039;s not an option. &lt;br /&gt;
**Binding LUA could be done in other ways too ofcourse. &lt;br /&gt;
**A lightweight and fast language that can call C/C++ directly is AngelScript ([[www.angelcode.com/angelscript]]), class support with inheritance is however not yet supported (WIP), but is already a good choice because it doesn&#039;t require wrapper functions.&lt;br /&gt;
&lt;br /&gt;
* Make more elements of spring data-driven. Explosion bitmaps, trees, etc... A lot of graphics are hardcoded and should be changeable with scripts or config files (FBI/TDF).&lt;br /&gt;
&lt;br /&gt;
* Add a dynamic-lighting system: Allow units to have dynamic lights on them that affect lighting of other units and landscape, with sort of &amp;quot;approximating lights&amp;quot; for cases where a lot of units get close together. This is a big thing, but it would improve spring graphics a lot if done well.&lt;br /&gt;
&lt;br /&gt;
* Get a mac version working. Contact the developers on the mailing list for this, as there are people looking into this already.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source development]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5571</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5571"/>
		<updated>2006-04-16T22:30:38Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: big delete, which somebody forgot too do :D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you will need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed in game can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
&lt;br /&gt;
If you just want to look at the code, you can use [http://svn.berlios.de/viewcvs/taspring-linux/trunk/ HTTP based viewing of the repository]&lt;br /&gt;
&lt;br /&gt;
Another option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the subversion (SVN) repository. This will also allow you to make a patch out of the changes you make to the code, and send it to one of the developers with SVN access.&lt;br /&gt;
&lt;br /&gt;
More information about downloading from the svn repository is available at the &lt;br /&gt;
[http://developer.berlios.de/projects/taspring-linux BerliOS Project page]&lt;br /&gt;
Two good windows SVN clients are SmartSVN and TortoiseSVN.&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you are interested in learning C++, see [[Learning_CPP]]&lt;br /&gt;
&lt;br /&gt;
However please note that badly designed code (code created by a C++ novice for example), will even if working not be included in the spring code. Spring is a large project, and therefore it is necessary to stay away from hack jobs and create general solutions to problems.&lt;br /&gt;
&lt;br /&gt;
===Modifying and Compiling the Source===&lt;br /&gt;
See [[Development_IDEs]]. You have either to use the SCons build system that is multi platform, or use the vcproj for building spring in Visual Studio 2003.&lt;br /&gt;
Currently the build is actively updated for Linux and for Visual Studio 2003 &lt;br /&gt;
You will needs these libraries:&lt;br /&gt;
&lt;br /&gt;
*[http://www.boost.org Boost C++ library]&lt;br /&gt;
*[http://www.openal.org OpenAL Audio library]&lt;br /&gt;
*[http://glew.sf.net GLEW (OpenGL extension loading)]&lt;br /&gt;
*[http://www.winimage.com/zLibDll/ zlib + minizip]&lt;br /&gt;
*[http://www.libsdl.org SDL]&lt;br /&gt;
*[http://openil.sf.net DevIL (Image loading)]&lt;br /&gt;
*[http://www.freetype.org Freetype font rendering]&lt;br /&gt;
&lt;br /&gt;
*[http://msdn.microsoft.com/directx/sdk/ DirectX SDK] (Windows, Visual Studio C++ only)&lt;br /&gt;
*PlatformSDK (Windows, Visual Studio C++ Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are using Windows, you can find most of the dependences pre-built at [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=49257#49257 here].&lt;br /&gt;
A pre-built copy of boost for VS8 can be found [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=56846#56846 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/dev-cpp/devcpp-4.9.9.2_setup.exe Dev-Cpp installer] / [MinGW] Though I would not advise mingw because you have two set it up your self.&lt;br /&gt;
&lt;br /&gt;
*[http://www.python.org/ftp/python/2.4.2/python-2.4.2.msi Python 2.4 installer]&lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/pywin32/pywin32-208.win32-py2.4.exe?download Python win32 extensions installer] &lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-0.96.1.win32.exe Scons installer]&lt;br /&gt;
&lt;br /&gt;
Grab and install the above programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set-Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make sure C:\Python2.4 and C:\Dev-Cpp\bin are in your PATH environment variable. Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (Change paths where appropriate.) Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP), Checkout the TA Spring SVN repository. You will also need the [http://spring.clan-sy.com/dl/spring-mingwlibs.exe Mingw / DevCPP libs] extract to /taspring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compiling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd /where you checked it out in the previous step, if you use checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first then type scons configure&amp;lt;enter&amp;gt;, followed by scons&amp;lt;enter&amp;gt;. Refer to scons --help for options that can be passed to scons configure. Wait, this will take a while. Copy over data files and stuff from official spring to the game dir (where spring.exe is created). Copy missing DLLs from mingwlibs/dll, Start developing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are using Linux, refer to the [[SetupGuide]] to build Spring and get it running.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can send an email to the development mailing list shown at [[Linux]] page. Sending your code in the form of a patch (also known as a .diff file), will make the chances of including it in the main code.&lt;br /&gt;
It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
Current development is done on the portable code only, located at [http://developer.berlios.de/projects/taspring-linux Berlios]&lt;br /&gt;
All current and future releases will be based on this code.&lt;br /&gt;
The current spring code is being developed on Windows and linux. A mac port is being worked on, as well as other unixes. &lt;br /&gt;
Use the mailing list listed on the [[Linux]] page to reach all developers (windows and linux). However if you have a feature request or bug report, the mantis bugtracker is probably a better way.&lt;br /&gt;
Development information about the portable code can be found here: [[MultiplatformSpring]]&lt;br /&gt;
&lt;br /&gt;
==Spring Engine TODO list==&lt;br /&gt;
There is a TODO list for developers who want to contribute to the engine itself:&lt;br /&gt;
[[SpringEngineTODO]]&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]] [[Category:Source development]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Syncing_System&amp;diff=18086</id>
		<title>Syncing System</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Syncing_System&amp;diff=18086"/>
		<updated>2006-04-16T22:24:42Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why is syncing necessary ==&lt;br /&gt;
Due to the variety of processors, C standard math libraries, and other configuration differences spring might be encountering in the future, it can be assumed that there will always be sync errors. Small differences in floating point numbers will not be an actual problem for the users, but these small differences are cumulative and can eventually lead to a completely different game state.&lt;br /&gt;
&lt;br /&gt;
== Determining out-of-sync state ==&lt;br /&gt;
Determining sync is fairly straightforward: A checksum value based on certain gamestate properties can be calculated on every client, and compared with the checksum of the host.&lt;br /&gt;
As said above there will always be small differences, so an exact match of gamestate is not possible. A solution is to make the checksum calculation less strict, for example to cast position float3 vectors to int3 vectors, so small floating point differences do not change the checksum.&lt;br /&gt;
&lt;br /&gt;
== Re-syncing ==&lt;br /&gt;
Resyncing gamestate (restoring sync between host and clients) is the real problem to solve here. Due to network lag and different CPU speeds, the host game simulation could be running ahead of the client simulation. &lt;br /&gt;
The best way of keeping things in control would be to pause the game completely, and then start sending over the data to restore sync. This is also how the linux rts game &amp;quot;Boson&amp;quot; seems to handle sync restoration.&lt;br /&gt;
How it could work in spring:&lt;br /&gt;
&lt;br /&gt;
#When the client detects an out-of-sync situation (checksums don&#039;t match), it sends an out-of-sync message to the host&lt;br /&gt;
#The host sends when receiving this message, sends pausing messages to all clients. With the pause message, the server also sends checksum values for individual units, unit groups, or all the units on a map sector. This larger set of checksum values allows to client to only request data that is actually out-of-sync. &lt;br /&gt;
#Game situations need to be the same, so the clients run the simulation (even if it&#039;s not in sync) until they reach the same gameframe as the host simulation.&lt;br /&gt;
#Clients compare the set of checksum values with their own gamestate, and report back to the server which parts of their simulation were unsynced. &lt;br /&gt;
#Server sends the gamestate requested by the client&lt;br /&gt;
#Server starts running the game again&lt;br /&gt;
&lt;br /&gt;
==== Resyncing using a full savegame ====&lt;br /&gt;
Sending the complete gamestate would result in several MBs of network traffic, so that is something that should only be considered if everything else fails (or maybe it shouldn&#039;t be considered at all)&lt;br /&gt;
&lt;br /&gt;
==== Resyncing invidual units ====&lt;br /&gt;
Resyncing individual units is already somewhat within range, although probably still heavy on network traffic. sizeof(CUnit) is 832 bytes, so sending complete unit instance contents is not possible. I have noticed that a lot of the CUnit and derivative members can be calculated from others, or are only used in specific situations (such as building/terraform/attacking). This is were unit specific optimizations could be done, if every unit has a function which selects which class members have to be synced in that game situation.&lt;br /&gt;
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&lt;br /&gt;
== Possible optimizations ==&lt;br /&gt;
&lt;br /&gt;
*If network traffic is too high, it might be reduced by adding more steps to the syncing process (possibly at the expense of a longer resync time due to lag). Step 2 and 4 of the resync process would be applied multiple times&lt;br /&gt;
**1. The gamestate set of out-of-sync data starts with ALL gamestate&lt;br /&gt;
**2. Server sends checksum values for specific sections of this set of gamestate (checksum per map sector for example)&lt;br /&gt;
**3. Client compares with own gamestate and reports back.&lt;br /&gt;
**4. Server now has a reduced set of out-of-sync gamestate and calculates a new set of checksums for that (per object checksum value for example)&lt;br /&gt;
*When one client goes out-of-sync, a more strict checksum calculation is applied to all client, to catch emerging differences in gamestate. The game is already paused anyway, so using that time would be useful.&lt;br /&gt;
&lt;br /&gt;
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[[Category:Source development]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander_bombing&amp;diff=4621</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=4621"/>
		<updated>2006-04-16T22:18:51Z</updated>

		<summary type="html">&lt;p&gt;SeanHeron: added category&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 Korgoth.&lt;br /&gt;
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[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>SeanHeron</name></author>
	</entry>
</feed>