<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SecurE</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=SecurE"/>
	<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/wiki/Special:Contributions/SecurE"/>
	<updated>2026-11-08T21:52:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Spring_on_MacOSX&amp;diff=17592</id>
		<title>Spring on MacOSX</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Spring_on_MacOSX&amp;diff=17592"/>
		<updated>2007-07-17T19:26:15Z</updated>

		<summary type="html">&lt;p&gt;SecurE: Removed spam links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Status ==&lt;br /&gt;
&lt;br /&gt;
At the present, there is a working, compiled universal binary for Macintosh OSX 10.4. However, this is still pre-release and is not yet ready for the public.&lt;br /&gt;
&lt;br /&gt;
Network sync presently restricts play to between computers of the same architecture type. Cross architecture network support is being worked on but will have to wait till there&#039;s hardware to work with. &lt;br /&gt;
&lt;br /&gt;
A port of the Unity lobby is being attempted (ease of installation is a major concern regardles though), as well as there being progress on AFLobby, but neither as yet are working easily. Therefore, play between two computers must be initiated manually via start scripts and/or command line.&lt;br /&gt;
&lt;br /&gt;
See the [[Lobby_on_MacOSX]] page for details&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Latest Release:&#039;&#039;&#039;  0.7gU with 0.78eU patch --[[User:Elio|Elio]] 03:40, 27 Feb 2007 (W. Europe Standard Time)&lt;br /&gt;
&lt;br /&gt;
== Download == &lt;br /&gt;
to download and see the latest information, see&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=163367#163367 the forum thread] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
Elio is, at present, the sole active dev on this port and working towards a full Universal build with network sync. However, at the present he is &amp;quot;slowly&amp;quot; getting an intel mac mini or similar macintel to achieve this. &lt;br /&gt;
&lt;br /&gt;
therefore, the option to donate to support such a cause is [https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&lt;/div&gt;</summary>
		<author><name>SecurE</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Mods&amp;diff=23519</id>
		<title>Category:Mods</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Mods&amp;diff=23519"/>
		<updated>2005-12-12T01:47:37Z</updated>

		<summary type="html">&lt;p&gt;SecurE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;TASClient Compatible Mods&#039;&#039;&#039;&amp;lt;/center&amp;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: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|width=&amp;quot;245&amp;quot;|&amp;lt;center&amp;gt;[[Absolute_Annihilation|Absolute Annihilation: Spring]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|width=&amp;quot;245&amp;quot;|&amp;lt;center&amp;gt;[[KuroTA|KuroTA]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|width=&amp;quot;245&amp;quot;|&amp;lt;center&amp;gt;[[EvoTA|OTA + Evo + better BPs]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;[[SpiderPack|Spider Pack]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[TA-WD|TA: World Domination]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[UberHack|UberHack]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;[[SWTA|SWTA]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[XTA|XTA]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SecurE</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14514</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14514"/>
		<updated>2005-12-12T01:34:09Z</updated>

		<summary type="html">&lt;p&gt;SecurE: /* &amp;quot;Crude&amp;quot; and/or Incomplete Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you&#039;re interested in editing mods or creating your own mods, see the [[Mod Development]] page.&lt;br /&gt;
&lt;br /&gt;
===TASClient-Compatible Mods===&lt;br /&gt;
&lt;br /&gt;
Mods constitute additions to the game that change the way it works.  The following mods adhere to the official [[Mod_specification]] which ensures that they work with the lobby Client for mod switching.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Category:Mods}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Crude&amp;quot; and/or Incomplete Mods===&lt;br /&gt;
&lt;br /&gt;
There are also some crude mods (because they don&#039;t follow the official format or include different versions of the spring executable).  You can download many of the following other, partially functioning Mods from: [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 File Universe]:&lt;br /&gt;
&lt;br /&gt;
*DM45Spring.exe 	&lt;br /&gt;
*[[Epic 40000]]&lt;br /&gt;
*[[Gundam_Annihilation]]&lt;br /&gt;
*[[MAD TA]] Buildpics for Spring 	  	 &lt;br /&gt;
*[[MiniSpring]] 	  	 &lt;br /&gt;
*[[Rhyoss]] for Spring 	  	 &lt;br /&gt;
*[[TA-WD]]&lt;br /&gt;
*[[UTASP]] 5 Spring&lt;br /&gt;
*[[OTAR-EVAMP]]&lt;br /&gt;
*[[CZTA]] by Guessmyname&lt;br /&gt;
*[[Galaxy 662]] also by Guessmyname&lt;br /&gt;
*[[WH - F]] by... (insert suprise here) Guessmyname!&lt;br /&gt;
*Lego Spring-Still under discussion/development&lt;br /&gt;
&lt;br /&gt;
Back to [[Main_Page]]&lt;/div&gt;</summary>
		<author><name>SecurE</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4791</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=4791"/>
		<updated>2005-12-12T00:56:46Z</updated>

		<summary type="html">&lt;p&gt;SecurE: /* 2005-11-07 Star Wars: Spring 1.0 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;
===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 and all of the major bugs that plagued the quick and dirty earlier port has been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications.&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 [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=708 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;br /&gt;
&lt;br /&gt;
===2005-07-08 - Buggi&#039;s Beta Update===&lt;br /&gt;
Buggi released a new version of his modified version of the game; This release added, among other things, custom models for weapons! [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-07-05 - Map Editing Guide Updated===&lt;br /&gt;
You know you wanted to make that map? Well now you can! Check it out in the Wiki, or click on the link.&lt;br /&gt;
[[Create_maps]]&lt;br /&gt;
&lt;br /&gt;
===2005-07-03 - New strategy guide===&lt;br /&gt;
A new strategy guide to help out new players has been added to the wiki.&lt;br /&gt;
Here&#039;s the link: [[Spring guide!]]&lt;br /&gt;
&lt;br /&gt;
===2005-07-03 - Community news section===&lt;br /&gt;
A new site feature has been added, that allows users to contribute news that will be seen in this section.&lt;br /&gt;
&lt;br /&gt;
This might be useful to expose new maps for example to those that don&#039;t visit the map forum regularly... We&#039;ll see how it turns out.&lt;/div&gt;</summary>
		<author><name>SecurE</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4790</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=4790"/>
		<updated>2005-12-12T00:51:45Z</updated>

		<summary type="html">&lt;p&gt;SecurE: &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;
===2005-11-07 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 and all of the major bugs that plagued the quick and dirty earlier port has been fixed. Some balancing issues that came up in Spring has also been taken care of, along with a few other minor modifications.&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;
===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 [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=708 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;br /&gt;
&lt;br /&gt;
===2005-07-08 - Buggi&#039;s Beta Update===&lt;br /&gt;
Buggi released a new version of his modified version of the game; This release added, among other things, custom models for weapons! [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-07-05 - Map Editing Guide Updated===&lt;br /&gt;
You know you wanted to make that map? Well now you can! Check it out in the Wiki, or click on the link.&lt;br /&gt;
[[Create_maps]]&lt;br /&gt;
&lt;br /&gt;
===2005-07-03 - New strategy guide===&lt;br /&gt;
A new strategy guide to help out new players has been added to the wiki.&lt;br /&gt;
Here&#039;s the link: [[Spring guide!]]&lt;br /&gt;
&lt;br /&gt;
===2005-07-03 - Community news section===&lt;br /&gt;
A new site feature has been added, that allows users to contribute news that will be seen in this section.&lt;br /&gt;
&lt;br /&gt;
This might be useful to expose new maps for example to those that don&#039;t visit the map forum regularly... We&#039;ll see how it turns out.&lt;/div&gt;</summary>
		<author><name>SecurE</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps:Compiling&amp;diff=14153</id>
		<title>Maps:Compiling</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps:Compiling&amp;diff=14153"/>
		<updated>2005-12-07T16:08:53Z</updated>

		<summary type="html">&lt;p&gt;SecurE: /* Before you start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Compiling Spring Maps ==&lt;br /&gt;
&lt;br /&gt;
This is often the bit that scares alot of people off, but it is really not that dificult. There are two different ways to compile a map, so you can choose which option suits you best. You can:&lt;br /&gt;
&lt;br /&gt;
*Compile through a DOS prompt, or&lt;br /&gt;
*Create and batch file.&lt;br /&gt;
&lt;br /&gt;
=== Before you start ===&lt;br /&gt;
&lt;br /&gt;
First off, download a map converter. These can be found on [www.FileUniverse.com FileUniverse.com]. There are two compiliers that most people use:&lt;br /&gt;
* [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1421 mother&#039;s MapConv with &#039;optimisation&#039;]&amp;lt;br&amp;gt;This version does not work for some people. If you are one of these people, try:&lt;br /&gt;
* [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1507 mother&#039;s mapconc, without optimisation]&amp;lt;br&amp;gt;Use this if the other one does not work.&lt;br /&gt;
&lt;br /&gt;
Place the compiler in to a directory on your computer somewhere. Because of a bug in the program, the path to the map converter can NOT contain ANY Spaces. A Path of &#039;&#039;&#039;C:\Maps\MapConv\&#039;&#039;&#039; is good, but a path of &#039;&#039;&#039;C:\Maps\Map Conv\&#039;&#039;&#039; is BAD.&lt;br /&gt;
&lt;br /&gt;
A good practise is to save all your source Pictures into seperate folders when making a map. However, this gets very tedious when compiling. So it is a good idea to make a copy of your source BMP files and place these in the same folder as the map  converter. This just makes things alot easier later on. You should have the following files in your MapConv folder:&lt;br /&gt;
&lt;br /&gt;
* Texture.bmp&lt;br /&gt;
* Height.bmp&lt;br /&gt;
* Metal.bmp&lt;br /&gt;
* Feature.bmp&lt;br /&gt;
&lt;br /&gt;
You should also put, if you are using them, your type map (Type.bmp) and your tile&lt;br /&gt;
map (Tile.bmp). Most maps do not use these, so you do not usually need to worry about them.&lt;br /&gt;
&lt;br /&gt;
You need the 7-zip compression program to compress your map into a .sd7 map file.&lt;br /&gt;
* [http://www.7-zip.org 7-zip homepage]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/sevenzip/7z431.exe?download Download Link]&lt;br /&gt;
&lt;br /&gt;
A .smd file. These can be made with [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD creator].&lt;br /&gt;
It is recommended to actually try to learn how the different SMD values works though by looking at other maps .smd files. The SMD creator is also not completly bugfree, so you should preferably look it through once with a text editor anyway.&lt;br /&gt;
&lt;br /&gt;
You also need to know:&lt;br /&gt;
&lt;br /&gt;
*The minimum and maximum heights of your map.&lt;br /&gt;
*The name of your map.&lt;br /&gt;
*How much you want to compress your map.&lt;br /&gt;
&lt;br /&gt;
=== Command Line Options ===&lt;br /&gt;
&lt;br /&gt;
As the compiler runs off information entered into it as &#039;&#039;&#039;Command Line Parameters&#039;&#039;&#039; , you need to know a bit about them first. Command Line Parameters are really not difficult to understand. They look a bit like this: &lt;br /&gt;
&lt;br /&gt;
 ProgramName -Setting1 Value -Setting2 Value&lt;br /&gt;
&lt;br /&gt;
The first bit is how we launch the program. Windows will launch whatever program is specified by &#039;&#039;&#039;ProgramName&#039;&#039;&#039;. &#039;&#039;&#039;-Setting1 Value&#039;&#039;&#039; is also very simple. Windows basically says to the program &amp;quot;Setting1 is Value&amp;quot;. A better example would be -height 10, which basicly means &amp;quot;Height is 10&amp;quot;. These can be combined with as many settings as you want, as we can see with the &#039;&#039;&#039;Setting2 Value&#039;&#039;&#039; bit. In this way we can pass as much information to the compiler as we want. To compile a map, we need the following Command Line Parameters:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Compression&#039;&#039;&#039;&lt;br /&gt;
This takes the form of &#039;&#039;&#039;-c Compression&#039;&#039;&#039;, where Compression is a value. Typing &#039;&#039;&#039;-c 0.5&#039;&#039;&#039; will give a compression of 0.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Height&#039;&#039;&#039;&lt;br /&gt;
This specifies the maximum height of the map. This option looks like &#039;&#039;&#039;-x Height&#039;&#039;&#039;, where Height is the maximum height of the map. Typing &#039;&#039;&#039;-x 300&#039;&#039;&#039; will give your map a maximum height of 300 map units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum Height&#039;&#039;&#039;&lt;br /&gt;
This specifies the minimum height of the map. This option looks like &#039;&#039;&#039;-n Height&#039;&#039;&#039;, where Height is the minimum height of the map. Typing &#039;&#039;&#039;-x -50&#039;&#039;&#039; will give your map a minimum height of -50 map units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Texture&#039;&#039;&#039;&lt;br /&gt;
This specifies the location of your texture picture. This option looks like &#039;&#039;&#039;-t Location&#039;&#039;&#039;, where Location is the location of your texture image. Typing &#039;&#039;&#039;-t texture.bmp&#039;&#039;&#039; will make the compiler look in the same directory it is in for &#039;&#039;&#039;texture.bmp&#039;&#039;&#039;. Typing &#039;&#039;&#039;-t C:\Maps\HillMap\texture.bmp&#039;&#039;&#039; will make the compiler look in the &#039;&#039;&#039;C:\Maps\HillMap\&#039;&#039;&#039; for texture.bmp. This name cannot contain spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Picture files&#039;&#039;&#039;&lt;br /&gt;
These work in basically the same way as the texture option works, with just a changed Setting name.&lt;br /&gt;
*&#039;&#039;&#039;-m metal.bmp&#039;&#039;&#039;: Specifies the location of the metal map.&lt;br /&gt;
*&#039;&#039;&#039;-a height.bmp&#039;&#039;&#039;: Specifies the location of the height map.&lt;br /&gt;
*&#039;&#039;&#039;-f feature.bmp&#039;&#039;&#039;: Specifies the location of the feature map.&lt;br /&gt;
*&#039;&#039;&#039;-y typemap.bmp&#039;&#039;&#039;: Specifies the location of the terain type map.&lt;br /&gt;
Please note that these names cannot contaion spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Name&#039;&#039;&#039;&lt;br /&gt;
The Map Converter needs to know where to save your map, and what to call it. We use the &#039;&#039;&#039;-o Mapname.smf&#039;&#039;&#039; setting to do this. Of course, you replace Mapname with the name of your map, but you NEED to have the &#039;.smf&#039; bit on the end of it, otherwise the compiling wont work. An example would be &#039;&#039;&#039;-o HillMap.smf&#039;&#039;&#039;. This name cannot contain spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Tags&#039;&#039;&#039;&lt;br /&gt;
Some of these tags are helpfull, some are annoying and some are just a mystery. This is basicly the mics tags settings.&lt;br /&gt;
*&#039;&#039;&#039;Low Pass&#039;&#039;&#039;: If you map has very steep slopes or rough areas that look ugly, this will smooth them a bit. Is activated just by typing &#039;&#039;&#039;-l&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Invert Height map&#039;&#039;&#039;: As the logical way to make a height map is the same way up as all the other maps, but the way the map is actually used is the inverted version of this. To make things easier, they included this option to invert the height map. Is activated just by typing &#039;-i&#039;. Most maps will use this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Compiling through a batch file ===&lt;br /&gt;
&lt;br /&gt;
This is perhaps the easiest option. You just have to create a simple text file, rename it, and run.&lt;br /&gt;
&lt;br /&gt;
First, open up Notepad. Notepad can be found in Start &amp;gt; Program Files &amp;gt; Accessories &amp;gt; Notepad. In notepad, type or copy the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mapconv -c 0.5 -x 500 -n 50 -o MapName.smf -t texture.bmp -m metal.bmp -a height.bmp -f feature.bmp -i &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Replace the relevant values with the values you need, as the settings here will not work for all the maps. Then, in Notepad click File &amp;gt; Save As. In the file name box, type &#039;&#039;&#039;&amp;quot;Compile.bat&amp;quot;&#039;&#039;&#039;, with the quotes. If you do not have the quotes, it will not work. Save the file in the same directory as your compiler.&lt;br /&gt;
&lt;br /&gt;
Go to the MapConv folder on your hard drive, and you should see a new file. This file will be called Compile.bat. Double click this file, and a black Dos window should pop up. After a few minutes the window should close. There will now be 2 extra files in that directory. &#039;&#039;&#039;MapName.smt&#039;&#039;&#039; and &#039;&#039;&#039;MapName.smf&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Compiling through DOS ===&lt;br /&gt;
&lt;br /&gt;
Use this option if you want to read the information that the MapConv outputs. If you are not familiar with how DOS works, then this way is not for you.&lt;br /&gt;
&lt;br /&gt;
All you need to do is navigate your way through DOS to the location of your map converter program. Then, type in the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mapconv -c 0.5 -x 500 -n 50 -o MapName.smf -t texture.bmp -m metal.bmp -a height.bmp -f feature.bmp -i &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Replace the relevant values with the values you need, as the settings here will not work for all the maps.&lt;br /&gt;
&lt;br /&gt;
Once compiled, there will be 2 extra files in that directory. &#039;&#039;&#039;MapName.smt&#039;&#039;&#039; and &#039;&#039;&#039;MapName.smf&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Compressing your map ===&lt;br /&gt;
&lt;br /&gt;
Your SMD file needs to have the same name as the .smt and .smf files. If your smt file is calles &#039;&#039;&#039;HillMap.smt&#039;&#039;&#039;, your .smd file needs to be called &#039;&#039;&#039;HillMap.smd&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Place the &#039;&#039;&#039;MapName.smd&#039;&#039;&#039;, &#039;&#039;&#039;MapName.smt&#039;&#039;&#039; and &#039;&#039;&#039;MapName.smf&#039;&#039;&#039; files into an empty folder called maps\. Eg: &#039;&#039;&#039;C:\maps\&#039;&#039;&#039;. Right click this folder, and a right click menu should appear. In that menu, there will be a 7-Zip&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; submenu. Open this menu, and click &#039;&#039;&#039;Add to Archive...&#039;&#039;&#039;. A 7-zip window will appear. Make sure the settings are identical to the following picture:&lt;br /&gt;
[[Image:7-zip_options.jpg]]&lt;br /&gt;
&lt;br /&gt;
Change the &#039;&#039;&#039;Archive&#039;&#039;&#039; box at the top to the name of your map, with .sd7 on the end. Eg: &#039;&#039;&#039;HillMap.sd7&#039;&#039;&#039;. Click the &#039;&#039;&#039;OK&#039;&#039;&#039; button. After the compression has completed, there will be a file called &#039;&#039;&#039;HillMap.sd7&#039;&#039;&#039; in the same directory as the folder was. In this example, the &#039;&#039;&#039;HillMap.sd7&#039;&#039;&#039; would be straight on the C:\ drive. Copy &#039;&#039;&#039;HillMap.sd7&#039;&#039;&#039; to your TASpring\Maps\ directory.&lt;br /&gt;
&lt;br /&gt;
If all of this was done correctly, the map should now appear your maps list in the lobby, and you can go play it.&lt;/div&gt;</summary>
		<author><name>SecurE</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapsBalance&amp;diff=14237</id>
		<title>MapsBalance</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapsBalance&amp;diff=14237"/>
		<updated>2005-12-03T23:57:44Z</updated>

		<summary type="html">&lt;p&gt;SecurE: /* Resource Dynamics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Making properly balanced maps ==&lt;br /&gt;
So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t regard this as of little relevance! This is very important!&lt;br /&gt;
&lt;br /&gt;
All units in unit sets are balanced assuming that, for example, metal is x harder to get than energy. If your map has, for example, too much metal, units that cost more onto the metal side than energy side become unbalancedly cheap.&lt;br /&gt;
&lt;br /&gt;
== Resource Standards ==&lt;br /&gt;
When making maps, these are the standards for resources:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*The amount per normal metal extractor is between 0.7 and 3.0&lt;br /&gt;
*The amount of total metal in all patches, when beeing extracted by normal metal extractors, is about 10~20 per player, assuming each player is controling the same amount of map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039;&lt;br /&gt;
*The amount of tidal energy is almost always 20&lt;br /&gt;
*The amount of solar energy is almost always 20&lt;br /&gt;
*The amount of wind, is usually 1(min)~25(max) or some other min~max values &amp;lt;b&amp;gt;that average between 7 and 13&amp;lt;/b&amp;gt;&lt;br /&gt;
*The amount of geothermals available to each player never goten to have a real standard but most maps have between none up to 3 or more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standards are just that, standards, and you don&#039;t HAVE to follow them. But it&#039;s better not to go too overboard with resources or use diferent standards very frequently.&lt;br /&gt;
&lt;br /&gt;
Taken from the forums, SJ, former lead developer of Spring and an extremely skilled player said:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I think you can go lower than that. Many popular TA maps like GOW,GPP had about 10-20 metal per team (GOW was like 7-8 metal per team + some stones). Some others like PD had a bit more but then the metal is so spread out that its hard to keep 1/4 of the map extracted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In almost all cases, less metal = more strategy.  Too little metal is &amp;lt;B&amp;gt;always&amp;lt;/B&amp;gt; better than too much.&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
When making maps, the standard gravity is &#039;&#039;&#039;140&#039;&#039;&#039;, or so some assume. No clear &amp;quot;default&amp;quot; value has actually be given by the developers, but it most likely lies somewhere between 100 and 150. If you decide to use a value much higher value, units that fire balistic projectiles (cannons) may not be able to fire their projectiles at the intended range. Be sure to test your map alot before releasing it if you are going to change the gravity drastically.&lt;br /&gt;
&lt;br /&gt;
== Resource Dynamics ==&lt;br /&gt;
This section is dedicated to a more throughout explanation of the workings of the resources in Spring so you can balance your map accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional info needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A somewhat edited quote from the map forum (thus not a true quote);&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the wind issue I belive somewhere around 0-20 or 0-30 is pretty reasonable for a map where you want wind to be the &amp;quot;best&amp;quot; option, which it wasn&#039;t on all TA maps. Although wind was viable on most maps with the expection of the moon maps.&lt;br /&gt;
Relying on wind for your energy needs has always been a risky move though, even on maps where it has proven to be useful, because you might just get stuck with all of your generators giving an output of +1, thus ruining your economy for the moment. I hope it stays this way in TA, and personally I find the suggestion that you&#039;d need 30-40 as an average output for wind to be viable quite odd, as online play in TA has shown that&#039;s not true.&lt;br /&gt;
Just for reference, two maps where almost only wind was used in TA are GoW and PD. In GoW I belive the wind varied between 3 to 27, while on PD it was between 1 (or 0, not sure) to 24.&lt;br /&gt;
&lt;br /&gt;
From what I&#039;ve discussed so far though (with old TA players), most seems to agree that once the average income goes to 7 or above, wind quickly becomes the better option. Some do favor having a few solars just as a backup, but overall wind quickly becomes the better option for your main source of energy income, the solars will at most get the postion of a small backup. It can lead to the added investment of energy storages though.&lt;br /&gt;
&lt;br /&gt;
From this you can easily come to your own conclusions, there are however some minor points that I would want to add. First of, you have to take into account that solars in XTA doesn&#039;t cost any energy at all, this is however something that mostly comes into play if your current source of energy is getting destroyed, so you lack energy.&lt;br /&gt;
The other thing I want to add is a short overview of the advantages of the two different sources of energy, ordered by (from my point of view and without taking into account the lack of energy cost for the XTA solar) importance;&lt;br /&gt;
1) The wind generator costs less, only 1/3 of a solar. An average income of 7 will thus already put it as the better choice theoretically.&lt;br /&gt;
2) The wind generator builds quicker, this means you will start to get your energy income faster too which might matter quite a bit.&lt;br /&gt;
3) The solar gives you a constant supply of energy that does not vary.&lt;br /&gt;
4) The solar is better armored than the wind generator. I&#039;m not sure if 3 wind generators have more health than a single solar though (you also have to take into account that they are often built next to each other, so when one goes it will damage the ones next to it).&lt;br /&gt;
5) A single solar takes less space than 3 wind generators. Once the average wind income from a single generator is 20 or above this points becomes moot though, but before that it can potentially be important on certain maps.&lt;br /&gt;
6) A solar usually leaves a &amp;quot;better&amp;quot; wreckage, thus yielding you more metal when you reclaim it. This of course means it was destroyed in the first place, which never is that good.&lt;br /&gt;
&lt;br /&gt;
This is all disregarding the tidal of course, but that&#039;s another matter entirely as it needs water to be built. It works by the same principle as the solar however, the difference being that the wind generator is only Ã‚Â½ the cost of the tidal. There are also some other differences compared to the solar of course (size, armor etc), but generally it should be pretty straightforward to decide if its worth the cost or not if you already understand the relation between solars and wind generators.&lt;br /&gt;
&lt;br /&gt;
One more note about wind, if I remember correctly. In OTA the wind was highest on the barren worlds (ice/desert etc), while it wasn&#039;t a real option on moon maps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A short summary of this &amp;quot;quote&amp;quot; reads as follows;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wind generators starts to become the best choice as soon as the average energy income from a single generator goes above 7. As the average gets higher the wind generators quickly become the only real choice if you want to win.&lt;br /&gt;
If your map does have an average income of 7 or above, the only real benifits of a solar is more armor, constant supply, less space and finally it usually leaves wreckage behind.&lt;br /&gt;
A single solar costs 3 times that of a wind generator, a single tidal costs 2 times the amount of a wind generator.&lt;/div&gt;</summary>
		<author><name>SecurE</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapsBalance&amp;diff=14236</id>
		<title>MapsBalance</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapsBalance&amp;diff=14236"/>
		<updated>2005-11-24T22:23:05Z</updated>

		<summary type="html">&lt;p&gt;SecurE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Making properly balanced maps ==&lt;br /&gt;
So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t regard this as of little relevance! This is very important!&lt;br /&gt;
&lt;br /&gt;
All units in unit sets are balanced assuming that, for example, metal is x harder to get than energy. If your map has, for example, too much metal, units that cost more onto the metal side than energy side become unbalancedly cheap.&lt;br /&gt;
&lt;br /&gt;
== Resource Standards ==&lt;br /&gt;
When making maps, these are the standards for resources:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*The amount per normal metal extractor is between 0.7 and 3.0&lt;br /&gt;
*The amount of total metal in all patches, when beeing extracted by normal metal extractors, is about 10~20 per player, assuming each player is controling the same amount of map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039;&lt;br /&gt;
*The amount of tidal energy is almost always 20&lt;br /&gt;
*The amount of solar energy is almost always 20&lt;br /&gt;
*The amount of wind, is usually 1(min)~25(max) or some other min~max values &amp;lt;b&amp;gt;that average between 7 and 13&amp;lt;/b&amp;gt;&lt;br /&gt;
*The amount of geothermals available to each player never goten to have a real standard but most maps have between none up to 3 or more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standards are just that, standards, and you don&#039;t HAVE to follow them. But it&#039;s better not to go too overboard with resources or use diferent standards very frequently.&lt;br /&gt;
&lt;br /&gt;
Taken from the forums, SJ, former lead developer of Spring and an extremely skilled player said:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I think you can go lower than that. Many popular TA maps like GOW,GPP had about 10-20 metal per team (GOW was like 7-8 metal per team + some stones). Some others like PD had a bit more but then the metal is so spread out that its hard to keep 1/4 of the map extracted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In almost all cases, less metal = more strategy.  Too little metal is &amp;lt;B&amp;gt;always&amp;lt;/B&amp;gt; better than too much.&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
When making maps, the standard gravity is &#039;&#039;&#039;140&#039;&#039;&#039;, or so some assume. No clear &amp;quot;default&amp;quot; value has actually be given by the developers, but it most likely lies somewhere between 100 and 150. If you decide to use a value much higher value, units that fire balistic projectiles (cannons) may not be able to fire their projectiles at the intended range. Be sure to test your map alot before releasing it if you are going to change the gravity drastically.&lt;br /&gt;
&lt;br /&gt;
== Resource Dynamics ==&lt;br /&gt;
This section is dedicated to a more throughout explanation of the workings of the resources in Spring so you can balance your map accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional info needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A somewhat edited quote from the map forum (thus not a true quote);&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the wind issue I belive somewhere around 0-20 or 0-30 is pretty reasonable for a map where you want wind to be the &amp;quot;best&amp;quot; option, which it wasn&#039;t on all TA maps. Although wind was viable on most maps with the expection of the moon maps.&lt;br /&gt;
Relying on wind for your energy needs has always been a risky move though, even on maps where it has proven to be useful, because you might just get stuck with all of your generators giving an output of +1, thus ruining your economy for the moment. I hope it stays this way in TA, and personally I find the suggestion that you&#039;d need 30-40 as an average output for wind to be viable quite odd, as online play in TA has shown that&#039;s not true.&lt;br /&gt;
Just for reference, two maps where almost only wind was used in TA are GoW and PD. In GoW I belive the wind varied between 1 to 27, while on PD it was between 1 (or 0, not sure) to 24.&lt;br /&gt;
&lt;br /&gt;
From what I&#039;ve discussed so far though (with old TA players), most seems to agree that once the average income goes to 7 or above, wind quickly becomes the better option. Some do favor having a few solars just as a backup, but overall wind quickly becomes the better option for your main source of energy income, the solars will at most get the postion of a small backup. It can lead to the added investment of energy storages though.&lt;br /&gt;
&lt;br /&gt;
From this you can easily come to your own conclusions, there are however some minor points that I would want to add. First of, you have to take into account that solars in XTA doesn&#039;t cost any energy at all, this is however something that mostly comes into play if your current source of energy is getting destroyed, so you lack energy.&lt;br /&gt;
The other thing I want to add is a short overview of the advantages of the two different sources of energy, ordered by (from my point of view and without taking into account the lack of energy cost for the XTA solar) importance;&lt;br /&gt;
1) The wind generator costs less, only 1/3 of a solar. An average income of 7 will thus already put it as the better choice theoretically.&lt;br /&gt;
2) The wind generator builds quicker, this means you will start to get your energy income faster too which might matter quite a bit.&lt;br /&gt;
3) The solar gives you a constant supply of energy that does not vary.&lt;br /&gt;
4) The solar is better armored than the wind generator. I&#039;m not sure if 3 wind generators have more health than a single solar though (you also have to take into account that they are often built next to each other, so when one goes it will damage the ones next to it).&lt;br /&gt;
5) A single solar takes less space than 3 wind generators. Once the average wind income from a single generator is 20 or above this points becomes moot though, but before that it can potentially be important on certain maps.&lt;br /&gt;
6) A solar usually leaves a &amp;quot;better&amp;quot; wreckage, thus yielding you more metal when you reclaim it. This of course means it was destroyed in the first place, which never is that good.&lt;br /&gt;
&lt;br /&gt;
This is all disregarding the tidal of course, but that&#039;s another matter entirely as it needs water to be built. It works by the same principle as the solar however, the difference being that the wind generator is only Ã‚Â½ the cost of the tidal. There are also some other differences compared to the solar of course (size, armor etc), but generally it should be pretty straightforward to decide if its worth the cost or not if you already understand the relation between solars and wind generators.&lt;br /&gt;
&lt;br /&gt;
One more note about wind, if I remember correctly. In OTA the wind was highest on the barren worlds (ice/desert etc), while it wasn&#039;t a real option on moon maps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A short summary of this &amp;quot;quote&amp;quot; reads as follows;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wind generators starts to become the best choice as soon as the average energy income from a single generator goes above 7. As the average gets higher the wind generators quickly become the only real choice if you want to win.&lt;br /&gt;
If your map does have an average income of 7 or above, the only real benifits of a solar is more armor, constant supply, less space and finally it usually leaves wreckage behind.&lt;br /&gt;
A single solar costs 3 times that of a wind generator, a single tidal costs 2 times the amount of a wind generator.&lt;/div&gt;</summary>
		<author><name>SecurE</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapsBalance&amp;diff=14235</id>
		<title>MapsBalance</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapsBalance&amp;diff=14235"/>
		<updated>2005-11-24T21:55:39Z</updated>

		<summary type="html">&lt;p&gt;SecurE: /* Resource Standards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Making properly balanced maps ==&lt;br /&gt;
So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t regard this as of little relevance! This is very important!&lt;br /&gt;
&lt;br /&gt;
All units in unit sets are balanced assuming that, for example, metal is x harder to get than energy. If your map has, for example, too much metal, units that cost more onto the metal side than energy side become unbalancedly cheap.&lt;br /&gt;
&lt;br /&gt;
== Resource Standards ==&lt;br /&gt;
When making maps, these are the standards for resources:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*The amount per normal metal extractor is between 0.7 and 3.0&lt;br /&gt;
*The amount of total metal in all patches, when beeing extracted by normal metal extractors, is about 10~20 per player, assuming each player is controling the same amount of map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039;&lt;br /&gt;
*The amount of tidal energy is almost always 20&lt;br /&gt;
*The amount of solar energy is almost always 20&lt;br /&gt;
*The amount of wind, is usually 1(min)~25(max) or some other min~max values &amp;lt;b&amp;gt;that average between 7 and 13&amp;lt;/b&amp;gt;&lt;br /&gt;
*The amount of geothermals available to each player never goten to have a real standard but most maps have between none up to 3 or more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standards are just that, standards, and you don&#039;t HAVE to follow them. But it&#039;s better not to go too overboard with resources or use diferent standards very frequently.&lt;br /&gt;
&lt;br /&gt;
Taken from the forums, SJ, former lead developer of Spring and an extremely skilled player said:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I think you can go lower than that. Many popular TA maps like GOW,GPP had about 10-20 metal per team (GOW was like 7-8 metal per team + some stones). Some others like PD had a bit more but then the metal is so spread out that its hard to keep 1/4 of the map extracted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In almost all cases, less metal = more strategy.  Too little metal is &amp;lt;B&amp;gt;always&amp;lt;/B&amp;gt; better than too much.&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
When making maps, the standard gravity is &#039;&#039;&#039;140&#039;&#039;&#039;. If you decide to use a value much higher value, units that fire balistic projectiles (cannons) may not be able to fire their projectiles at the intended range. Be sure to test your map alot before releasing it if you are going to change the gravity drastically.&lt;/div&gt;</summary>
		<author><name>SecurE</name></author>
	</entry>
</feed>