<?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=Snipawolf</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=Snipawolf"/>
	<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/wiki/Special:Contributions/Snipawolf"/>
	<updated>2026-11-08T20:55:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Animation-CobHitByWeaponID&amp;diff=1940</id>
		<title>Animation-CobHitByWeaponID</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Animation-CobHitByWeaponID&amp;diff=1940"/>
		<updated>2008-06-09T07:09:33Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;HitByWeaponId(z,x,weapon_id,shot_power)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The z and x angles are not returned unless the impulse of the weapon is high enough to move the unit.&lt;br /&gt;
&lt;br /&gt;
The weapon_id is the &amp;quot;id=xxx&amp;quot; from the weapon information in the weapon tdf.&lt;br /&gt;
&lt;br /&gt;
Always return(100); or the weapon won&#039;t deal full damage.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Animation-CobHitByWeaponID&amp;diff=1939</id>
		<title>Animation-CobHitByWeaponID</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Animation-CobHitByWeaponID&amp;diff=1939"/>
		<updated>2008-06-09T07:02:55Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: Someone else can feel free to clean this up and/or give an example, I&amp;#039;m tired...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;HitByWeaponId(z,x,weapon_id,shot_power)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The z and x angles are not returned unless the impulse of the weapon is high enough to move the unit.&lt;br /&gt;
&lt;br /&gt;
The weapon_id is the &amp;quot;id=xxx&amp;quot; from the weapon information in the weapon tdf.&lt;br /&gt;
&lt;br /&gt;
The shot_power is the damage of the weapon.&lt;br /&gt;
&lt;br /&gt;
Always return(100); or the weapon won&#039;t deal full damage.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7939</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7939"/>
		<updated>2008-06-09T06:58:56Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;filehosting at 20080405:&lt;br /&gt;
&lt;br /&gt;
http://www.tasdownloads.com/faq.php&lt;br /&gt;
&lt;br /&gt;
http://spring.jobjol.nl/subcategory.php?id=1&amp;amp;language=English&lt;br /&gt;
&lt;br /&gt;
http://spring-portal.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mod development=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Create_units - old Wiki&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Mod Development]]&lt;br /&gt;
*[[Mod specification]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6015 What do I need to create a mod]&lt;br /&gt;
*[[Simple Mod Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Unit Development==&lt;br /&gt;
====Models - s3o Files====&lt;br /&gt;
* [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro&#039;s tutorial of Upspring and textures].&lt;br /&gt;
* [[Basic s3o unit making guide]]&lt;br /&gt;
* [[Simple Mod Tutorial]]&lt;br /&gt;
* [[Units:CreateModel|UV Mapping in Wings3D]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=12354 Saving polygons in Wings3d Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10947 Greeble Tutorial 1]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=12356 Greeble Tutorial 2]&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=75495 various things about unit making. (Also contains an illustrated alpha-channel tut)]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10503 Runecrafter&#039;s 3DS Max UV Mapping Tutorial]&lt;br /&gt;
* [[Trouble-shooting s3o units]]&lt;br /&gt;
&lt;br /&gt;
====Models - 3do Files====&lt;br /&gt;
outdated model format used by OTA&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: UpSpring has some problems with empty objects and groundplates)&lt;br /&gt;
*use [http://spring.clan-sy.com/phpbb/viewtopic.php?f=12&amp;amp;t=7208&amp;amp;p=126129&amp;amp;hilit=upspring#p126129 UpSpring] and [http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=305 3doBuilder] to edit those files&lt;br /&gt;
&lt;br /&gt;
====Scripting and Animation - COB/BOS Files====&lt;br /&gt;
*[[COB_Overview]]&lt;br /&gt;
*[[COB_Animation]]&lt;br /&gt;
*[[COB_Callins]]&lt;br /&gt;
*[[COB_Constants]]&lt;br /&gt;
*[[COB_Threads]]&lt;br /&gt;
*[[COB_HitByWeaponID]]&lt;br /&gt;
*[[Image:Usa_flag.gif]][[Image:France_flag.gif]][[Units:.bos/.COB]] -all tags for make a animation file&lt;br /&gt;
*[http://www.planetannihilation.com/tadc/tut_unit_01_1.asp PlanetAnnihilation] has a nice tutorial&lt;br /&gt;
*[http://www.tadesigners.com/bos1.htm TADesigners] have a nice tutorial too&lt;br /&gt;
*[[Units:LuaCOB]] - how to interface COB with LUA&lt;br /&gt;
*[[CEG_For_Units|Mod Development:Calling basic CEGs from COB]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.]&lt;br /&gt;
&lt;br /&gt;
====Units - FBI Files====&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variable datatype list)]]&lt;br /&gt;
*[[Image:France_flag.gif]] [[exemples de fichiers .fbi]]&lt;br /&gt;
*[[image:usa_flag.gif]][[ all tags &amp;amp; details with a exemple ]]&lt;br /&gt;
&lt;br /&gt;
====Weapons - TDF Files====&lt;br /&gt;
*[[Weapon Variables]] : This is the most up to date&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Weapons]] : Various informations about the weapontypes (uncompleted)&lt;br /&gt;
*[[All_Weapons_variable_values:_min%2C_max%2C_default%2C_type|Weapon datatype list]] : All weapon variables min/max/default values and datatypes listed.&lt;br /&gt;
*[[Weapons:Antinukes]]: All about antinukes.&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:SideData TDF]]&lt;br /&gt;
*[[Units:Download TDF]] &lt;br /&gt;
*[[Units:FlankingBonus]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomExplosionGenerators|Mod Development:Custom explosions]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7930</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7930"/>
		<updated>2008-05-18T16:57:59Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;filehosting at 20080405:&lt;br /&gt;
&lt;br /&gt;
http://www.tasdownloads.com/faq.php&lt;br /&gt;
&lt;br /&gt;
http://spring.jobjol.nl/subcategory.php?id=1&amp;amp;language=English&lt;br /&gt;
&lt;br /&gt;
http://spring-portal.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mod development=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Create_units - old Wiki&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Mod Development]]&lt;br /&gt;
*[[Mod specification]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6015 What do I need to create a mod]&lt;br /&gt;
*[[Simple Mod Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Unit Development==&lt;br /&gt;
====Models - s3o Files====&lt;br /&gt;
* [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro&#039;s tutorial of Upspring and textures].&lt;br /&gt;
* [[Basic s3o unit making guide]]&lt;br /&gt;
* [[Simple Mod Tutorial]]&lt;br /&gt;
* [[Units:CreateModel|UV Mapping in Wings3D]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=12354 Saving polygons in Wings3d Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10947 Greeble Tutorial 1]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=12356 Greeble Tutorial 2]&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=75495 various things about unit making. (Also contains an illustrated alpha-channel tut)]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10503 Runecrafter&#039;s 3DS Max UV Mapping Tutorial]&lt;br /&gt;
* [[Trouble-shooting s3o units]]&lt;br /&gt;
&lt;br /&gt;
====Models - 3do Files====&lt;br /&gt;
outdated model format used by OTA&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: UpSpring has some problems with empty objects and groundplates)&lt;br /&gt;
*use [http://spring.clan-sy.com/phpbb/viewtopic.php?f=12&amp;amp;t=7208&amp;amp;p=126129&amp;amp;hilit=upspring#p126129 UpSpring] and [http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=305 3doBuilder] to edit those files&lt;br /&gt;
&lt;br /&gt;
====Scripting and Animation - COB/BOS Files====&lt;br /&gt;
*[[Image:Usa_flag.gif]][[Image:France_flag.gif]][[Units:.bos/.COB]] -all tags for make a animation file&lt;br /&gt;
&lt;br /&gt;
*[http://www.planetannihilation.com/tadc/tut_unit_01_1.asp PlanetAnnihilation] has a nice tutorial&lt;br /&gt;
*[http://www.tadesigners.com/bos1.htm TADesigners] have a nice tutorial too&lt;br /&gt;
*[[Units:LuaCOB]] - how to interface COB with LUA&lt;br /&gt;
*[[CEG_For_Units|Mod Development:Calling basic CEGs from COB]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.]&lt;br /&gt;
&lt;br /&gt;
====Units - FBI Files====&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variable datatype list)]]&lt;br /&gt;
*[[Image:France_flag.gif]] [[exemples de fichiers .fbi]]&lt;br /&gt;
*[[image:usa_flag.gif]][[ all tags &amp;amp; details with a exemple ]]&lt;br /&gt;
&lt;br /&gt;
====Weapons - TDF Files====&lt;br /&gt;
*[[Weapon Variables]] : This is the most up to date&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Weapons]] : Various informations about the weapontypes (uncompleted)&lt;br /&gt;
*[[All_Weapons_variable_values:_min%2C_max%2C_default%2C_type|Weapon datatype list]] : All weapon variables min/max/default values and datatypes listed.&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:SideData TDF]]&lt;br /&gt;
*[[Units:Download TDF]] &lt;br /&gt;
*[[Units:FlankingBonus]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomExplosionGenerators|Mod Development:Custom explosions]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Weapon_Variables&amp;diff=19527</id>
		<title>Weapon Variables</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Weapon_Variables&amp;diff=19527"/>
		<updated>2007-11-15T03:06:00Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
=Weapon Variable Descriptions=&lt;br /&gt;
&amp;lt;table width=730 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;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;Variable &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Examples&amp;lt;/Th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Accuracy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How accurate a weapon is.  A larger number is less accurate.  If this tag is missing entirely, it has perfect accuracy unless its target moves unexpectedly.  Accuracy is relative to the distance to the target; for instance, if the target is very close, even a very high accuracy value will probably still hit.  If a target is very far away, even a very low accuracy value will likely cause the weapon to miss.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;accuracy=400;&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;AreaOfEffect&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How large the weapon&#039;s impact explosion is.  This affects how powerful the weapon&#039;s default impulse strength will be.  Currently, BeamLasers with an AreaOfEffect of 16 or above will deform the ground at their point of impact regardless of whether it has been told not to.  Can be any numeric value, but should generally be at least 8, regardless of the type of weapon.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;areaofeffect=192;&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;Ballistic&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. Ballistic is mutually exclusive to LineOfSight and Dropped.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ballistic=1;&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;BeamLaser&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether this weapon is a beam laser or not.  Beam lasers instantly hit their targets.  Rendertype must be 0.  Mutually exclusive to BeamWeapon.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamlaser=1;&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;BeamTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How long to fire the laser before waiting for ReloadTime to start.  Can be any numeric value.  Defaults to 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamtime=0.5;&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;BeamWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether this weapon is a regular laser or not.  BeamWeapons (lasers) do not instantly hit their targets, and are affected by the weaponvelocity tag.  Mutually exclusive to BeamLaser.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamweapon=1;&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;BounceRebound&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;The amount of vertical velocity a projectile keeps when it bounces. Generally .3-1, but 0 for a sticky bomb, or 2 for a flubber bomb. Defaults to 1&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;bouncerebound=.8;&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;BounceSlip&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;The amount of horizontal velocity a projectile keeps when it bounces. Generally .3-1, but 0 for a sticky bomb, or 2 for a flubber bomb. Defaults to 1&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;bounceslip=.8;&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;BurnBlow&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The weapon blows up when it reaches the enemy units range, only works on plasma (rendertype=4) weapons last I checked.  Can be 1 or 0.  A common usage is on flak guns.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burnblow=1;&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;Burst&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How many shots are in a burst.  Must be accompanied by burstrate.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burst=3;&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;BurstRate&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How fast the Burst fires.  If set much below 0.1, it stops having any discernable effect.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burstrate=0.1&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;CegTag&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CegTag is the tag that emits a custom explosion every frame for a projectile. Can be used on any weapon to imitate dynamic lighting, smoke, fire, ball lightning, magic and many other things. Enter the name of your effect to make it emit once per frame.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;cegtag=MISSILE_SMOKE_FX;&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;Color&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;An obsolete tag only recognized for compatibility purposes. While this still works for lasers, using rgbcolor=X X X; is a much, much better route. Plus, the RGBColor tag will override any color=x; tags in the tdf. &amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;color=1;&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;Color2&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;An obsolete tag only recognized for compatibility purposes.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;color=2;&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;CommandFire&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;When ordered to attack ground this weapon will only fire once, rather than continuously. This does not work when ordered to attack units (It will continue to fire until the target is dead). If the unit has CanDgun=1 in its FBI, commandfire will identify that weapon with the dgun button. The weapon wont fire unless the dgun button is pressed. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;commandfire=1;&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;Coverage&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The range for anti-weapon weapons, like antinukes.  This will be shown on the minimap as a guide.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;coverage=1280;&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;Dropped&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Sets the weapon to be dropped, like from a bomber.  Must be RenderType=6 and needs the Model tag to be specified.  Mutually exclusive to Ballistic and LineOfSight.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;dropped=1;&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;Duration&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For how many seconds a beam weapon will be fired before waiting for reload time.  Can be any numeric value.  Used for rendertype 0 and 7 weapons.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;duration=.5;&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;EdgeEffectiveness&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Determines what percent of a weapon&#039;s maximum damage value will be applied to units as they are closer to the outer edge of the weapon&#039;s AreaOfEffect.  Must have a decimal value between 0 and 1.  Default in OTA was 0, probably the same in Spring.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;edgeeffectiveness=0.25;&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;EnergyPerShot&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Energy used per shot.  If the specified amount of energy is not available, the weapon will not be able to shoot.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;energypershot=5;&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;FireStarter&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How likely the weapon will set trees on fire.  High values make trees likey to be set on fire, low values make trees likely to just explode or tip over.  Can be any numeric value between 0 and 100.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FireStarter=75;&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;GroundBounce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Weather the weapon projectile will bounce on the ground (on land or the ocean floor). Can be 0 or 1, defaults to 0 (off)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;groundbounce=1;&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;Guidance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Specifies whether or not the weapon is capable of correcting its trajectory mid-flight. Will not track a moving target. Works only on missile and torpedo weapons.  Can be set to 1 or 0.  See TurnRate for information on specifying how well a weapon can track a target.  Requires rendertype=1, lineofsight=1, and selfprop=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;guidance=1;&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;ImpulseFactor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The multiplier on the weapon&#039;s default impulsefactor, which is determined based on a weapon&#039;s default damage and AreaOfEffect.  The impulse of a weapon is how strong of a kinetic force will be applied to its target or anything near the point of impact.  Can be any numeric value, including negative ones.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;impulsefactor=2.5;&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;Intensity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Alpha (brighness and washout effect) of the weapon.  Can be used on any rendertype 0, 3, or 4 weapon.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;intensity=1.5;&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;InterceptedByShieldType&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Bitfield representing the types of shields that can intercept this weapon. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a shield with that digit set to one will intercept this weapon, for instance, the example will result in the weapons being blocked by shields with types 1 and/or 3. Maxium of 32 unique types. See [[Shield Interception Tag Use]].&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;InterceptedByShieldType=5;&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;Interceptor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can intercept missiles with the Cruise tag.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;interceptor=1;&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;LineOfSight&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LineOfSight weapons ignore gravity and must have a direct line from the firing point to the impact point in order to be fired.  Can be set to 1 or 0.  Mutually exclusive to Ballistic and Dropped.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;lineofsight=1;&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;MetalPerShot&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Metal used per shot.  If the specified amount is not available, the weapon cannot be fired.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be set to any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;metalpershot=500;&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;Model&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The 3DO or S3O model to be used as this weapon&#039;s physical representation.  3DO modesl do not need a .3do extension, but S3O weapon do.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;model=missile;&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;MovingAccuracy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;A weapon&#039;s accuracy while moving.  See Accuracy.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;movingaccuracy=1000;&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;NoExplode&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether or not the weapon will explode on impact or continue on its path.  An example is the d-gun.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;noexplode=1;&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;NoSelfDamage&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;This weapon will not damage the unit that fired it.  For instance, a nuke silo could shoot itself and not take any damage if this was active.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;noselfdamage=1;&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;NumBounce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum number of times a weapon will bounce. -1 for infinite. Defaults to -1&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;numbounce=5;&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;Paralyzer&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, this weapon will not cause any damage to its target, but will instead paralyze (aka EMP).  The default damage value of a weapon with this active will be applied to the target&#039;s HP; once the HP is overwhelmed, it will be paralyzed.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;paralyzer=1;&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;ParalyzerTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;On Paralyzer weapons, determines the maximum length of time the target will be paralyzed (In seconds?). The timer is refreshed every time the target is hit by the weapon. Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;paralyzetime=15;&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;Range&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum range of the weapon.  If set to noexplode, the weapon will disappear after this range has been met.  If set to burnblow, the weapon will explode after this range has been met.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;range=750;&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;ReloadTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount of time between shots.  If a unit is paralyzed, this stops counting down.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;reloadtime=3.5;&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;Rendertype&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The way the weapon will be displayed.  Certain rendertypes are incompatibile with other tags, but it&#039;s generally for a logical reason.  The rendertypes are as follows: 0 - Laser, 1 - Model, 3 - Plasma, 4 - Unit explosion (usally), 5 - Flamethrower, 6 - Dropped, 7 - Lightning.  There&#039;s no documented use of rendertype=2 in OTA, and it probably doesn&#039;t do anything in Spring.  3 and 4 are usually interchangeable, both can be used to render a plasma/EMG/whatever shot; this is probably for compatibility.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;rendertype=1;&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;RGBColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color of the rendertype 0, 3, 4, 7 weapon, specified in RED_GREEN_BLUE format.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;rgbcolor=1 0.3 1; - this would make evul-purple&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;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor2&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color at the core of a rendertype 0 (laser) weapon.  Specified the same as above.  Defaults to white.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor2=0 1 0; - this would make a weird green middle for the evul-purple laser&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;Selfprop&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Required for Guidance tag.  This weapon can propel itself and can have things like acceleration, rather than always travelling at one speed.  See Guidance, StartVelocity, WeaponAcceleration, WeaponVelocity.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;selfprop=1;&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;SmokeTrail&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Does the projectile leave a smoke trail or not.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;smoketrail=1;&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;SoundHit&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The sound made whe the weapon hits.  Must reference a .wav file in the .\Sounds directory.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundhit=emghit;&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;SoundStart&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The sound made when the weapon begins to fire.  Will fire only once if the weapon is shot in a burst.  Must reference a .wav file in the .\Sounds directory.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundstart=emgfire;&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;SoundTrigger&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will sound every time a shot is fired in a burst sequence.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundtrigger=1;&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;SprayAngle&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How wide the the angle of a burst from a burst weapon can be.  Very similar to Accuracy, except that if a weapon has no sprayangle, all the shots will be fired at the same spot, even if the weapon&#039;s aim is off.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;sprayangle=1024;&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;StartVelocity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The starting speed of the weapon as it is first fired.  Only applicable to weapons that can accelerate.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;startvelocity=200;&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;Stockpile&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can this weapon be stockpiled, for instance like a nuke launcher.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;stockpile=1;&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;Targetable&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will be automatically targeted by any Interceptor weapons.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;targetable=1;&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;TargetMoveError&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The degree to which a weapon&#039;s aiming will fail to keep up with its target&#039;s movement.  If set very low or not set at all, a weapon will lead its target and almost always hit unless there&#039;s a lot of micromanagement on the part of the person controlling the target.  If set too high (about 0.3 or above), the weapon will have a lot of difficulty even tracking its target enough to get a shot off.  Can probably only be set between 0 and 1.  Beyond 1, the weapon would be virtually useless.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;targetmoveerror=0.15;&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;Thickness&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Thickness of a beamweapon or beamlaser, default is 2.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;thickness=4;&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;ToAirWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will only be capable of targetting units which are flying, or are capable of flying.  Can be set to 0 or 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;toairweapon=1;&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;Tolerance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount to which the weapon&#039;s &amp;quot;real&amp;quot; aim can be off while the weapon will still be able to fire accurately at the target.  This worked in OTA, but I&#039;m not 100% sure if it works in Spring.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;tolerance=1500;&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;Tracks&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If the missile tracks a moving target. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;tracks=1;&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;TrajectoryHeight&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The height of the arc of a missile weapon. It is useful for compensating for mountains or debris. Is relative to the weapons speed (Higher speed, higher arc) and the range the weapon is firing at (Lower range lower arc). Requires Guidance and Turnrate to hit its target when over 1. &amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;trajectoryheight=0.8;&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;Turnrate&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How fast a guided weapon can turn.  Can be any numerical value between 0 and 64000.  If set to 0, the weapon can&#039;t turn at all, if set to 64000, the weapon can literally defy all known physics and turn 180 degrees in a fraction of a second.  This is relative to a weapon&#039;s velocity; a weapon with a very low velocity (~200) wouldn&#039;t need a very high turnrate to keep up with a fighter, although it would probably never catch it because of its slow speed.  A weapon with a very high velocity (~1000) would need a very high value in order to be able to hit targets that turn suddenly.&lt;br /&gt;
	&amp;lt;TD&amp;gt;turnrate=32000;&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;Turret&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing, ie, has no rotating turret piece.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;turret=1;&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;TwoPhase&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Weapon operates in two phases... eh... yeah, I honestly have no idea what the difference between this and VLaunch is.  Generally use it with VLaunch as well.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;twophase=1;&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;VLaunch&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 to launch the weapon vertically.  Can only be used with missile-type weapons with a TurnRate.  Cannot be used at the same time as Turret.  Set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;vlaunch=1;&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;WaterBounce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Weather the weapon projectile will bounce on the surface of the water. Can be 0 or 1, defaults to 0 (off)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;waterbounce=1;&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;WaterWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Water weapons behave somewhat like Dropped weapons out of water, and like missiles underwater. Is the only type of weapon that can fire under water.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;waterweapon=1;&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;WeaponAcceleration&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity.  Increases the weapon&#039;s velocity every second by the amount specified.  Can be any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weaponacceleration=50;&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;WeaponTimer&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How long until the weapon will go into its second phase.  For use with missile weapons.  For VLaunch weapons, the weapon will turn to actually go towards its target after the specified number of seconds has expired.  For non-VLaunch missiles with a TurnRate, the weapon will go randomly off-course after this period of time.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weapontimer=5;&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;WeaponVelocity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity at the rate specified by its WeaponAcceleration.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weaponvelocity=800;&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;Wobble&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount that a missile will wobble off-course. Requires TurnRate. Turnrate will wrestle with wobble to keep the weapon on course, so wobble must be high enough to compensate to have any effect. Can be set to any numerical value between 0 and 64000.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;wobble=15000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: Variables that are defined by either a 1 or a 0 are BOOLEAN, where 1 means TRUE and 0 means FALSE.&lt;br /&gt;
&lt;br /&gt;
NOTE 2: &amp;quot;Any numerical value&amp;quot; for things that relate to angles really means any value between 0 and 64,000 since that&#039;s between 0 and 360 degrees in spring measurement. Setting it higher than 64,000 will bring it &#039;full circle&#039; so to speak.&lt;br /&gt;
&lt;br /&gt;
=Shield/Repulsor Variable Descriptions=&lt;br /&gt;
&amp;lt;table width=730 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;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;Variable &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Examples&amp;lt;/Th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ExteriorShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield/repulsor will not have any effect on weapons fired from within its field.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;exteriorshield=1;&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;IsShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, this &amp;quot;weapon&amp;quot; is no longer a weapon, is now a repulsor or a shield, based on the other properties given to it.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;isshield=1;&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;ShieldAlpha&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How clearly visible the shield is, if you have VisibleShield turned on.  Value is between 0 and 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldalpha=0.4;&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;ShieldEnergyUse&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount of energy used to repulse or destroy weapons.  Will be used constantly while the weapon is in its area of effect if it is a repulsor, will be used only once on impact if it is a shield.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldenergyuse=1500;&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;ShieldForce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The force applied to weapons, an arbitrary number.  Set to 1, it will not deflect very well.  Only for use on repulsor-type.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldforce=1.75;&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;ShieldBadColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color the shield is when it is at 0% strength, if you have VisibleShield turned on.  Defined in R G B format.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldbadcolor=0 1 0;&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;ShieldGoodColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color the shield is when it is at 100% strength, if you have VisibleShield turned on.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldgoodcolor=1 0 0;&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;ShieldInterceptType&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Bitfield representing the types of weapons that this shield can intercept. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a weapon with that digit set to one will be intercepted by this shield, for instance, the example will result in the shield blocking weapons with types 2 and/or 3. Maxium of 32 unique types. See [[Shield Interception Tag Use]].&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldInterceptType=6;&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;ShieldMaxSpeed&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum speed the repulsor will push weapons away at.  Only for use on repulsor-type.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldmaxspeed=400;&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;ShieldPower&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much &amp;quot;power&amp;quot; a shield can store.  &amp;quot;Power&amp;quot; is not the same as energy; think of it as the shield/repulsor&#039;s private battery source.  It can be drained completely by defending against weapons, even if you have lots of energy.  &#039;&#039;Power is drained by the affected weapons damage.&#039;&#039;  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpower=1000;&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;ShieldPowerRegen&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How quickly the shield regenerates its &amp;quot;power&amp;quot;, even when under attack.  Regenerates the amount specified every second.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpowerregen=25;&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;ShieldPowerRegenEnergy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much energy is required to keep the shield regenerating its &amp;quot;power&amp;quot;.  For instance, you might have it set so that 100 units of energy are necessary for every 25 units of &amp;quot;power&amp;quot;.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpowerregenenergy=100;&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;ShieldRadius&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Defines the size of the area the shield/repulsor protects.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldradius=500;&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;ShieldRepulsor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the &amp;quot;shield&amp;quot;-type weapon will repulse projectiles.  If set to 0, it will destroy them.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldrepulsor=1;&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;SmartShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield/repulsor will not affect owned/allied weapons.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;smartshield=1;&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;VisibleShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield will be visible.  Only for use on shield-type.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;visibleshield=1;&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;VisibleShieldRepulse&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the repulsing effect will be visible.  Only for use on repulsor-type.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;visibleshieldrepulse=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[category:Shields]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Weapon_Variables&amp;diff=19526</id>
		<title>Weapon Variables</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Weapon_Variables&amp;diff=19526"/>
		<updated>2007-11-15T03:02:01Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
=Weapon Variable Descriptions=&lt;br /&gt;
&amp;lt;table width=730 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;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;Variable &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Examples&amp;lt;/Th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Accuracy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How accurate a weapon is.  A larger number is less accurate.  If this tag is missing entirely, it has perfect accuracy unless its target moves unexpectedly.  Accuracy is relative to the distance to the target; for instance, if the target is very close, even a very high accuracy value will probably still hit.  If a target is very far away, even a very low accuracy value will likely cause the weapon to miss.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;accuracy=400;&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;AreaOfEffect&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How large the weapon&#039;s impact explosion is.  This affects how powerful the weapon&#039;s default impulse strength will be.  Currently, BeamLasers with an AreaOfEffect of 16 or above will deform the ground at their point of impact regardless of whether it has been told not to.  Can be any numeric value, but should generally be at least 8, regardless of the type of weapon.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;areaofeffect=192;&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;Ballistic&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. Ballistic is mutually exclusive to LineOfSight and Dropped.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ballistic=1;&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;BeamLaser&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether this weapon is a beam laser or not.  Beam lasers instantly hit their targets.  Rendertype must be 0.  Mutually exclusive to BeamWeapon.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamlaser=1;&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;BeamTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How long to fire the laser before waiting for ReloadTime to start.  Can be any numeric value.  Defaults to 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamtime=0.5;&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;BeamWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether this weapon is a regular laser or not.  BeamWeapons (lasers) do not instantly hit their targets, and are affected by the weaponvelocity tag.  Mutually exclusive to BeamLaser.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamweapon=1;&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;BounceRebound&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;The amount of vertical velocity a projectile keeps when it bounces. Generally .3-1, but 0 for a sticky bomb, or 2 for a flubber bomb. Defaults to 1&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;bouncerebound=.8;&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;BounceSlip&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;The amount of horizontal velocity a projectile keeps when it bounces. Generally .3-1, but 0 for a sticky bomb, or 2 for a flubber bomb. Defaults to 1&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;bounceslip=.8;&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;BurnBlow&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The weapon blows up when it reaches the enemy units range, only works on plasma (rendertype=4) weapons last I checked.  Can be 1 or 0.  A common usage is on flak guns.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burnblow=1;&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;Burst&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How many shots are in a burst.  Must be accompanied by burstrate.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burst=3;&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;BurstRate&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How fast the Burst fires.  If set much below 0.1, it stops having any discernable effect.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burstrate=0.1&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;Color&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;An obsolete tag only recognized for compatibility purposes. While this still works for lasers, using rgbcolor=X X X; is a much, much better route. Plus, the RGBColor tag will override any color=x; tags in the tdf. &amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;color=1;&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;Color2&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;An obsolete tag only recognized for compatibility purposes.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;color=2;&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;CommandFire&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;When ordered to attack ground this weapon will only fire once, rather than continuously. This does not work when ordered to attack units (It will continue to fire until the target is dead). If the unit has CanDgun=1 in its FBI, commandfire will identify that weapon with the dgun button. The weapon wont fire unless the dgun button is pressed. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;commandfire=1;&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;Coverage&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The range for anti-weapon weapons, like antinukes.  This will be shown on the minimap as a guide.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;coverage=1280;&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;Dropped&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Sets the weapon to be dropped, like from a bomber.  Must be RenderType=6 and needs the Model tag to be specified.  Mutually exclusive to Ballistic and LineOfSight.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;dropped=1;&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;Duration&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For how many seconds a beam weapon will be fired before waiting for reload time.  Can be any numeric value.  Used for rendertype 0 and 7 weapons.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;duration=.5;&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;EdgeEffectiveness&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Determines what percent of a weapon&#039;s maximum damage value will be applied to units as they are closer to the outer edge of the weapon&#039;s AreaOfEffect.  Must have a decimal value between 0 and 1.  Default in OTA was 0, probably the same in Spring.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;edgeeffectiveness=0.25;&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;EnergyPerShot&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Energy used per shot.  If the specified amount of energy is not available, the weapon will not be able to shoot.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;energypershot=5;&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;FireStarter&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How likely the weapon will set trees on fire.  High values make trees likey to be set on fire, low values make trees likely to just explode or tip over.  Can be any numeric value between 0 and 100.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FireStarter=75;&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;GroundBounce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Weather the weapon projectile will bounce on the ground (on land or the ocean floor). Can be 0 or 1, defaults to 0 (off)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;groundbounce=1;&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;Guidance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Specifies whether or not the weapon is capable of correcting its trajectory mid-flight. Will not track a moving target. Works only on missile and torpedo weapons.  Can be set to 1 or 0.  See TurnRate for information on specifying how well a weapon can track a target.  Requires rendertype=1, lineofsight=1, and selfprop=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;guidance=1;&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;ImpulseFactor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The multiplier on the weapon&#039;s default impulsefactor, which is determined based on a weapon&#039;s default damage and AreaOfEffect.  The impulse of a weapon is how strong of a kinetic force will be applied to its target or anything near the point of impact.  Can be any numeric value, including negative ones.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;impulsefactor=2.5;&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;Intensity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Alpha (brighness and washout effect) of the weapon.  Can be used on any rendertype 0, 3, or 4 weapon.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;intensity=1.5;&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;InterceptedByShieldType&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Bitfield representing the types of shields that can intercept this weapon. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a shield with that digit set to one will intercept this weapon, for instance, the example will result in the weapons being blocked by shields with types 1 and/or 3. Maxium of 32 unique types. See [[Shield Interception Tag Use]].&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;InterceptedByShieldType=5;&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;Interceptor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can intercept missiles with the Cruise tag.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;interceptor=1;&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;LineOfSight&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LineOfSight weapons ignore gravity and must have a direct line from the firing point to the impact point in order to be fired.  Can be set to 1 or 0.  Mutually exclusive to Ballistic and Dropped.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;lineofsight=1;&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;MetalPerShot&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Metal used per shot.  If the specified amount is not available, the weapon cannot be fired.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be set to any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;metalpershot=500;&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;Model&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The 3DO or S3O model to be used as this weapon&#039;s physical representation.  3DO modesl do not need a .3do extension, but S3O weapon do.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;model=missile;&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;MovingAccuracy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;A weapon&#039;s accuracy while moving.  See Accuracy.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;movingaccuracy=1000;&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;NoExplode&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether or not the weapon will explode on impact or continue on its path.  An example is the d-gun.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;noexplode=1;&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;NoSelfDamage&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;This weapon will not damage the unit that fired it.  For instance, a nuke silo could shoot itself and not take any damage if this was active.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;noselfdamage=1;&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;NumBounce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum number of times a weapon will bounce. -1 for infinite. Defaults to -1&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;numbounce=5;&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;Paralyzer&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, this weapon will not cause any damage to its target, but will instead paralyze (aka EMP).  The default damage value of a weapon with this active will be applied to the target&#039;s HP; once the HP is overwhelmed, it will be paralyzed.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;paralyzer=1;&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;ParalyzerTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;On Paralyzer weapons, determines the maximum length of time the target will be paralyzed (In seconds?). The timer is refreshed every time the target is hit by the weapon. Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;paralyzetime=15;&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;Range&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum range of the weapon.  If set to noexplode, the weapon will disappear after this range has been met.  If set to burnblow, the weapon will explode after this range has been met.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;range=750;&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;ReloadTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount of time between shots.  If a unit is paralyzed, this stops counting down.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;reloadtime=3.5;&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;Rendertype&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The way the weapon will be displayed.  Certain rendertypes are incompatibile with other tags, but it&#039;s generally for a logical reason.  The rendertypes are as follows: 0 - Laser, 1 - Model, 3 - Plasma, 4 - Unit explosion (usally), 5 - Flamethrower, 6 - Dropped, 7 - Lightning.  There&#039;s no documented use of rendertype=2 in OTA, and it probably doesn&#039;t do anything in Spring.  3 and 4 are usually interchangeable, both can be used to render a plasma/EMG/whatever shot; this is probably for compatibility.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;rendertype=1;&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;RGBColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color of the rendertype 0, 3, 4, 7 weapon, specified in RED_GREEN_BLUE format.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;rgbcolor=1 0.3 1; - this would make evul-purple&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;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor2&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color at the core of a rendertype 0 (laser) weapon.  Specified the same as above.  Defaults to white.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor2=0 1 0; - this would make a weird green middle for the evul-purple laser&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;Selfprop&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Required for Guidance tag.  This weapon can propel itself and can have things like acceleration, rather than always travelling at one speed.  See Guidance, StartVelocity, WeaponAcceleration, WeaponVelocity.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;selfprop=1;&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;SmokeTrail&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Does the projectile leave a smoke trail or not.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;smoketrail=1;&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;SoundHit&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The sound made whe the weapon hits.  Must reference a .wav file in the .\Sounds directory.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundhit=emghit;&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;SoundStart&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The sound made when the weapon begins to fire.  Will fire only once if the weapon is shot in a burst.  Must reference a .wav file in the .\Sounds directory.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundstart=emgfire;&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;SoundTrigger&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will sound every time a shot is fired in a burst sequence.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundtrigger=1;&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;SprayAngle&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How wide the the angle of a burst from a burst weapon can be.  Very similar to Accuracy, except that if a weapon has no sprayangle, all the shots will be fired at the same spot, even if the weapon&#039;s aim is off.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;sprayangle=1024;&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;StartVelocity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The starting speed of the weapon as it is first fired.  Only applicable to weapons that can accelerate.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;startvelocity=200;&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;Stockpile&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can this weapon be stockpiled, for instance like a nuke launcher.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;stockpile=1;&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;Targetable&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will be automatically targeted by any Interceptor weapons.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;targetable=1;&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;TargetMoveError&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The degree to which a weapon&#039;s aiming will fail to keep up with its target&#039;s movement.  If set very low or not set at all, a weapon will lead its target and almost always hit unless there&#039;s a lot of micromanagement on the part of the person controlling the target.  If set too high (about 0.3 or above), the weapon will have a lot of difficulty even tracking its target enough to get a shot off.  Can probably only be set between 0 and 1.  Beyond 1, the weapon would be virtually useless.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;targetmoveerror=0.15;&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;Thickness&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Thickness of a beamweapon or beamlaser, default is 2.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;thickness=4;&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;ToAirWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will only be capable of targetting units which are flying, or are capable of flying.  Can be set to 0 or 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;toairweapon=1;&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;Tolerance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount to which the weapon&#039;s &amp;quot;real&amp;quot; aim can be off while the weapon will still be able to fire accurately at the target.  This worked in OTA, but I&#039;m not 100% sure if it works in Spring.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;tolerance=1500;&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;Tracks&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If the missile tracks a moving target. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;tracks=1;&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;TrajectoryHeight&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The height of the arc of a missile weapon. It is useful for compensating for mountains or debris. Is relative to the weapons speed (Higher speed, higher arc) and the range the weapon is firing at (Lower range lower arc). Requires Guidance and Turnrate to hit its target when over 1. &amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;trajectoryheight=0.8;&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;Turnrate&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How fast a guided weapon can turn.  Can be any numerical value between 0 and 64000.  If set to 0, the weapon can&#039;t turn at all, if set to 64000, the weapon can literally defy all known physics and turn 180 degrees in a fraction of a second.  This is relative to a weapon&#039;s velocity; a weapon with a very low velocity (~200) wouldn&#039;t need a very high turnrate to keep up with a fighter, although it would probably never catch it because of its slow speed.  A weapon with a very high velocity (~1000) would need a very high value in order to be able to hit targets that turn suddenly.&lt;br /&gt;
	&amp;lt;TD&amp;gt;turnrate=32000;&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;Turret&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing, ie, has no rotating turret piece.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;turret=1;&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;TwoPhase&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Weapon operates in two phases... eh... yeah, I honestly have no idea what the difference between this and VLaunch is.  Generally use it with VLaunch as well.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;twophase=1;&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;VLaunch&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 to launch the weapon vertically.  Can only be used with missile-type weapons with a TurnRate.  Cannot be used at the same time as Turret.  Set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;vlaunch=1;&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;WaterBounce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Weather the weapon projectile will bounce on the surface of the water. Can be 0 or 1, defaults to 0 (off)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;waterbounce=1;&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;WaterWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Water weapons behave somewhat like Dropped weapons out of water, and like missiles underwater. Is the only type of weapon that can fire under water.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;waterweapon=1;&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;WeaponAcceleration&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity.  Increases the weapon&#039;s velocity every second by the amount specified.  Can be any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weaponacceleration=50;&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;WeaponTimer&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How long until the weapon will go into its second phase.  For use with missile weapons.  For VLaunch weapons, the weapon will turn to actually go towards its target after the specified number of seconds has expired.  For non-VLaunch missiles with a TurnRate, the weapon will go randomly off-course after this period of time.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weapontimer=5;&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;WeaponVelocity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity at the rate specified by its WeaponAcceleration.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weaponvelocity=800;&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;Wobble&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount that a missile will wobble off-course. Requires TurnRate. Turnrate will wrestle with wobble to keep the weapon on course, so wobble must be high enough to compensate to have any effect. Can be set to any numerical value between 0 and 64000.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;wobble=15000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: Variables that are defined by either a 1 or a 0 are BOOLEAN, where 1 means TRUE and 0 means FALSE.&lt;br /&gt;
&lt;br /&gt;
NOTE 2: &amp;quot;Any numerical value&amp;quot; for things that relate to angles really means any value between 0 and 64,000 since that&#039;s between 0 and 360 degrees in spring measurement. Setting it higher than 64,000 will bring it &#039;full circle&#039; so to speak.&lt;br /&gt;
&lt;br /&gt;
=Shield/Repulsor Variable Descriptions=&lt;br /&gt;
&amp;lt;table width=730 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;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;Variable &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Examples&amp;lt;/Th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ExteriorShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield/repulsor will not have any effect on weapons fired from within its field.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;exteriorshield=1;&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;IsShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, this &amp;quot;weapon&amp;quot; is no longer a weapon, is now a repulsor or a shield, based on the other properties given to it.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;isshield=1;&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;ShieldAlpha&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How clearly visible the shield is, if you have VisibleShield turned on.  Value is between 0 and 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldalpha=0.4;&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;ShieldEnergyUse&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount of energy used to repulse or destroy weapons.  Will be used constantly while the weapon is in its area of effect if it is a repulsor, will be used only once on impact if it is a shield.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldenergyuse=1500;&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;ShieldForce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The force applied to weapons, an arbitrary number.  Set to 1, it will not deflect very well.  Only for use on repulsor-type.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldforce=1.75;&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;ShieldBadColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color the shield is when it is at 0% strength, if you have VisibleShield turned on.  Defined in R G B format.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldbadcolor=0 1 0;&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;ShieldGoodColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color the shield is when it is at 100% strength, if you have VisibleShield turned on.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldgoodcolor=1 0 0;&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;ShieldInterceptType&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Bitfield representing the types of weapons that this shield can intercept. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a weapon with that digit set to one will be intercepted by this shield, for instance, the example will result in the shield blocking weapons with types 2 and/or 3. Maxium of 32 unique types. See [[Shield Interception Tag Use]].&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldInterceptType=6;&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;ShieldMaxSpeed&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum speed the repulsor will push weapons away at.  Only for use on repulsor-type.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldmaxspeed=400;&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;ShieldPower&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much &amp;quot;power&amp;quot; a shield can store.  &amp;quot;Power&amp;quot; is not the same as energy; think of it as the shield/repulsor&#039;s private battery source.  It can be drained completely by defending against weapons, even if you have lots of energy.  &#039;&#039;Power is drained by the affected weapons damage.&#039;&#039;  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpower=1000;&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;ShieldPowerRegen&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How quickly the shield regenerates its &amp;quot;power&amp;quot;, even when under attack.  Regenerates the amount specified every second.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpowerregen=25;&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;ShieldPowerRegenEnergy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much energy is required to keep the shield regenerating its &amp;quot;power&amp;quot;.  For instance, you might have it set so that 100 units of energy are necessary for every 25 units of &amp;quot;power&amp;quot;.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpowerregenenergy=100;&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;ShieldRadius&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Defines the size of the area the shield/repulsor protects.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldradius=500;&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;ShieldRepulsor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the &amp;quot;shield&amp;quot;-type weapon will repulse projectiles.  If set to 0, it will destroy them.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldrepulsor=1;&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;SmartShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield/repulsor will not affect owned/allied weapons.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;smartshield=1;&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;VisibleShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield will be visible.  Only for use on shield-type.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;visibleshield=1;&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;VisibleShieldRepulse&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the repulsing effect will be visible.  Only for use on repulsor-type.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;visibleshieldrepulse=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[category:Shields]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14595</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14595"/>
		<updated>2007-08-26T19:30:04Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: Taking my mod down, forgot to take it down after I discontinued work on it &amp;gt;___&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lang | Germany | Mods (de) | Mods}}&lt;br /&gt;
&lt;br /&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;
===Spring Client-Compatible Mods===&lt;br /&gt;
&lt;br /&gt;
Mods traditionally constitute additions to a game that change the way it works. However, the term Mod when used in connection to the Spring project refers to a game in its own right that runs on the Spring engine.  The following mods adhere to the official [[Mod_specification]] which ensures that they work with the Lobby Client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gimmick Mods===&lt;br /&gt;
&lt;br /&gt;
* [[Chess Mod]]&lt;br /&gt;
* [[Spawn]]&lt;br /&gt;
* [[Timberwolf Mod]]&lt;br /&gt;
* [[The Blue Tanks]]&lt;br /&gt;
* [[Duel]]&lt;br /&gt;
&lt;br /&gt;
===Mod Mutators===&lt;br /&gt;
&lt;br /&gt;
* [[Epic EE|Epic Scale Expand &amp;amp; Exterminate]]&lt;br /&gt;
* [[Nemo&#039;s Final Frontier]] &lt;br /&gt;
* [[WarC/Balanced Absolute Annihilation]]&lt;br /&gt;
* [[Forged Absolute Annihilation]]&lt;br /&gt;
* [[Hover Absolute Annihilation]]&lt;br /&gt;
* [[Persh/Excessive Absolute Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===Mods in Production===&lt;br /&gt;
&lt;br /&gt;
=====Unreleased=====&lt;br /&gt;
* [[1943|Spring 1943]]&lt;br /&gt;
* [[GEM|Galactic Empire Mod]]&lt;br /&gt;
* [[RealOTA]]&lt;br /&gt;
* [[Dune]]&lt;br /&gt;
* [[Lego Spring]]&lt;br /&gt;
* [[Spring1944|Spring 1944 (Formally AATA on the OTA engine)]]&lt;br /&gt;
* [[GINTA]]&lt;br /&gt;
* [[CvC]]&lt;br /&gt;
* [[TrueOTA]]&lt;br /&gt;
* [[Dozerz]]&lt;br /&gt;
* [[Tactical Front]]&lt;br /&gt;
* [[Tactical Smash]]&lt;br /&gt;
&lt;br /&gt;
=====Released Incomplete=====&lt;br /&gt;
* [[Battletech]]&lt;br /&gt;
* [[TA_BattleFleet]] by VonGratz&lt;br /&gt;
* [[BloX]]&lt;br /&gt;
* [[The Plot of War]]&lt;br /&gt;
* [[Epic Legions]]&lt;br /&gt;
&lt;br /&gt;
===Incomplete Mods===&lt;br /&gt;
&lt;br /&gt;
These consist of &amp;quot;crude&amp;quot; mods that do not work with the current builds of the Spring engine and incomplete projects that are not in production.  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;
* [[MAD TA]] Buildpics for Spring&lt;br /&gt;
* [[MiniSpring]] (Actually a code modification, abandoned.)&lt;br /&gt;
* [[OTAR-EVAMP]]&lt;br /&gt;
* [[Project Ragnarok]]&lt;br /&gt;
* [[Rhyoss]] for Spring&lt;br /&gt;
* [[UTASP]] 5 Spring&lt;br /&gt;
* [[WH - F]]&lt;br /&gt;
&lt;br /&gt;
=== Other Resources ===&lt;br /&gt;
* [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 File Universe] link&lt;br /&gt;
* &amp;quot;[http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435292#post435292 Mods, Races, TCs, Unit Packs]&amp;quot; entry in the [http://www.tauniverse.com tauniverse.com] forum&lt;br /&gt;
* [[Modweb_Generator]] is a tool that allows you to set up a web that shows information about mods, this page has some example mod-webs.&lt;br /&gt;
* [http://modinfo.unknown-files.net Modinfo] shows information about units/weapons/corpses etc stuff, in almost any mod (if some mod is missing, PM at TradeMark). Modinfo has also an &amp;quot;error reporting&amp;quot; tool, which shows errors in the TDF files, like missing ; marks. &amp;quot;find errors&amp;quot; utility shows several types of errors, and other useful information about cleaning up your mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]] [[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps:Compiling&amp;diff=14163</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=14163"/>
		<updated>2007-07-01T23:40:37Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &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 [http://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;
NOiZE: The compresion can be set at ultra. but make sure you don&#039;t make it a solid archive!&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Map making]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14728</id>
		<title>Monthly Topic Rotation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Monthly_Topic_Rotation&amp;diff=14728"/>
		<updated>2007-06-30T22:34:45Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Monthy Topic Rotation&amp;quot; is a term coined by Gnome referring to the fact that people keep coming into the forums and posting messages on the same subject.  It seems that as Spring becomes more popular, more new people keep coming up with the same ideas and questions... think of this as the &amp;quot;Is your idea original?&amp;quot; FAQ as opposed to the &amp;quot;real&amp;quot; [[FAQ]].&lt;br /&gt;
&lt;br /&gt;
Now in some situations it&#039;s okay to repost on the same topic, if it has been only mentioned before in other people&#039;s topics or if you make reference to the fact that it is a known issue you are addressing with new ideas... but that doesn&#039;t excuse you from the list.  One way or the other, the community might make fun of you for rehashing old topics, expecially when they aren&#039;t forgotten so much as people are bored of talking about them.&lt;br /&gt;
&lt;br /&gt;
This has now turned into a sort of game. You can see the current scores here: http://maelstrom.niiil.com/?l=mtr (Note from a visitor: link seems to be down)&lt;br /&gt;
&lt;br /&gt;
=The Topics=&lt;br /&gt;
&#039;&#039;&#039;List of Generic Topics with brief discussion and list of topics posted on these subjects for quick reference:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Custom Resources===&lt;br /&gt;
Requests or Suggestions that involve anything from different names for the resources we have, better control over the handling of resources, resources like those in other games etc.  The best generalized suggestion is for a more dynamic, mod controlled resource and unit limit. Often coupled with suggestions for hacking or script based work arounds for the lack of the requested feature.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5932 A Third Resource PLEASE!]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6277 A proposed System]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6342 Mentioned in conjunction with other requests for resource related features]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=121014 Carbon or Something]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5966 Reserach as a Resource]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=121186 spicing up economy]&lt;br /&gt;
&lt;br /&gt;
===OTA Style Music===&lt;br /&gt;
Requests or Suggestions that the engine include music playback, especially music that changes depending on what kind of action is happening in game.  Associated with requests for a sound track of any kind or asking for a link to get the orriginal TA Soundtrack in MP3 format.&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2856 Soundtracks.]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2786 Original OTA Music]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Hosting_Spring&amp;diff=9753</id>
		<title>Hosting Spring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Hosting_Spring&amp;diff=9753"/>
		<updated>2007-06-30T22:34:26Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hosting==&lt;br /&gt;
&lt;br /&gt;
==Autohosting==&lt;br /&gt;
There are some autohosts, programs which can be run on a secondary computer to provide a bot-controlled automated hosting enviroment, available for Spring. &lt;br /&gt;
&lt;br /&gt;
- Licho&#039;s Springie Autohost http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7921&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Air_Domination&amp;diff=1839</id>
		<title>Air Domination</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Air_Domination&amp;diff=1839"/>
		<updated>2007-06-30T22:33:55Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Air Domination is an tactic best employed on maps with little land or large areas on which land units cannot act. It&#039;s simple - build an attack group of aircraft suitable for taking out your targets, and support with units that minimize the weakness of air.&lt;br /&gt;
&lt;br /&gt;
Alternatively, build up a tremendous force of the cheapest effective air units for a task and mass your targets, using shock and awe to augment your activities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This tactic is viable in most mods with advanced air units and independent air technology, such as AA or XTA. The relative weakness of air units in E&amp;amp;E and Gundam RTS may make this a poor tactical choice despite the access to a variety of aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12883</id>
		<title>Map, Game, And Unit Development Programs</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12883"/>
		<updated>2007-06-30T22:22:12Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Comprehensive list of tools to make Spring content.&lt;br /&gt;
&lt;br /&gt;
*Those that are Open Source are marked with a &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
*Those that are Free are marked with a &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
*Those that Cost are marked with a &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Image Editing ===&lt;br /&gt;
# &#039;&#039;&#039;[http://www.gimp.org/ Gimp]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Pre compiled Binary files (or installer files) can be found here: &#039;&#039;&#039;[http://www.gimp.org/downloads/]&amp;lt;br&amp;gt;-&amp;gt; The DDS plugin for Gimp can be found at [http://nifelheim.dyndns.org/~cocidius/dds/ http://nifelheim.dyndns.org/~cocidius/dds/]&lt;br /&gt;
# &#039;&#039;&#039;[http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307383&amp;amp;pid=1047025487586 Corel Paint Shop Pro]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Jasc was recently bought out by Corel.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307335&amp;amp;pid=1047022690654 Corel Draw]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; This is Corel&#039;s original graphics program. Very easy to work with. I have used an older version of it, and love the photoshop it has.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.adobe.com/products/photoshop/main.html Adobe Photoshop]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used image editing program ever.&lt;br /&gt;
&lt;br /&gt;
=== 3d Modeling ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.wings3d.com/ Wings 3D]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Probably the most popular modeller for Spring.&amp;lt;br&amp;gt;-&amp;gt; Easy to learn modelling and UV mapping environments.&amp;lt;br&amp;gt;-&amp;gt; Excellent introduction to using it can be found [http://www.wings3d.com/doghouse.php here]. &amp;lt;br&amp;gt;-&amp;gt; For help on how to UV map with it just ask around.&lt;br /&gt;
# &#039;&#039;&#039;[http://blender.org/cms/Home.2.0.html Blender]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most used opensource modeler that has its own way of doing things.&amp;lt;br&amp;gt;-&amp;gt; Most popular whitin unit makers using this excellent tool.&amp;lt;br&amp;gt;-&amp;gt; Get basic usage, advanced, and video tutorials [http://www.blender3d.org/cms/Using_Blender.80.0.html here]&lt;br /&gt;
# &#039;&#039;&#039;[http://www.anim8or.com/main/index.html Anim8or]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[http://usa.autodesk.com/adsk/servlet/index?id=5659302&amp;amp;siteID=123112 3DS MAX]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used and acclaimed modeling program ever. Used in creation of many games and movies (The Matrix). One of the three major modeling programs used by professionals.&amp;lt;br&amp;gt;-&amp;gt; The s3o plugin for 3DS MAX can be found here. NOTE: This is not backwards compatible with versions prior to 7. Also this only exports: &#039;&#039;&#039;[http://taspring.clan-sy.com/temp/s3oexport.dle]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[http://www.newtek.com/ Lightwave]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A popular modeling program that&#039;s been around a long time. One of the three major modeling programs used by professionals.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.rhino3d.com/ Rhinoceros]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A farely new comer to the world of modeling, uses a lot of nurbs surfaces. &lt;br /&gt;
# &#039;&#039;&#039;[http://www.turbosquid.com/gmax GMAX]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Great for learning as it is 3DS MAX v4 without rendering and has game packs for a fair amount of games. It is locked in exporting however there are a few workarounds.&lt;br /&gt;
# &#039;&#039;&#039;[http://usa.autodesk.com/adsk/servlet/index?id=6871843&amp;amp;siteID=123112 MAYA]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The other most widely used and acclaimed modeling program. Used in creation of many games and movies. One of the three major model programs used by professionals.&lt;br /&gt;
&lt;br /&gt;
===3d Model converters/Assemblers===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=305 3DO Builder]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used program for converting models to the 3do file format of TA. Follow the tips on the main page in the above link and it will run just fine.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=2317 UpSpring]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Help information, manual, and tips can be found here: &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2839&amp;amp;start=0]&amp;lt;br&amp;gt;-&amp;gt; This is the only other way to get files into the s3o file format for Spring other then the s3o plugin for 3DS MAX.&lt;br /&gt;
&lt;br /&gt;
=== Scripting And Unit Stats files ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=70 Scripter]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The by far best compiler for your handmade .bos scripts into endless lines of letters and numbers that the TA engine reads. The program is large, easy to operate and with broad error tracing (well, better than the other two alternatives). While other versions of this program sometimes refuse to compile on-off functions, this download is guaranteed to work in every condition.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=65 Cobbler]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; This is a very simple script compiler that converts your newly written .bos files understood by humans into a hexadecimal .cob gibberish used by the TA engine. Beware, however, that this program is lightweight, which means that it doesn&#039;t provide especially good error tracing, not to mention that it is in French.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=193 Servo]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Rhad&#039;s awesome but somewhat buggy animation scripting program. It features keyframed animation script generation from a 3D positioner.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=62 Brain]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The Brain is a scripting utility that converts your newly written code rows into incomprehensible hex codes used by the game. This program is in english and can sometimes give you the most wondorous error messages, so it&#039;s only recommended as a backup scripting program.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=194 UnCobbler]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The first (I think) uncobbling utility. Bad english and brute force approach make this one outdated, but here it is for completeness sake.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=1680 Excel FBI editor]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Lets you quickly edit all your FBI files in an Excel spread sheet. Made by Maelstorm.&amp;lt;br&amp;gt;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Microsoft Excel is NOT FREE.&amp;lt;br&amp;gt;-&amp;gt; Help information, manual, and tips can be found here: &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=68 Lazy Scripter]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt; This is a simple yet very useful utility that makes a &amp;quot;blind&amp;quot; script to fit your model. It provides you with just the minimal requirements for a playable unit script, so don&#039;t trust it to do all your work for you.&lt;br /&gt;
&lt;br /&gt;
=== Map Compiling ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1421 mothers MapConv]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The map compiler used by most people. Supports feature placment.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1507 mothers MapConv special]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The normal MapConv does not work for some people. If you are one of them, try this one.&lt;br /&gt;
# &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 SMD Creator]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Maelstroms SMD creator. Has a few bugs, but a new release should be out in a few days.&lt;br /&gt;
&lt;br /&gt;
=== Documentation and Tutorials ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660&amp;amp;start=0 S3O file format for Spring]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The above link is to the form were this is currently being disscused and feed back is being provided. Also includes tips and helpful information.&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:Map making]]&lt;br /&gt;
[[Category:Unit development]]&lt;br /&gt;
[[Category:Mod development]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Read_Me_First&amp;diff=15749</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=15749"/>
		<updated>2007-06-30T15:43:27Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &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\Spring&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 the dll files in \TAspring\ai\bot-libs. Note that some AIs require additional folders/files to work properly so read their install instructions carefully&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;
===The Spring Forum===&lt;br /&gt;
[[Forum_Etiquette|Guidelines For Forum Etiquette]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14593</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14593"/>
		<updated>2007-06-30T15:42:31Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lang | Germany | Mods (de) | Mods}}&lt;br /&gt;
&lt;br /&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;
===Spring Client-Compatible Mods===&lt;br /&gt;
&lt;br /&gt;
Mods traditionally constitute additions to a game that change the way it works. However, the term Mod when used in connection to the Spring project refers to a game in its own right that runs on the Spring engine.  The following mods adhere to the official [[Mod_specification]] which ensures that they work with the Lobby Client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gimmick Mods===&lt;br /&gt;
&lt;br /&gt;
* [[Chess Mod]]&lt;br /&gt;
* [[Spawn]]&lt;br /&gt;
* [[Timberwolf Mod]]&lt;br /&gt;
* [[The Blue Tanks]]&lt;br /&gt;
* [[Duel]]&lt;br /&gt;
&lt;br /&gt;
===Mod Mutators===&lt;br /&gt;
&lt;br /&gt;
* [[Epic EE|Epic Scale Expand &amp;amp; Exterminate]]&lt;br /&gt;
* [[Nemo&#039;s Final Frontier]] &lt;br /&gt;
* [[WarC/Balanced Absolute Annihilation]]&lt;br /&gt;
* [[Forged Absolute Annihilation]]&lt;br /&gt;
* [[Hover Absolute Annihilation]]&lt;br /&gt;
* [[Persh/Excessive Absolute Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===Mods in Production===&lt;br /&gt;
&lt;br /&gt;
=====Unreleased=====&lt;br /&gt;
* [[1943|Spring 1943]]&lt;br /&gt;
* [[GEM|Galactic Empire Mod]]&lt;br /&gt;
* [[RealOTA]]&lt;br /&gt;
* [[Dune]]&lt;br /&gt;
* [[Lego Spring]]&lt;br /&gt;
* [[Spring1944|Spring 1944 (Formally AATA on the OTA engine)]]&lt;br /&gt;
* [[GINTA]]&lt;br /&gt;
* [[CvC]]&lt;br /&gt;
* [[TrueOTA]]&lt;br /&gt;
* [[Forgotten Chronicles]]&lt;br /&gt;
* [[Dozerz]]&lt;br /&gt;
* [[Tactical Front]]&lt;br /&gt;
* [[Tactical Smash]]&lt;br /&gt;
&lt;br /&gt;
=====Released Incomplete=====&lt;br /&gt;
* [[Battletech]]&lt;br /&gt;
* [[TA_BattleFleet]] by VonGratz&lt;br /&gt;
* [[BloX]]&lt;br /&gt;
* [[The Plot of War]]&lt;br /&gt;
* [[Epic Legions]]&lt;br /&gt;
&lt;br /&gt;
===Incomplete Mods===&lt;br /&gt;
&lt;br /&gt;
These consist of &amp;quot;crude&amp;quot; mods that do not work with the current builds of the Spring engine and incomplete projects that are not in production.  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;
* [[MAD TA]] Buildpics for Spring&lt;br /&gt;
* [[MiniSpring]] (Actually a code modification, abandoned.)&lt;br /&gt;
* [[OTAR-EVAMP]]&lt;br /&gt;
* [[Project Ragnarok]]&lt;br /&gt;
* [[Rhyoss]] for Spring&lt;br /&gt;
* [[UTASP]] 5 Spring&lt;br /&gt;
* [[WH - F]]&lt;br /&gt;
&lt;br /&gt;
=== Other Resources ===&lt;br /&gt;
* [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 File Universe] link&lt;br /&gt;
* &amp;quot;[http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435292#post435292 Mods, Races, TCs, Unit Packs]&amp;quot; entry in the [http://www.tauniverse.com tauniverse.com] forum&lt;br /&gt;
* [[Modweb_Generator]] is a tool that allows you to set up a web that shows information about mods, this page has some example mod-webs.&lt;br /&gt;
* [http://modinfo.unknown-files.net Modinfo] shows information about units/weapons/corpses etc stuff, in almost any mod (if some mod is missing, PM at TradeMark). Modinfo has also an &amp;quot;error reporting&amp;quot; tool, which shows errors in the TDF files, like missing ; marks. &amp;quot;find errors&amp;quot; utility shows several types of errors, and other useful information about cleaning up your mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]] [[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expansion&amp;diff=6600</id>
		<title>Expansion</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expansion&amp;diff=6600"/>
		<updated>2007-06-30T15:40:59Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Expansion&#039;&#039;&#039; focuses on building a large sprawling base.  The aim is to capture resources as quickly as possible.  With a significant economic advantage, the player can then crush the opponent with superior forces.  In most Real Time Strategy games, the ability to expand effectively is required to have a chance of winning against reasonably experienced opposition. Unlike many other RTSes, Expansions in TA are cheap and fast to build, allowing for rapid expansion across the map.&lt;br /&gt;
&lt;br /&gt;
To expand effectively, a balance between military units and resource units must be found.  If you build too few military units an enemy raid can destroy half of your base.  Build too many military units and your expansion will be slowed down due to lack of resources being spent on expansion.&lt;br /&gt;
&lt;br /&gt;
Many beginners err on the side of building too many military units.  They only expand when they have enough defenses to feel confident that an enemy attack will not do any damage.  However in most TA based mods, metal extractors can be built cheaply and quickly.  A fast and lightly defended expansion can build up a resource advantage, unless the enemy&#039;s fast to respond, in which case the metal from your unit&#039;s corpses can give him an edge.  Enemy raids will reduce this advantage. but as long as you defend well enough to avoid losing large parts of your base, as opposed to a few cheap outlying metal extractors, the advantage will be maintained.&lt;br /&gt;
&lt;br /&gt;
The other error beginners can make is to not build military units early enough.  They focus on only expanding their economy during the early part of the game, and then move into a subsequent period building up military strength and massed assaults.  This strategy will fail if the opponent rushes or raids early. While the Commander can serve as a deterrent to such attacks, most light units are much faster than he is, and can easily avoid him.&lt;br /&gt;
&lt;br /&gt;
In team games, the normal starting arrangement is to have each team in a line on each side of the map, in a North-vs-South or East-vs-West arrangement.  Players then focus on expanding towards the middle as quickly as possible to seize as much territory as they can and deny that territory to the enemy.  Once a solid defensive line is established as far forward as possible, any vacant resource spots behind it can be occupied later with little fear of opposition.  With several players expanding forward in a line, there is less chance for enemies to slip through the defensive line before it closes. A good player may still find a way through and cause unexpected havoc, or break through with the aid of light artillery.&lt;br /&gt;
&lt;br /&gt;
In a one on one game, there are usually several directions to expand in.  A player that expands directly towards the middle as in a team game can find the opponent expanding sideways and attacking from exposed flanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=The_Secret_Front&amp;diff=18301</id>
		<title>The Secret Front</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=The_Secret_Front&amp;diff=18301"/>
		<updated>2007-06-30T15:40:38Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possibly the least employed strategy in Spring, due to structural difficulties, the concept is as thus - one keeps his or her actions completely unknown, striking in secrecy and indeed having no easily targetable structures or units.&lt;br /&gt;
&lt;br /&gt;
Cloaking, stealth, quick wits - this overhead strategy requires many tactical concessions to achieve.&lt;br /&gt;
&lt;br /&gt;
It will not be viable in most mods due to the lack of stealthed or cloakable resource structures... however, try it out as ARM in Absolute Annihilation... or URC in Expand &amp;amp; Exterminate. The very play itself will be disconcerting - and victory may be achieved through the denial of enemy intelligence.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Planned_Delaying&amp;diff=15296</id>
		<title>Planned Delaying</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Planned_Delaying&amp;diff=15296"/>
		<updated>2007-06-30T15:40:23Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Planned Delaying is a strategy employed in multiplayer matches, almost exclusively.&lt;br /&gt;
&lt;br /&gt;
If one simply devotes his or her forces to delaying the development of a foe - this as an overarcing primary goal - then in theory his or her allies can complete the game with their own personally determined strategy, most commonly expansion or rushing.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Hosting_Spring&amp;diff=9751</id>
		<title>Hosting Spring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Hosting_Spring&amp;diff=9751"/>
		<updated>2007-06-30T15:40:03Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hosting==&lt;br /&gt;
&lt;br /&gt;
==Autohosting==&lt;br /&gt;
There are some autohosts, programs which can be run on a secondary computer to provide a bot-controlled automated hosting enviroment, available for Spring. &lt;br /&gt;
&lt;br /&gt;
- Licho&#039;s Springie Autohost http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7921&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14592</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14592"/>
		<updated>2007-06-30T15:36:19Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lang | Germany | Mods (de) | Mods}}&lt;br /&gt;
&lt;br /&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;
===Spring Client-Compatible Mods===&lt;br /&gt;
&lt;br /&gt;
Mods traditionally constitute additions to a game that change the way it works. However, the term Mod when used in connection to the Spring project refers to a game in its own right that runs on the Spring engine.  The following mods adhere to the official [[Mod_specification]] which ensures that they work with the Lobby Client.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Category:Mods}}&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gimmick Mods===&lt;br /&gt;
&lt;br /&gt;
* [[Chess Mod]]&lt;br /&gt;
* [[Spawn]]&lt;br /&gt;
* [[Timberwolf Mod]]&lt;br /&gt;
* [[The Blue Tanks]]&lt;br /&gt;
* [[Duel]]&lt;br /&gt;
&lt;br /&gt;
===Mod Mutators===&lt;br /&gt;
&lt;br /&gt;
* [[Epic EE|Epic Scale Expand &amp;amp; Exterminate]]&lt;br /&gt;
* [[Nemo&#039;s Final Frontier]] &lt;br /&gt;
* [[WarC/Balanced Absolute Annihilation]]&lt;br /&gt;
* [[Forged Absolute Annihilation]]&lt;br /&gt;
* [[Hover Absolute Annihilation]]&lt;br /&gt;
* [[Persh/Excessive Absolute Annihilation]]&lt;br /&gt;
&lt;br /&gt;
===Mods in Production===&lt;br /&gt;
&lt;br /&gt;
=====Unreleased=====&lt;br /&gt;
* [[1943|Spring 1943]]&lt;br /&gt;
* [[GEM|Galactic Empire Mod]]&lt;br /&gt;
* [[RealOTA]]&lt;br /&gt;
* [[Dune]]&lt;br /&gt;
* [[Lego Spring]]&lt;br /&gt;
* [[Spring1944|Spring 1944 (Formally AATA on the OTA engine)]]&lt;br /&gt;
* [[GINTA]]&lt;br /&gt;
* [[CvC]]&lt;br /&gt;
* [[TrueOTA]]&lt;br /&gt;
* [[Forgotten Chronicles]]&lt;br /&gt;
* [[Dozerz]]&lt;br /&gt;
* [[Tactical Front]]&lt;br /&gt;
* [[Tactical Smash]]&lt;br /&gt;
&lt;br /&gt;
=====Released Incomplete=====&lt;br /&gt;
* [[Battletech]]&lt;br /&gt;
* [[TA_BattleFleet]] by VonGratz&lt;br /&gt;
* [[BloX]]&lt;br /&gt;
* [[The Plot of War]]&lt;br /&gt;
* [[Epic Legions]]&lt;br /&gt;
&lt;br /&gt;
===Incomplete Mods===&lt;br /&gt;
&lt;br /&gt;
These consist of &amp;quot;crude&amp;quot; mods that do not work with the current builds of the Spring engine and incomplete projects that are not in production.  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;
* [[MAD TA]] Buildpics for Spring&lt;br /&gt;
* [[MiniSpring]] (Actually a code modification, abandoned.)&lt;br /&gt;
* [[OTAR-EVAMP]]&lt;br /&gt;
* [[Project Ragnarok]]&lt;br /&gt;
* [[Rhyoss]] for Spring&lt;br /&gt;
* [[UTASP]] 5 Spring&lt;br /&gt;
* [[WH - F]]&lt;br /&gt;
&lt;br /&gt;
=== Other Resources ===&lt;br /&gt;
* [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 File Universe] link&lt;br /&gt;
* &amp;quot;[http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435292#post435292 Mods, Races, TCs, Unit Packs]&amp;quot; entry in the [http://www.tauniverse.com tauniverse.com] forum&lt;br /&gt;
* [[Modweb_Generator]] is a tool that allows you to set up a web that shows information about mods, this page has some example mod-webs.&lt;br /&gt;
* [http://modinfo.unknown-files.net Modinfo] shows information about units/weapons/corpses etc stuff, in almost any mod (if some mod is missing, PM at TradeMark). Modinfo has also an &amp;quot;error reporting&amp;quot; tool, which shows errors in the TDF files, like missing ; marks. &amp;quot;find errors&amp;quot; utility shows several types of errors, and other useful information about cleaning up your mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]] [[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13209</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13209"/>
		<updated>2007-06-30T15:28:10Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Lakes===&lt;br /&gt;
&lt;br /&gt;
Peter: a nice 1v1 map.  3 mex spots near each start location give a total of ~5 metal.  The underwater pair gives another ~5, and the peninsula spots also total ~5.  &lt;br /&gt;
&lt;br /&gt;
The main asymmetry is that there is land above the water at the north end, and some kbots can walk through.  (as opposed to the south end, where the water goes all the way to the edge of the map.)  The water is deep and steep, so there are no spots to ford the river with non-amphibious units.  A transport will be important.  Some of the hills might be too steep for hovercraft, but they could come up the river.  Definitely an interesting map.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 10x10;  Description=Made by CW83, Wind:1-25;&lt;br /&gt;
  Gravity=130; TidalStrength=10;  MaxMetal=0.8;  ExtractorRadius=60;&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Absolute Zero===&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Altored Divide===&lt;br /&gt;
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn&#039;t the best but who cares when it just plays so good!&lt;br /&gt;
&lt;br /&gt;
BDCoolio: This map can get very porcy with all the steep ridges, but you only need to break through one entrance...&lt;br /&gt;
&lt;br /&gt;
===Altored Earth===&lt;br /&gt;
&lt;br /&gt;
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.&lt;br /&gt;
&lt;br /&gt;
Snoob: Has to be played with shadows off, but it&#039;s good...though the textures are kind of lacking.&lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===BlackStar===&lt;br /&gt;
&lt;br /&gt;
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Bypass v1===&lt;br /&gt;
&lt;br /&gt;
Peter: 6 player north vs. south map.  Each player gets 6 mex spots that each give ~2.6, and there&#039;s more metal in the middle.  So too much metal for many fewer players.  4 geo vents, two near the north and two right next to each other in the southeast.  mostly flat (and no chokepoints or hills that you could really hide behind).  The highways are a nice feature:  kbots especially get a big speedup from it (movespeed is T/K/H/S = 1.9/1.6/1.4/1.4).  You should see a flea fly on it!  Strangely (since the tank multiplier is higher than the kbot multiplier) a peewee will outrun a flash on the road, but not on the normal ground everywhere else (1/1/1/1/).  Large kbots move well, too, esp. the big spider kbots.  The road is much harder (less deformable) than all the other terrain.  No water.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16;  Description=2 Highways through hilly terrain;&lt;br /&gt;
  MinWind=10; MaxWind=22;   MaxMetal=0.87; ExtractorRadius=44;&lt;br /&gt;
  Gravity=100;         MapHardness=1000;  (road: *2,  ground: *0.09, hill: *0.2)&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Remake===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: A fairly faithful reproduction of the OTA classic, CtC Remake is a rather small 1v1 at only 8 x 4 and doesn&#039;t have quite enough metal for a sea battle. Still, it is a fun map for tiny sea engagements. Might be better with some metal in the water, but then it wouldn&#039;t be a remake, now would it?&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
Sehk: Popular, but not a group I enjoy much.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Dig Site===&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It&#039;s all about quick expansion baby.&lt;br /&gt;
&lt;br /&gt;
Pintle: &amp;quot;Unfair&amp;quot; comments don&#039;t seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves&lt;br /&gt;
&lt;br /&gt;
===Epic===&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.&lt;br /&gt;
Start spots for 10 players.  There&#039;s metal and geo vents for each player.  Too resource-rich for small games.&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16; Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;&lt;br /&gt;
  Gravity=150;    MapHardness=200; MaxMetal=.32; ExtractorRadius=140; MinWind=8.3; MaxWind=17.4;&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hell&#039;s Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Lowland Crossing===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: This 1v1 map has a good look to it - I like the mix of land/hills/water. Unfortunately, it&#039;s set up to be a major porc-fest with the sections of deep water in the middle. Of course, porcers will love it. I highly recommend it for new players due to its small size (6 x 8) and clearly defined chokepoints.&lt;br /&gt;
&lt;br /&gt;
===Mars===&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Monopoly===&lt;br /&gt;
Snoob: Funny until you see the metal.&lt;br /&gt;
&lt;br /&gt;
===MoonQ10 &amp;amp; Moon Q20===&lt;br /&gt;
&lt;br /&gt;
Sehk: Strong pair of windless maps, these are good for team games, though a little less so for 1v1. The canyons offer interesting defensive and offensive challenges, and the metal distribution feels just right.&lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===Risk===&lt;br /&gt;
&lt;br /&gt;
Sehk: An interesting map based off of a variation of the Risk board. There is little strategic difference between water and land - the land favours vehicles to some extent... not the greatest for play, but fun on occasion.&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
Pintle: Best map i&#039;ve played for team games&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
Sehk: One of a very few larger maps that feels better in 1v1 than in a team game, due to the symmetric and rather stolid metal placement. Enjoyable, if not brilliant, still a great map for the occasional game.&lt;br /&gt;
&lt;br /&gt;
===Severnaya Industrial===&lt;br /&gt;
&lt;br /&gt;
SpikedHelmet: Very excellent map. Besides the obvious visual beauty, the map is very interesting to play, with well-placed resources and very intriguing terrain which makes for very challenging gameplay. A+.&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Small Divide===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: A nice little 1v1 with hills crossable only by k-bots. Also has a fiercely contested center due to the high metal, geothermal spots and the fact that it is the only pass between the north and south sections of the map.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk - Fairly well played, attractive, but limited. A lack of metal in the water and an imprecise distribution of metal somewhat handicap this fierce map, characterized by a requirement of control in the fields of land air and sea.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield v2===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: The new SSB now has metal in the water, making this map even more popular than before.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Islands v2===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: Basically Small Supreme Battlefield v2 without the land bridge connecting the two sides of the map. Great when you want that SSB action but a focus on sea power... or hovers. :(&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Splintered Tropics===&lt;br /&gt;
&lt;br /&gt;
Sehk: A fun map that is far too shallow for serious team games. Best for FFAs; most land units can ford in E&amp;amp;E, many in AA, some in XTA. A good concept that would be interesting in larger maps with deeper water.&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk: See Small Supreme Battlefield above.&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===The Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: A decent choke-point map that would have been better had the passage been wider, to allow for more than just AK/peewee assaults. Usually ends up the porcfest with each side building stuff on the mountain. Metal is on the low end but nevertheless acceptable.&lt;br /&gt;
&lt;br /&gt;
===The Pass V2===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: This is a larger version of the original, but still doesn&#039;t have nearly enough metal. The passage itself is also still very narrow, making air power a must.&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
===XantheTerra===&lt;br /&gt;
Jackalope: A relatively flat map with a beautiful texture and even but fairly random metal distribution.  There are slight hills in various areas which can slow down your units when attacking, kbots will do better.&lt;br /&gt;
&lt;br /&gt;
Sehk: This is a rather useful map, particularly for mods that happen to use vehicles and mechs/k-bots, such as AA, XTA and E&amp;amp;E. It seems small, but can easily support a 5v5.&lt;br /&gt;
&lt;br /&gt;
Chapp: This map is incredibly interesting for a few reasons, Versions 3 through 5 have interesting nuances.&lt;br /&gt;
V3: Very unique terrain types, slopes allow for vehicles on most every side of a pass/ravine.&lt;br /&gt;
V4: Switched from metal map to metal spots, slopes steepened, making vehicles more difficult to play. Terrain type made uniform, K-bots recieve a massive speed boost. Darkest of the 3 versions.&lt;br /&gt;
V5: Metal spots still, Brightest of the 3 versions.&lt;br /&gt;
&lt;br /&gt;
BDCoolio: Version 3 is probably your best bet, as v4 is considered by many to be a mistake, and v5 is a massive download. V3 is 14x14, the other two are 16x16.&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
===SpeedMetal===&lt;br /&gt;
&lt;br /&gt;
Sehk: A map of great contention, this map suffers from useless water and a very restrictive field of play. It can be fun to try out new things, but all in all it isn&#039;t a very good map. Has the metal down, but not really the map part.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Tutorial:CreateMaps(Fnordia_et_al)&amp;diff=18595</id>
		<title>Tutorial:CreateMaps(Fnordia et al)</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Tutorial:CreateMaps(Fnordia_et_al)&amp;diff=18595"/>
		<updated>2007-06-29T23:46:51Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Original by aGorm, with help from LathanStanley&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Idea==&lt;br /&gt;
First of all you need an idea. There is no point (OK, there is some point for test purposes) in making a map just like another one that already exists. You need to think of certain things before you make your map.&lt;br /&gt;
# Is this map idea different, not just a copy of someone else&#039;s?&lt;br /&gt;
# Does my map idea give each player a fair share of the cover and high ground?&lt;br /&gt;
# Is my map idea possible to make?&lt;br /&gt;
# Is it possible with the amount of time I&#039;m willing to spend?&lt;br /&gt;
&lt;br /&gt;
If you answered yes to the above, then you are 25% of the way towards making your map!&lt;br /&gt;
&lt;br /&gt;
You should probably doodle it on a piece of paper to act as a guide later.&lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
With your idea hopefully sketched out, it&#039;s time to get the tools to make the map! (You can skip this if you already have them.)&lt;br /&gt;
&lt;br /&gt;
For all your map compiling needs you should first download the [http://fileuniverse.com/?p=showitem&amp;amp;ID=1234 newest MapConv program].&lt;br /&gt;
&lt;br /&gt;
You will also need some image editing software. Favorites are Photoshop, the [http://www.gimp.org/ GIMP], And Paintshop Pro.&lt;br /&gt;
The GIMP, however, is the only one that&#039;s free!&lt;br /&gt;
(I&#039;m going to have to assume you know how to use the program you choose. If you can&#039;t there are loads of tutorials on the net.)&lt;br /&gt;
&lt;br /&gt;
You may also want to check out [http://www.planetside.co.uk/terragen/ Terragen] for generating terrain. But as you have to pay to render anything of a good size, I won&#039;t mention it other than here.&lt;br /&gt;
&lt;br /&gt;
Another tool you might find useful is the freeware tool [http://www.delphigl.de/projects/terrtexgen/eng_index.html TerrTexGen].  It&#039;s useful for previewing your heightmap before compiling, but unless your texturemap is 4096 on both sides, you might find that the texturemaps that it creates are too small.&lt;br /&gt;
&lt;br /&gt;
Finally, there is tool called [http://www.bundysoft.com/L3DT/ L3DT] which you might also find useful.  It seems to be a program that is specificly designed for creating large height/texture maps.  The free version is capable of rendering a heightmap as big as 4096x4096, and can generate a texturemap that is proportional to the heightmap.  Of the mentioned packages, this seems the most useful and complete.&lt;br /&gt;
&lt;br /&gt;
==Preparing your map==&lt;br /&gt;
This is the fun part! And also, often, the longest part.&lt;br /&gt;
&lt;br /&gt;
For a map you will need several different things:&lt;br /&gt;
# a texture map&lt;br /&gt;
# a height map&lt;br /&gt;
# a metal map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They all have certain needs! Read this bit carfully!&lt;br /&gt;
&lt;br /&gt;
===Texture Map===&lt;br /&gt;
All maps are based on a texture image. This image&#039;s width and height must be an exact multiple of 1024 pixels. So, for instance, you can have a &amp;quot;4096 by 8192&amp;quot; image, but not a &amp;quot;4096 by 4608&amp;quot; image, as 4608 does not divide by 1024. It, like  all three maps, must be saved as a 24 bit BMP. A 1024x1024 Texture will produce a map shown as &#039;2x2&#039; in the launcher.&lt;br /&gt;
&lt;br /&gt;
It may look like whatever you want! Find a texture (preferably, one that you can tile seamlessly) and fill your texture map with it. You could, for instance, fill the whole image with a sand texture. This would make your whole world look like sand. You could then decide to add a few patches of grass to it by finding a suitable grass texture and adding it on patches. So you&#039;d have a map that was mostly sand with a few patches of green.&lt;br /&gt;
&lt;br /&gt;
Because of the way the map compiler works, it will &#039;&#039;&#039;greatly&#039;&#039;&#039; reduce your map filesize if you use 32x32 tiles on your texture map. So, whenever you have to fill a large area with a repeating pattern, make sure the small square you&#039;re repeating is 32x32 (or a multiple of it).&lt;br /&gt;
&lt;br /&gt;
===Height Map===&lt;br /&gt;
Next is the height map. This must be exactly one eighth (1/8) of the size of the texture map &#039;&#039;&#039;+ 1 pixel!&#039;&#039;&#039; For instance, if the dimensions of your texture map are &amp;quot;4096 by 8192&amp;quot;, divide 4096 and 8192 each by 8 and add one to the result of each. The result for this example would be &amp;quot;513 by 1025&amp;quot;. The height map is a black and white BMP. Only use black and white, no colour! (well its better to work it as a greyscale image, and when saving to process, convert to rgb and save as bmp, that way you get a 24 bit bmp)&lt;br /&gt;
&lt;br /&gt;
White areas are the tops of mountains; black areas are the sea floor or the bottom of valleys. The shades of grey between are the different heights between! When you draw your heightmap, make sure the white blends into the black with greys. I suggest you use the blur tool. If you have a white splodge in a patch of black you will have a very tall pillar that won&#039;t look natural at all!&lt;br /&gt;
&lt;br /&gt;
===Metal Map===&lt;br /&gt;
Finally, you need a metal map. This is the same size as the height map, one eighth (1/8) of the size of the texture map &#039;&#039;&#039;+ 1 pixel.&#039;&#039;&#039; On this one you paint down red (in verying degrees) to represent metal. So a red spot that is RGB(50,0,0) will provide about a 5th of the metal patch of red RGB(255,0,0) will give.&lt;br /&gt;
&lt;br /&gt;
On this map you can also place green pixels. Each green pixel will create 1 geothermal vent. If you put down a green splodge you will get a cluster of geo vents! Only place 1 pixel.&lt;br /&gt;
&lt;br /&gt;
Ensure you have all three saved as 24 bit BMPs and you&#039;re ready to convert it all to a map!&lt;br /&gt;
&lt;br /&gt;
== MapConv.exe ==&lt;br /&gt;
&lt;br /&gt;
Instructions pulled from [http://fileuniverse.com/?p=showitem&amp;amp;ID=1234 the newest MapConv program]. If all goes well, the &amp;lt;code&amp;gt;MapConv.exe&amp;lt;/code&amp;gt; should create four new files: &amp;lt;code&amp;gt;mini.bmp&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mini.dds&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;yourmapname.smf&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;yourmapname.smt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 USAGE:  &lt;br /&gt;
   &lt;br /&gt;
 mapconv [-l] [-i] [-c &amp;lt;compression&amp;gt;] -x &amp;lt;max height&amp;gt; -n &amp;lt;min height&amp;gt; [-o  &lt;br /&gt;
 &amp;lt;Output file&amp;gt;] [-e &amp;lt;tile file&amp;gt;] [-y &amp;lt;Typemap file&amp;gt;] -m &amp;lt;Metalmap file&amp;gt; -a  &lt;br /&gt;
 &amp;lt;Heightmap file&amp;gt; -t &amp;lt;Texture file&amp;gt; [--] [-v] [-h] &lt;br /&gt;
   &lt;br /&gt;
   &lt;br /&gt;
 Where:  &lt;br /&gt;
   &lt;br /&gt;
 -l, --lowpass &lt;br /&gt;
 Lowpass filters the heightmap &lt;br /&gt;
   &lt;br /&gt;
 -i, --invert &lt;br /&gt;
 Inverts the height map vertically (not the height values but the height map  &lt;br /&gt;
 (uhm someone rewrite this)) &lt;br /&gt;
   &lt;br /&gt;
 -c &amp;lt;compression&amp;gt;, --compress &amp;lt;compression&amp;gt; &lt;br /&gt;
 (value required) How much we should try to compress the texture file.  &lt;br /&gt;
 Default value 0.8 . (lower=higher quality, larger file) &lt;br /&gt;
   &lt;br /&gt;
 -x &amp;lt;max height&amp;gt;, --maxheight &amp;lt;max height&amp;gt; &lt;br /&gt;
 (required) (value required) What altitude in spring the max(0xffff) level  &lt;br /&gt;
 of the height map should represent &lt;br /&gt;
   &lt;br /&gt;
 -n &amp;lt;min height&amp;gt;, --minheight &amp;lt;min height&amp;gt; &lt;br /&gt;
 (required) (value required) What altitude in spring the min(0) level of  &lt;br /&gt;
 the height map should represent &lt;br /&gt;
   &lt;br /&gt;
 -o &amp;lt;Output file&amp;gt;, --outfile &amp;lt;Output file&amp;gt; &lt;br /&gt;
 (value required) The name of the created map &lt;br /&gt;
   &lt;br /&gt;
 -e &amp;lt;tile file&amp;gt;, --externaltilefile &amp;lt;tile file&amp;gt; &lt;br /&gt;
 (value required) External tile file that will be used for finding tiles,  &lt;br /&gt;
 tiles not found in this will be added in a new tile file &lt;br /&gt;
   &lt;br /&gt;
 -y &amp;lt;Typemap file&amp;gt;, --typemap &amp;lt;Typemap file&amp;gt; &lt;br /&gt;
 (value required) Type map to use, uses the red channel to decide type,  &lt;br /&gt;
 types are defined in the .smd, if this argument is skipped the map will be  &lt;br /&gt;
 all type 0 &lt;br /&gt;
   &lt;br /&gt;
 -m &amp;lt;Metalmap file&amp;gt;, --metalmap &amp;lt;Metalmap file&amp;gt; &lt;br /&gt;
 (required) (value required) Metal map to use, red channel is amount of  &lt;br /&gt;
 metal, green=255 is where to place geos (one pixel=one geo). Is resized to  &lt;br /&gt;
 fit the mapsize &lt;br /&gt;
   &lt;br /&gt;
 -a &amp;lt;Heightmap file&amp;gt;, --heightmap &amp;lt;Heightmap file&amp;gt; &lt;br /&gt;
 (required) (value required) Input heightmap to use for the map, this  &lt;br /&gt;
 should be in 16 bit raw format (.raw extension) or an image file. Must be  &lt;br /&gt;
 xsize*128+1 x ysize*128+1 in size. &lt;br /&gt;
   &lt;br /&gt;
 -t &amp;lt;Texture file&amp;gt;, --intex &amp;lt;Texture file&amp;gt; &lt;br /&gt;
 (required) (value required) Input bitmap to use for the map. Must be  &lt;br /&gt;
 xsize*1024 x ysize*1024 in size. (xsize,ysize integers determined from this  &lt;br /&gt;
 file) &lt;br /&gt;
   &lt;br /&gt;
 --, --ignore_rest &lt;br /&gt;
 Ignores the rest of the labeled arguments following this flag. &lt;br /&gt;
   &lt;br /&gt;
 -v, --version &lt;br /&gt;
 Displays version information and exits. &lt;br /&gt;
   &lt;br /&gt;
 -h, --help &lt;br /&gt;
 Displays usage information and exits. &lt;br /&gt;
   &lt;br /&gt;
   &lt;br /&gt;
Converts a series of .bmp/.raw files to a Spring map. This just creates the .smf file, you will also have to create a .smd file using a text editor or Maelstrom&#039;s SMD creator.&lt;br /&gt;
&lt;br /&gt;
==Mothers MapConv==&lt;br /&gt;
The usage is the same as above, with the following exceptions:&lt;br /&gt;
All features (including GeoVent/Tree/Grass) are now on their own FeatureMap.  This is a 24bit bmp specified with the -f &amp;lt;featuremapname.bmp&amp;gt; flag.&lt;br /&gt;
&#039;&#039;It should be 1/8th the resolution of your map.&#039;&#039; (i.e. 1 pixel smaller in each direction then your heightmap)&lt;br /&gt;
&lt;br /&gt;
Tree&#039;s and GeoVents are placed on the green layer.&lt;br /&gt;
*255 Places a GeoVent&lt;br /&gt;
*200-215 Places tree types 1-16&lt;br /&gt;
&lt;br /&gt;
MapConv will try to place these features in the exact spot you place them, it will then go into crackhead mode if it cannot.&lt;br /&gt;
&lt;br /&gt;
Grass is the blue layer.  The blue value  maps to a &#039;pseudo-density&#039; of the grass.  The &#039;grass&#039; map in the engine is very very low resolution,  so be aware that you will not get nice linear results.  255=full grass, 0=no grass.&lt;br /&gt;
&lt;br /&gt;
The red layer places &#039;Arbitrary Features,&#039; aka wreckages.  One pixel of red equals one feature.  Red &#039;255&#039; gives you a feature of the first arbitrary type, 254 the second, 253 the third, and so on.&lt;br /&gt;
&lt;br /&gt;
===But what are these &#039;Arbitrary Features,&#039; Im so confused!===&lt;br /&gt;
They are &#039;features&#039; found in the /features/All Worlds or /features/corpses filesystems.  Which feature is &#039;type 1&#039; is defined on a map-by-map basis via a new file called &#039;fs.txt&#039;.  This file should contain &amp;lt;cr&amp;gt; delimited feature names. The first line is the feature placed when a red=255 dot is found, etc.&lt;br /&gt;
&lt;br /&gt;
=== Ok, Now what do I do? ===&lt;br /&gt;
If you are using any custom features, and/or you want to mod-proof your map, you should include them in the sd7 that you package the map in.  The tree structure should look something like:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;mapname.sd7&amp;gt;&lt;br /&gt;
 -maps/&lt;br /&gt;
 -mapname.smf&lt;br /&gt;
 -mapname.smt&lt;br /&gt;
 -mapname.smd&lt;br /&gt;
 -Objects3d/&lt;br /&gt;
 -&amp;lt;featurename[s]&amp;gt;.3do(specified in the tdf)&lt;br /&gt;
 -features/&lt;br /&gt;
 -All Worlds/&lt;br /&gt;
 (and/or)&lt;br /&gt;
 -Corpses/&lt;br /&gt;
 -&amp;lt;featurename[s]&amp;gt;.tdf&lt;br /&gt;
 -textures/&lt;br /&gt;
 -tatex/&lt;br /&gt;
 -&amp;lt;texname[s]&amp;gt;00.bmp or .tga&lt;br /&gt;
&lt;br /&gt;
Without getting into modding/unit making I will say that the &amp;lt;code&amp;gt;.tdf&amp;lt;/code&amp;gt; tells you the name of the &amp;lt;code&amp;gt;.3do&amp;lt;/code&amp;gt; (&amp;quot;&amp;lt;code&amp;gt;Object=&amp;lt;/code&amp;gt;&amp;quot;), and the name of the &#039;feature&#039; is in the top brackets.  The &amp;lt;code&amp;gt;.3do&amp;lt;/code&amp;gt; specifies the texture names.  The engine looks for those texture names + 00 in either bmp or tga format in tatex. &lt;br /&gt;
&lt;br /&gt;
Examples of a built-in XTA wreckage name would be &amp;lt;code&amp;gt;armckfus_dead&amp;lt;/code&amp;gt; which would be looking for a tdf (likely &amp;lt;code&amp;gt;armckfus_dead.tdf&amp;lt;/code&amp;gt;) that has a &amp;lt;code&amp;gt;[armckfus_dead]&amp;lt;/code&amp;gt; section which then specified something like:&lt;br /&gt;
&amp;lt;code&amp;gt;Object=armckfus_dead&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;armckfus_dead.3do&amp;lt;/code&amp;gt; would then specify some texture like &amp;lt;code&amp;gt;wreck01b&amp;lt;/code&amp;gt; which would go looking for either a &amp;lt;code&amp;gt;wreck01b00.bmp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wreck01b00.tga&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
[http://fileuniverse.com/?p=showitem&amp;amp;ID=1421 Start with this version of MapConv]&lt;br /&gt;
or&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1507 This one]&lt;br /&gt;
[I will clean this up and add more later --Mother]&lt;br /&gt;
&lt;br /&gt;
==Making your map work==&lt;br /&gt;
This is the final push. Once Sharp map has finshed it will spit out a .sm2 file. This needs to be copied to the MAPS folder in Spring. But you still need one more thing: an .smd file. Basically, this file tells the game things like the maximum metal, the light colours, the clouds, etc. (All the bits you were thinking that you hadn&#039;t done yet!)&lt;br /&gt;
&lt;br /&gt;
I would suggest you copy the .smd of another map and fiddle with the settings until you get what you want. smd&#039;s can be opened in notepad or similar. Look at all the .smd&#039;s so you can get a jist of what each option does. Make sure both the .sm2 and .smd have the same file name then start up Spring (not the client!) in [http://taspring.clan-sy.com/wiki/FAQ#People_talk_about_.27Single_Player.27._How_do_I_start_a_single_player_game.3F single-player mode] and run the commanders script. Choose your map and away you go!&lt;br /&gt;
&lt;br /&gt;
==SMD Rundown==&lt;br /&gt;
What follows is all that we (aGorm and LathanStanley) have figured out in the SMD&#039;s. Its by no means the be all and end all, but it&#039;s the next best thing.&lt;br /&gt;
&lt;br /&gt;
* Goto [[Maps:SMD]] for a more detailed listing&lt;br /&gt;
 &lt;br /&gt;
===General Map Information===&lt;br /&gt;
* Description is just a short description of your map. Keep it simple.&lt;br /&gt;
* TidalStrength determines how much energy tidal generators will produce. A normal figure is around 20.&lt;br /&gt;
* Gravity, as you would expect, affects ballisitcs and how far units fly after an explosion.&lt;br /&gt;
* MaxMetal is the maximum amount of metal you will gain from one game square in 1 second from an area of metal that had a red value of 255 in your metal map. If making an old style metal deposit map, then this will be quite high: maybe 2 or 3. If you are making a new style metal-all-over-the-place-map, then it will be low: perhaps 0.2. Also for old style maps, you&#039;ll have to fiddle with the...&lt;br /&gt;
* ExtractorRadius, which is the area that is harvested by 1 metal extractor. For old style maps make this very small, so as they only take from one deposit.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere, Water Colours ===&lt;br /&gt;
Each value (it would appear this bit is by no means gospel) is a representation of the [[RGB]] values for that parameter. It would appear to be relative, i.e. you can put in what ever numbers you like and the game will work out what you want. &lt;br /&gt;
&lt;br /&gt;
The best way to go about it is to look at it as percentages.&lt;br /&gt;
The numbers 1, 0.5, 0.2 refer to 100% red, 50% green and 20% blue. But 2, 1, 0.4, will get the same result. Using numbers below one for all the numbers will result in the colour being less bright.&lt;br /&gt;
&lt;br /&gt;
This is all a bit confusing so an example will be given:&lt;br /&gt;
&lt;br /&gt;
 SkyColor=0.2 0.1 0.5;&lt;br /&gt;
&lt;br /&gt;
In this example the sky is coloured with 20% red, 10% green, and 50% blue, approximatly RGB(51,25,127), resulting in a very deep night-time blue. Other colours are added to the initial sky colour. If you set your sun as being a pale yellow and it came out rather green, this is why. &lt;br /&gt;
&lt;br /&gt;
One helpful tip is &#039;&#039;negative&#039;&#039; colour. That&#039;s right: you can type in a negative number for a colour and it will remove it from the base sky colour. Just be careful not to go below the original values or you may get a surprise.&lt;br /&gt;
&lt;br /&gt;
===The Sun System/Shadow System===&lt;br /&gt;
The Sun System/Shadow System is quite a useful tool as well in making your maps look &#039;&#039;well done&#039;&#039;.  &lt;br /&gt;
Within the &amp;lt;code&amp;gt;.smd&amp;lt;/code&amp;gt; file there is a line: &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;code&amp;gt;SunDir=-1 1 -.5;	//direction of sun&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(The part after the &amp;quot;//&amp;quot; is a comment)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numbers &amp;quot;-1&amp;quot;, &amp;quot;1&amp;quot;, &amp;quot;.5&amp;quot; determine the angle and elevation of the sunlight system. &lt;br /&gt;
&lt;br /&gt;
The first number is the X angle (East/West) (from -1 to 1) where any negative number means the sun is on the West (and therefore shadows will be cast east), and any positive number means the sun is on the East (and therefore shadows will be cast west), and if the number is 0 there are no east or west shadows, the sun is directly above you. &lt;br /&gt;
&lt;br /&gt;
The second is its elevation, (0 to 1), this number is how far from the horizion the sun is, ignoring it&#039;s angle. Thus, 1 puts the sun directly overhead (while still casting angular shadows) and 0 putting it directly on the horizion. &lt;br /&gt;
&lt;br /&gt;
The final number is the Z angle (North/South). (I know, I know, they wrote the engine with Y as elevation and Z as vertical. Don&#039;t blame me.) It is just like the East West positioning, where negative numbers put them on the North, and positive numbers put them on the South. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039; If you want the shadows &#039;&#039;in&#039;&#039; one of the boxes (your shadow casting surface is in the middle), use the numbers provided, or start from them and tweak the angle and sun height as seen fit.&lt;br /&gt;
&lt;br /&gt;
[[Image:ShadowDirection.gif]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; on the current build, it &#039;&#039;will&#039;&#039; cast the shadows in the proper direction, etc. Negative direction numbers tend to make some maps unstable and cause crashes. The best solution would be to rotate or flip your map to where the shadows point up or right (North or West). I do believe these bugs are being worked on and will be fixed soon.&lt;br /&gt;
&lt;br /&gt;
We can only hope this has been helpful! Any questions, or things you think we have missed, please ask us in the maps section.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map making]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7896</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7896"/>
		<updated>2007-06-29T22:50:58Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: /* s3o units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mod development=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Create_units - old Wiki&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Mod Development]]&lt;br /&gt;
*[[Mod specification]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6015 What do I need to create a mod]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unit Development===&lt;br /&gt;
*[http://taspring.clan-sy.com/wiki/Unit_Development Global informations about units]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====s3o units====&lt;br /&gt;
* [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro&#039;s tutorial of Upspring and textures].&lt;br /&gt;
* [[Basic s3o unit making guide]]&lt;br /&gt;
* [[Simple Mod Tutorial]]&lt;br /&gt;
* [[Units:CreateModel|UV Mapping in Wings3D]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10947 Texturing Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial]&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=75495 various things about unit making. (Also contains an illustrated alpha-channel tut)]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10503 Runecrafter&#039;s 3DS Max UV Mapping Tutorial]&lt;br /&gt;
&lt;br /&gt;
====Scripting and Animation====&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.]&lt;br /&gt;
* GET/SET MAX_SPEED works once again. GET/SET ACTIVATION also works (which means you can turn radar jamming, energy production, radar, metal proudction, energy/metal use as defined in the fbi off and on via script)&lt;br /&gt;
&lt;br /&gt;
====FBI Files====&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variables)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====TDF Files====&lt;br /&gt;
*[[Units:Download TDF]] &lt;br /&gt;
*[[Units:Weapons]] : Various informations about weapons&lt;br /&gt;
*[[All_Weapons_variable_values:_min,_max,_default,_type|Units:Weapons (variables)]]&lt;br /&gt;
*[[Weapon Variables]] : This is the most up to date&lt;br /&gt;
&lt;br /&gt;
====Lua====&lt;br /&gt;
*[[Units:LuaCOB]] - how to interface COB with LUA&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:High-poly]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Spawn]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomExplosionGenerators|Mod Development:Custom explosions]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====3do units====&lt;br /&gt;
* [http://www.tauniverse.com/forum/forumdisplay.php?s=&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7895</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7895"/>
		<updated>2007-06-29T22:49:47Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: /* s3o units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mod development=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Create_units - old Wiki&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Mod Development]]&lt;br /&gt;
*[[Mod specification]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6015 What do I need to create a mod]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unit Development===&lt;br /&gt;
*[http://taspring.clan-sy.com/wiki/Unit_Development Global informations about units]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====s3o units====&lt;br /&gt;
* [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro&#039;s tutorial of Upspring and textures].&lt;br /&gt;
* [[Basic s3o unit making guide]]&lt;br /&gt;
* [[Simple Mod Tutorial]]&lt;br /&gt;
* [[Units:CreateModel|UV Mapping in Wings3D]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial]&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=75495 various things about unit making. (Also contains an illustrated alpha-channel tut)]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10503 Runecrafter&#039;s 3DS Max UV Mapping Tutorial]&lt;br /&gt;
&lt;br /&gt;
====Scripting and Animation====&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.]&lt;br /&gt;
* GET/SET MAX_SPEED works once again. GET/SET ACTIVATION also works (which means you can turn radar jamming, energy production, radar, metal proudction, energy/metal use as defined in the fbi off and on via script)&lt;br /&gt;
&lt;br /&gt;
====FBI Files====&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variables)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====TDF Files====&lt;br /&gt;
*[[Units:Download TDF]] &lt;br /&gt;
*[[Units:Weapons]] : Various informations about weapons&lt;br /&gt;
*[[All_Weapons_variable_values:_min,_max,_default,_type|Units:Weapons (variables)]]&lt;br /&gt;
*[[Weapon Variables]] : This is the most up to date&lt;br /&gt;
&lt;br /&gt;
====Lua====&lt;br /&gt;
*[[Units:LuaCOB]] - how to interface COB with LUA&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:High-poly]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Spawn]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomExplosionGenerators|Mod Development:Custom explosions]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====3do units====&lt;br /&gt;
* [http://www.tauniverse.com/forum/forumdisplay.php?s=&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7574</id>
		<title>Forgotten Chronicles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7574"/>
		<updated>2007-02-04T05:02:39Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Forgotten Chronicles : What is it?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently not under development, we are doing something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Forgotten Chronicles is an extremely ambitious mod/game. The developers (I, Snipawolf, and Chrispin) are going to the extremes to push the engine to its limits. Most units in the game have at least 2 weapons, and almost all units are affected by veterancy. We are also interested in the spring rewrite and the new engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Name&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The name is intertwined with the story. Forgotten Chronicles as in long lost records, of an extremely brutal and hellish war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Storyline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start from the begining when the first space mission to go out of our solar system was launched in 2296. We could finally test out the use of wormholes to travel through space. The ship used in the mission carried over 100 men consisting of mostly scientists. The mission was succesful and the ship was carried out of our solar system. After the scientists eagerly identified and named many new planets, all communication with the ship was lost. The last report sent from the ship to Earth was a report of an attack over the planet Felmar II. The weaponry that attacked the ship was like nothing ever seen before. They were weapons of mass destruction. 5 years later and the next mission out of our solar system was launched. This time the ship carried weapons, but again, the ship lost communication and was obliterated over Felmar II. Felmar II was described to be a complete organic wasteland. It was very exciting to see the first life on another planet, but the planet was far beyond inhabitable by humans. The place was too rich in oxygen. Organisms overcrowded the planet. Felmar II was clearly a living giant. Scientists began to think that if you were to take a step on the planet, you would be eaten alive. Soon, many missions were sent out to observe the planet with great precautions. Scientists wondered how a such crude planet could have such powerful weaponry. They greatly under-estimated the aliens. Many missions turned into battles between the 2 races. The aliens had few actual fleets of ships. Most of the time creatures themselves would actually fly out into space. The aliens seemed very adaptable to their enviroment. The aliens obviously had technology beyond humans, but they rarely used it. Mission after mission was sent, humans began to forget why they were around the planet in the first place. They would send out missions with the main purpose of attacking Felmar II. Many citizens of Earth did not like these attack missions. The humans could not keep attacking without consequence though. Many lives were lost and soon to be more... many more. The whole out of solar system exploration act had formed a war. Aliens tracked ships back to Earth and attacked. Humans were devastated by alien attacks and no longer felt safe on their own planet. The humans had to start a war. They had no choice for the aliens would never stop attacking. The humans had about the technology equivelent to the aliens for the fact that the aliens were mostly simple organisms mixed with very few organisms with complex brains. The aliens had a history of galactic conquest. The aliens&#039; ancients were very advanced and had the devastating weaponry that the aliens recovered over a thousand years later. So after many human lives were taken, the humans decided that the aliens and humans were even matched and now the humans needed an advantage to end this war. The aliens were even faster learners than humans and the humans needed faster learners now. Only artificial intelligence could solve this problem. Though, robot brains themselves could not be as smart as humans. The only solution to that was to implant actual human brains into the robots. The humans were willing to do whatever they needed to do in order to win the Fight for Humanity. And after the first AI robot with a human brain operating it was created. This soon turned into a disaster. The robots had free will and would sometimes malfuntion and kill humans. The robots could communicate much quicker than humans. Who knows what the robots could be plotting. The robots were succesful in exterminating much of the alien race by landing on the planet, but humans remained to have problems on Earth with the robots. The robots became more fiercer and would sometimes take humans and use their brains in order to build more of their own kind. The rage against the aliens and the robots continues. It seems as though all hope is lost for humans, or is it? It&#039;s all up to you, Commander. Lead your race to victory, or face bitter defeat.&lt;br /&gt;
&lt;br /&gt;
(Story by Chrispin) (PS: The humans hadn&#039;t had war in an extremely long time, which is why weapons like machine guns and cannons are still up to date.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles: Release Date&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently unknown, we are estimating 2008 for the finished product, maybe later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles: A look at the Races&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans&lt;br /&gt;
&lt;br /&gt;
Resources: Supplies (Metal) - Used for buildings, materialistic needs, and ammunition used by troops.&lt;br /&gt;
Requisition Points (Recognition, ability to call in greater forces) - Used for training infantry, weapon crews, and pretty much anything that humans build.&lt;br /&gt;
&lt;br /&gt;
Unit Style: The Humans are versatile, no real style suits them.&lt;br /&gt;
&lt;br /&gt;
Robots&lt;br /&gt;
&lt;br /&gt;
Resources: Metal - Used for building bots.&lt;br /&gt;
Energy - Used for weaponry.&lt;br /&gt;
&lt;br /&gt;
Aliens: Metal - Used for technology and buildings.&lt;br /&gt;
Food (Energy) - Used for spawning troops and using weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles: What we have&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing in game yet, I have a lot of models, well, 3 that can adapt well to be around 20. I need to get a commander and get him in game first, then I can try with other units.&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=A_Good_Offense_is_the_Best_Defense&amp;diff=1233</id>
		<title>A Good Offense is the Best Defense</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=A_Good_Offense_is_the_Best_Defense&amp;diff=1233"/>
		<updated>2006-10-29T02:24:42Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Getting Rolling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When playing this tactic, you never stay in one spot, continously pumping out units and moving from place to place. Scouts are vital for deep striking missions. Level 1 tech is all you need to win. Players following this tactic are rewarded with an almost impeccable ability to continuosly bring the fight to the enemy, and never getting attacked themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard, but worth it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This tactic is the opposite of porcing, which means it is going to be very hard. No defenses means mobile units, mobile units have more use than defenses, but are weaker. The enemy is never sure of any position you could be at. Here one minute, gone the next. Rushing enemies with 1 or 2 units in the begginning is catastrophic. It can completely wreck the economy, and it could make your enemy try to attack you, but your supposed to have left that base to fend for itself, and moved already.&lt;br /&gt;
&lt;br /&gt;
-Snipawolf&lt;br /&gt;
&lt;br /&gt;
PS: This Tactic is not suggested for those of us that are slower...&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy_and_Tactics&amp;diff=18005</id>
		<title>Strategy and Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy_and_Tactics&amp;diff=18005"/>
		<updated>2006-10-29T02:18:28Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: /* Common Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
Strategy and Tactics are best described as &amp;quot;Concepts on how to achieve victory&amp;quot;. Strategy is a chosen global method of action, while tactics are short-term actions to attain specific goals.&lt;br /&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;
&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;
===Common Strategies===&lt;br /&gt;
&#039;&#039;&#039;[[Rushing]]&#039;&#039;&#039; - Speed Slaughter&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Porcing]]&#039;&#039;&#039; - If I Hold Out Long Enough, I&#039;ll Be The Last Man Standing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map Control]]&#039;&#039;&#039; - Everywhere At Once&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Uberweapon]]&#039;&#039;&#039; - Nukes, LRPCS &amp;amp; Superunits&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Expansion]]&#039;&#039;&#039; - The Eradication Of Base Mentality&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Planned Delaying]]&#039;&#039;&#039; - Just Need To Slow Them Down...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[The Secret Front]]&#039;&#039;&#039; - Victory Through Misinformation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[A Good Offense is the Best Defense]]&#039;&#039;&#039; - Speed, No Defense&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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;
===Common Tactics===&lt;br /&gt;
&#039;&#039;&#039;[[Commander bombing]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Commander kidnapping]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Raiding]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Swarming]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Nuke strike]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Chokepoint]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Teching]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Defensive Lines]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Transports and setting up supply Lines]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Dedicated Spamming]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Classic Pincer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Air Domination]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Squad Tactics]]&#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;
===Specific Supplements===&lt;br /&gt;
&#039;&#039;&#039;[[Base building tips|Base Construction]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring for RTS Players]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Replays]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods, and their strategies/tactics|Tactics For Individual Mods]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Resources]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Theory On Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Aggressive Vs. Passive Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[How to be good at 1v1|One Vs. One Tactics &amp;amp; Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Delaying Inevitable Defeat: Development Time]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Multiplayer Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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;
===Discussions On Strategy===&lt;br /&gt;
&#039;&#039;&#039;[[Advanced Strategy Discussion|2005 Discussion]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7772 Tactics And Hills]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5824 Airdrop Efficency]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3642 Forum Discussion January 06]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6167 Forum Discussion July 06]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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===Other===&lt;br /&gt;
&#039;&#039;&#039;[[Spring guide!|Spring Guide!]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7596 Individual Playing Styles]&lt;br /&gt;
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Feel free to contribute as you see fit to the Strategy and Tactics section of the Wiki as you would elsewhere, but remember to respect the work of other contributors and consult them if you seek to overhaul their contributions.&lt;br /&gt;
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		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7572</id>
		<title>Forgotten Chronicles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7572"/>
		<updated>2006-10-18T11:11:03Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Forgotten Chronicles : What is it?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Forgotten Chronicles is an extremely ambitious mod/game. The developers (I, Snipawolf, and Chrispin) are going to the extremes to push the engine to its limits. Most units in the game have at least 2 weapons, and almost all units are affected by veterancy. We are also interested in the spring rewrite and the new engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Name&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The name is intertwined with the story. Forgotten Chronicles as in long lost records, of an extremely brutal and hellish war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Storyline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start from the begining when the first space mission to go out of our solar system was launched in 2296. We could finally test out the use of wormholes to travel through space. The ship used in the mission carried over 100 men consisting of mostly scientists. The mission was succesful and the ship was carried out of our solar system. After the scientists eagerly identified and named many new planets, all communication with the ship was lost. The last report sent from the ship to Earth was a report of an attack over the planet Felmar II. The weaponry that attacked the ship was like nothing ever seen before. They were weapons of mass destruction. 5 years later and the next mission out of our solar system was launched. This time the ship carried weapons, but again, the ship lost communication and was obliterated over Felmar II. Felmar II was described to be a complete organic wasteland. It was very exciting to see the first life on another planet, but the planet was far beyond inhabitable by humans. The place was too rich in oxygen. Organisms overcrowded the planet. Felmar II was clearly a living giant. Scientists began to think that if you were to take a step on the planet, you would be eaten alive. Soon, many missions were sent out to observe the planet with great precautions. Scientists wondered how a such crude planet could have such powerful weaponry. They greatly under-estimated the aliens. Many missions turned into battles between the 2 races. The aliens had few actual fleets of ships. Most of the time creatures themselves would actually fly out into space. The aliens seemed very adaptable to their enviroment. The aliens obviously had technology beyond humans, but they rarely used it. Mission after mission was sent, humans began to forget why they were around the planet in the first place. They would send out missions with the main purpose of attacking Felmar II. Many citizens of Earth did not like these attack missions. The humans could not keep attacking without consequence though. Many lives were lost and soon to be more... many more. The whole out of solar system exploration act had formed a war. Aliens tracked ships back to Earth and attacked. Humans were devastated by alien attacks and no longer felt safe on their own planet. The humans had to start a war. They had no choice for the aliens would never stop attacking. The humans had about the technology equivelent to the aliens for the fact that the aliens were mostly simple organisms mixed with very few organisms with complex brains. The aliens had a history of galactic conquest. The aliens&#039; ancients were very advanced and had the devastating weaponry that the aliens recovered over a thousand years later. So after many human lives were taken, the humans decided that the aliens and humans were even matched and now the humans needed an advantage to end this war. The aliens were even faster learners than humans and the humans needed faster learners now. Only artificial intelligence could solve this problem. Though, robot brains themselves could not be as smart as humans. The only solution to that was to implant actual human brains into the robots. The humans were willing to do whatever they needed to do in order to win the Fight for Humanity. And after the first AI robot with a human brain operating it was created. This soon turned into a disaster. The robots had free will and would sometimes malfuntion and kill humans. The robots could communicate much quicker than humans. Who knows what the robots could be plotting. The robots were succesful in exterminating much of the alien race by landing on the planet, but humans remained to have problems on Earth with the robots. The robots became more fiercer and would sometimes take humans and use their brains in order to build more of their own kind. The rage against the aliens and the robots continues. It seems as though all hope is lost for humans, or is it? It&#039;s all up to you, Commander. Lead your race to victory, or face bitter defeat.&lt;br /&gt;
&lt;br /&gt;
(Story by Chrispin) (PS: The humans hadn&#039;t had war in an extremely long time, which is why weapons like machine guns and cannons are still up to date.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles: Release Date&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently unknown, we are estimating 2008 for the finished product, maybe later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles: A look at the Races&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans&lt;br /&gt;
&lt;br /&gt;
Resources: Supplies (Metal) - Used for buildings, materialistic needs, and ammunition used by troops.&lt;br /&gt;
Requisition Points (Recognition, ability to call in greater forces) - Used for training infantry, weapon crews, and pretty much anything that humans build.&lt;br /&gt;
&lt;br /&gt;
Unit Style: The Humans are versatile, no real style suits them.&lt;br /&gt;
&lt;br /&gt;
Robots&lt;br /&gt;
&lt;br /&gt;
Resources: Metal - Used for building bots.&lt;br /&gt;
Energy - Used for weaponry.&lt;br /&gt;
&lt;br /&gt;
Aliens: Metal - Used for technology and buildings.&lt;br /&gt;
Food (Energy) - Used for spawning troops and using weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles: What we have&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing in game yet, I have a lot of models, well, 3 that can adapt well to be around 20. I need to get a commander and get him in game first, then I can try with other units.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7571</id>
		<title>Forgotten Chronicles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7571"/>
		<updated>2006-10-18T02:03:21Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Forgotten Chronicles : What is it?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Forgotten Chronicles is an extremely ambitious mod/game. The developers (I, Snipawolf, and Chrispin) are going to the extremes to push the engine to its limits. Most units in the game have at least 2 weapons, and almost all units are affected by veterancy. We are also interested in the spring rewrite and the new engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Name&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The name is intertwined with the story. Forgotten Chronicles as in long lost records, of an extremely brutal and hellish war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Storyline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start from the begining when the first space mission to go out of our solar system was launched in 2296. We could finally test out the use of wormholes to travel through space. The ship used in the mission carried over 100 men consisting of mostly scientists. The mission was succesful and the ship was carried out of our solar system. After the scientists eagerly identified and named many new planets, all communication with the ship was lost. The last report sent from the ship to Earth was a report of an attack over the planet Felmar II. The weaponry that attacked the ship was like nothing ever seen before. They were weapons of mass destruction. 5 years later and the next mission out of our solar system was launched. This time the ship carried weapons, but again, the ship lost communication and was obliterated over Felmar II. Felmar II was described to be a complete organic wasteland. It was very exciting to see the first life on another planet, but the planet was far beyond inhabitable by humans. The place was too rich in oxygen. Organisms overcrowded the planet. Felmar II was clearly a living giant. Scientists began to think that if you were to take a step on the planet, you would be eaten alive. Soon, many missions were sent out to observe the planet with great precautions. Scientists wondered how a such crude planet could have such powerful weaponry. They greatly under-estimated the aliens. Many missions turned into battles between the 2 races. The aliens had few actual fleets of ships. Most of the time creatures themselves would actually fly out into space. The aliens seemed very adaptable to their enviroment. The aliens obviously had technology beyond humans, but they rarely used it. Mission after mission was sent, humans began to forget why they were around the planet in the first place. They would send out missions with the main purpose of attacking Felmar II. Many citizens of Earth did not like these attack missions. The humans could not keep attacking without consequence though. Many lives were lost and soon to be more... many more. The whole out of solar system exploration act had formed a war. Aliens tracked ships back to Earth and attacked. Humans were devastated by alien attacks and no longer felt safe on their own planet. The humans had to start a war. They had no choice for the aliens would never stop attacking. The humans had about the technology equivelent to the aliens for the fact that the aliens were mostly simple organisms mixed with very few organisms with complex brains. The aliens had a history of galactic conquest. The aliens&#039; ancients were very advanced and had the devastating weaponry that the aliens recovered over a thousand years later. So after many human lives were taken, the humans decided that the aliens and humans were even matched and now the humans needed an advantage to end this war. The aliens were even faster learners than humans and the humans needed faster learners now. Only artificial intelligence could solve this problem. Though, robot brains themselves could not be as smart as humans. The only solution to that was to implant actual human brains into the robots. The humans were willing to do whatever they needed to do in order to win the Fight for Humanity. And after the first AI robot with a human brain operating it was created. This soon turned into a disaster. The robots had free will and would sometimes malfuntion and kill humans. The robots could communicate much quicker than humans. Who knows what the robots could be plotting. The robots were succesful in exterminating much of the alien race by landing on the planet, but humans remained to have problems on Earth with the robots. The robots became more fiercer and would sometimes take humans and use their brains in order to build more of their own kind. The rage against the aliens and the robots continues. It seems as though all hope is lost for humans, or is it? It&#039;s all up to you, Commander. Lead your race to victory, or face bitter defeat.&lt;br /&gt;
&lt;br /&gt;
(Story by Chrispin) (PS: The humans hadn&#039;t had war in an extremely long time, which is why weapons like machine guns and cannons are still up to date.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles: Release Date&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently unknown, we are estimating 2008 for the finished product, maybe later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles: A look at the Races&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans&lt;br /&gt;
&lt;br /&gt;
Resources: Supplies (Metal) - Used for buildings, materialistic needs, and ammunition used by troops.&lt;br /&gt;
Requisition Points (Recognition, ability to call in greater forces) - Used for training infantry, weapon crews, and pretty much anything that humans build.&lt;br /&gt;
&lt;br /&gt;
Unit Style: The Humans are versatile, no real style suits them.&lt;br /&gt;
&lt;br /&gt;
Robots&lt;br /&gt;
&lt;br /&gt;
Resources: Metal - Used for building bots.&lt;br /&gt;
Energy - Used for weaponry.&lt;br /&gt;
&lt;br /&gt;
Aliens: Metal - Used for technology and buildings.&lt;br /&gt;
Food (Energy) - Used for spawning troops and using weapons.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7570</id>
		<title>Forgotten Chronicles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7570"/>
		<updated>2006-10-18T01:59:08Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Forgotten Chronicles : What is it?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Forgotten Chronicles is an extremely ambitious mod/game. The developers (I, Snipawolf, and Chrispin) are going to the extremes to push the engine to its limits. Most units in the game have at least 2 weapons, and almost all units are affected by veterancy. We are also interested in the spring rewrite and the new engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Name&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The name is intertwined with the story. Forgotten Chronicles as in long lost records, of an extremely brutal and hellish war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Storyline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start from the begining when the first space mission to go out of our solar system was launched in 2296. We could finally test out the use of wormholes to travel through space. The ship used in the mission carried over 100 men consisting of mostly scientists. The mission was succesful and the ship was carried out of our solar system. After the scientists eagerly identified and named many new planets, all communication with the ship was lost. The last report sent from the ship to Earth was a report of an attack over the planet Felmar II. The weaponry that attacked the ship was like nothing ever seen before. They were weapons of mass destruction. 5 years later and the next mission out of our solar system was launched. This time the ship carried weapons, but again, the ship lost communication and was obliterated over Felmar II. Felmar II was described to be a complete organic wasteland. It was very exciting to see the first life on another planet, but the planet was far beyond inhabitable by humans. The place was too rich in oxygen. Organisms overcrowded the planet. Felmar II was clearly a living giant. Scientists began to think that if you were to take a step on the planet, you would be eaten alive. Soon, many missions were sent out to observe the planet with great precautions. Scientists wondered how a such crude planet could have such powerful weaponry. They greatly under-estimated the aliens. Many missions turned into battles between the 2 races. The aliens had few actual fleets of ships. Most of the time creatures themselves would actually fly out into space. The aliens seemed very adaptable to their enviroment. The aliens obviously had technology beyond humans, but they rarely used it. Mission after mission was sent, humans began to forget why they were around the planet in the first place. They would send out missions with the main purpose of attacking Felmar II. Many citizens of Earth did not like these attack missions. The humans could not keep attacking without consequence though. Many lives were lost and soon to be more... many more. The whole out of solar system exploration act had formed a war. Aliens tracked ships back to Earth and attacked. Humans were devastated by alien attacks and no longer felt safe on their own planet. The humans had to start a war. They had no choice for the aliens would never stop attacking. The humans had about the technology equivelent to the aliens for the fact that the aliens were mostly simple organisms mixed with very few organisms with complex brains. The aliens had a history of galactic conquest. The aliens&#039; ancients were very advanced and had the devastating weaponry that the aliens recovered over a thousand years later. So after many human lives were taken, the humans decided that the aliens and humans were even matched and now the humans needed an advantage to end this war. The aliens were even faster learners than humans and the humans needed faster learners now. Only artificial intelligence could solve this problem. Though, robot brains themselves could not be as smart as humans. The only solution to that was to implant actual human brains into the robots. The humans were willing to do whatever they needed to do in order to win the Fight for Humanity. And after the first AI robot with a human brain operating it was created. This soon turned into a disaster. The robots had free will and would sometimes malfuntion and kill humans. The robots could communicate much quicker than humans. Who knows what the robots could be plotting. The robots were succesful in exterminating much of the alien race by landing on the planet, but humans remained to have problems on Earth with the robots. The robots became more fiercer and would sometimes take humans and use their brains in order to build more of their own kind. The rage against the aliens and the robots continues. It seems as though all hope is lost for humans, or is it? It&#039;s all up to you, Commander. Lead your race to victory, or face bitter defeat.&lt;br /&gt;
&lt;br /&gt;
(Story by Chrispin) (PS: The humans hadn&#039;t had war in an extremely long time, which is why weapons like machine guns and cannons are still up to date.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles: Release Date&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently unknown, we are estimating 2008 for the finished product, maybe later.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7569</id>
		<title>Forgotten Chronicles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7569"/>
		<updated>2006-10-18T01:53:22Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Forgotten Chronicles : Name&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The name is intertwined with the story. Forgotten Chronicles as in long lost records, of an extremely brutal and hellish war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Storyline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start from the begining when the first space mission to go out of our solar system was launched in 2296. We could finally test out the use of wormholes to travel through space. The ship used in the mission carried over 100 men consisting of mostly scientists. The mission was succesful and the ship was carried out of our solar system. After the scientists eagerly identified and named many new planets, all communication with the ship was lost. The last report sent from the ship to Earth was a report of an attack over the planet Felmar II. The weaponry that attacked the ship was like nothing ever seen before. They were weapons of mass destruction. 5 years later and the next mission out of our solar system was launched. This time the ship carried weapons, but again, the ship lost communication and was obliterated over Felmar II. Felmar II was described to be a complete organic wasteland. It was very exciting to see the first life on another planet, but the planet was far beyond inhabitable by humans. The place was too rich in oxygen. Organisms overcrowded the planet. Felmar II was clearly a living giant. Scientists began to think that if you were to take a step on the planet, you would be eaten alive. Soon, many missions were sent out to observe the planet with great precautions. Scientists wondered how a such crude planet could have such powerful weaponry. They greatly under-estimated the aliens. Many missions turned into battles between the 2 races. The aliens had few actual fleets of ships. Most of the time creatures themselves would actually fly out into space. The aliens seemed very adaptable to their enviroment. The aliens obviously had technology beyond humans, but they rarely used it. Mission after mission was sent, humans began to forget why they were around the planet in the first place. They would send out missions with the main purpose of attacking Felmar II. Many citizens of Earth did not like these attack missions. The humans could not keep attacking without consequence though. Many lives were lost and soon to be more... many more. The whole out of solar system exploration act had formed a war. Aliens tracked ships back to Earth and attacked. Humans were devastated by alien attacks and no longer felt safe on their own planet. The humans had to start a war. They had no choice for the aliens would never stop attacking. The humans had about the technology equivelent to the aliens for the fact that the aliens were mostly simple organisms mixed with very few organisms with complex brains. The aliens had a history of galactic conquest. The aliens&#039; ancients were very advanced and had the devastating weaponry that the aliens recovered over a thousand years later. So after many human lives were taken, the humans decided that the aliens and humans were even matched and now the humans needed an advantage to end this war. The aliens were even faster learners than humans and the humans needed faster learners now. Only artificial intelligence could solve this problem. Though, robot brains themselves could not be as smart as humans. The only solution to that was to implant actual human brains into the robots. The humans were willing to do whatever they needed to do in order to win the Fight for Humanity. And after the first AI robot with a human brain operating it was created. This soon turned into a disaster. The robots had free will and would sometimes malfuntion and kill humans. The robots could communicate much quicker than humans. Who knows what the robots could be plotting. The robots were succesful in exterminating much of the alien race by landing on the planet, but humans remained to have problems on Earth with the robots. The robots became more fiercer and would sometimes take humans and use their brains in order to build more of their own kind. The rage against the aliens and the robots continues. It seems as though all hope is lost for humans, or is it? It&#039;s all up to you, Commander. Lead your race to victory, or face bitter defeat.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7568</id>
		<title>Forgotten Chronicles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Forgotten_Chronicles&amp;diff=7568"/>
		<updated>2006-10-18T01:50:03Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Forgotten Chronicles : Name&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The name is intertwined with the story. Forgotten Chronicles as in long lost records, of an extremely brutal and hellish war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Chronicles : Storyline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start from the begining when the first space mission to go out of our solar system was launched in 2296. We could finally test out the use of wormholes to travel through space. The ship used in the mission carried over 100 men consisting of mostly scientists. The mission was succesful and the ship was carried out of our solar system. After the scientists eagerly identified and named many new planets, all communications with the ship were lost. The last report sent from the ship to Earth was a report of an attack over the planet Felmar II. The weaponry that attacked the ship was like nothing ever seen before. They were weapons of mass destruction. 5 years later and the next mission out of our solar system was luanched. This time the ship carried weapons, but again, the ship lost communitaction and was obliterated over Felmar II. Felmar II was described to be a complete organic wasteland. It was very exciting to see the first life on another planet, but the planet was far beyond inhabitable by humans. The place was too rich in oxygen. Organisms overcrowded the planet. Felmar II was clearly a living giant. Scientists began to think that if you were to take a step on the planet, you would be eaten alive. Soon, many missions were sent out to observe the planet with great precautions. Scientists wondered how a such crude planet could have such powerful weaponry. They greatly under-estimated the aliens. Many missions turned into battles between the 2 races. The aliens had few actuall fleets of ships. Most of the time creatures themselves would actually fly out into space. The aliens seemed very adaptable to their enviroment. The aliens obviously had technology beyond humans, but they rarely used it. After missions after missions were sent, humans began to forget why they were around the planet in the first place. They would send out missions with the main purpose of attacking Felmar II. Many citizens of Earth did not like these attack missions. The humans could not keep attacking without consequence though. Many lives were lost and soon to be more... many more. The whole out of solar system exploration act had formed a war. Aliens tracked ships back to Earth and attacked. Humans were devastated by alien attacks and no longer felt safe on their own planet. The humans had to start a war. They had no choice for the aliens would never stop attacking. The humans had about the technology equivelent to the aliens for the fact that the aliens were mostly simple organisms mixed with very few organisms with complex brains. The aliens had a history of galactic conquest. The aliens&#039; ancients were very advanced and had the devastating weaponry that the aliens recovered over a thousand years later. So after many human lives were taken, the humans decided that the aliens and humans were even matched and now the humans needed an advantage to end this war. The aliens were even faster learners than humans and the humans needed faster learners now. Only artificial intelligence could solve this problem. Though, robot brains themselves could not be as smart as humans. The only solution to that was to implant actuall human brains into the robots. The humans were willing to do whatever they needed to do in order to win the Fight fo Humanity. And after the first AI robot with a human brain operating it was created. This soon turned into a disaster. The robots had free will and would sometimes malfuntion and kill humans. The robots could communicate much quicker than humans. Who knows what the robots could be plotting. The robots were succesful in exterminating much of the alien race by landing on the planet, but humans remained to have problems on Earth with the robots. The robots became more fiecer and would sometimes take humans and use their brains in order to build more of their own kind. The rage against the aliens and the robots continues. It seems as though all hope is lost for humans, or is it? It&#039;s all up to you, Commander. Lead your race to victory, or face bitter defeat.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14562</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14562"/>
		<updated>2006-10-18T01:46:45Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lang | Germany | Mods (de) | Mods}}&lt;br /&gt;
&lt;br /&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 traditionally constitute additions to a game that change the way it works. However, the term Mod when used in connection to the Spring project refers to a game in its own right that runs on the Spring engine.  The following mods adhere to the official [[Mod_specification]] which ensures that they work with the Lobby Client.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Category:Mods}}&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gimmick Mods===&lt;br /&gt;
&lt;br /&gt;
* [[Chess Mod]]&lt;br /&gt;
* [[Spawn]]&lt;br /&gt;
* [[Timberwolf Mod]]&lt;br /&gt;
&lt;br /&gt;
===Mods in Production===&lt;br /&gt;
&lt;br /&gt;
====Unreleased====&lt;br /&gt;
* [[1943|Spring 1943]]&lt;br /&gt;
* [[GEM|Galactic Empire Mod]]&lt;br /&gt;
* [[AATA|Axis &amp;amp; Allies - WWII mod (ported from TA)]]&lt;br /&gt;
* [[Galaxy 662]]&lt;br /&gt;
* [[RealOTA]]&lt;br /&gt;
* [[Dune]]&lt;br /&gt;
* [[Lego Spring]]&lt;br /&gt;
* [[Spring1944]]&lt;br /&gt;
* [[GINTA]]&lt;br /&gt;
* [[CvC]]&lt;br /&gt;
* [[TrueOTA]]&lt;br /&gt;
* [[Forgotten Chronicles]]&lt;br /&gt;
&lt;br /&gt;
====Released Incomplete====&lt;br /&gt;
* [[Battletech]]&lt;br /&gt;
* [[CZTA]] by Guessmyname&lt;br /&gt;
* [[Epic Legions]] (Note: Could be below)&lt;br /&gt;
* [[Epic 40000]] (Note: Could be above)&lt;br /&gt;
&lt;br /&gt;
===Incomplete Mods===&lt;br /&gt;
&lt;br /&gt;
These consist of &amp;quot;crude&amp;quot; mods that do not work with the current builds of the Spring engine and incomplete projects that are not in production.  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;
* [[MAD TA]] Buildpics for Spring&lt;br /&gt;
* [[MiniSpring]] (Actually a code modification, abandoned.)&lt;br /&gt;
* [[OTAR-EVAMP]]&lt;br /&gt;
* [[Project Ragnarok]]&lt;br /&gt;
* [[Rhyoss]] for Spring&lt;br /&gt;
* [[UTASP]] 5 Spring&lt;br /&gt;
* [[WH - F]]&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 File Universe] link&lt;br /&gt;
* &amp;quot;[http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435292#post435292 Mods, Races, TCs, Unit Packs]&amp;quot; entry in the [http://www.tauniverse.com tauniverse.com] forum&lt;br /&gt;
* [[Modweb_Generator]] is a tool that allows you to set up a web that shows information about mods, this page has some example mod-webs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]] [[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17892</id>
		<title>Squad Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17892"/>
		<updated>2006-10-18T01:44:48Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Squad Tactics: What they are? How to use them?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A squad is a group of units specialized for a specific purpose.&lt;br /&gt;
&lt;br /&gt;
Squads can cover almost any roll in any mod, provided they are set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: What they are made of.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squads should comprise of a versatile assortment of units, infantry, kbots, or whatever. A squad should have several artillery units in the case it happens to come across a defended position. Squads also need skirmish troops, or anything you send in to fight first. These guys are what commences the attack. You should always have a scout-ish type of unit or several. The increased sight radius will help the squad all the way around. Several slow and fast units could help in the tactical department. Medical aiding units are also important, especially if you are trying to get veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: Strategies and Tactics.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strategies and tactics are what makes, and breaks, a squad. You wouldn&#039;t send a speedy raiding and scout party at a defensive line, just wasted supplies. Squads can be stand alone, which means they are given a standard order (attack the line, try to break through), or commander controlled. Commander controlled squads survive to fight another day quite often, and are normally veterans after a few missions. A mission is an order given to a squad by the commander, you. However, for commander controlled squads, these can be long and harsh, but can deliver unto your enemies a world of pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On to the actual strategies during a fight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanking&#039;&#039;&#039;: Several fast units in your group may move around to attack the enemy from behind, this is moderately hard to do in flat terrain, but easier in forest or mountain terrain. This draws enemy fire in two directions, splitting his damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Enemy Attention&#039;&#039;&#039;: This tactic is most used for speedy raiding groups to keep the enemy guessing. When doing this, attacking economy, then the front lines could make him pull all his forces to the area you attacked, thinking that you may be mounting an extremely large offensive, when it was a small group of 5-10 units, just causing some hell and mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Breaker&#039;&#039;&#039;: This squad has artillery and units good at breaking defensive lines. Afterwards your main force can rush through the gap. These squads can be fast, slow, or long range. It doesn&#039;t make any difference in the long run under a good commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;: Flash, as in, gone in an instant. This squad is based around ultra speedy units, or even planes. These squads can be used for reconnaisance, raids, bomb runs, or assassination. These squads are good at most of the other things, but get slaughtered easily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassination&#039;&#039;&#039;: Cold-Hearted Murder, just for all of you people that send hundreds of robots to the scrap heap everyday. Assassination squads can be planes, or speedy assault units. These guys rush past the line and attack the commander, normally a failed mission is losing the squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Squad:&#039;&#039;&#039; Used in tasks such as building walls, defences or mexes in enemy territory, this is the hardest, but most devastating. It&#039;s annoying to have an artillery attacking you from your own base, somewhere. Building mines in an enemies territory is also in this squad. Mines are destructive mean things to use, but only when they work. Mines can take a whole convoy from a commander who is not paying attention..&lt;br /&gt;
&lt;br /&gt;
-Snipawolf&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17891</id>
		<title>Squad Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17891"/>
		<updated>2006-10-18T01:43:56Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Squad Tactics: What they are? How to use them?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A squad is a group of units specialized for a specific purpose.&lt;br /&gt;
&lt;br /&gt;
Squads can cover almost any roll in any mod, provided they are set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: What they are made of.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squads should comprise of a versatile assortment of units, infantry, kbots, or whatever. A squad should have several artillery units in the case it happens to come across a defended position. Squads also need skirmish troops, or anything you send in to fight first. These guys are what commences the attack. You should always have a scout-ish type of unit or several. The increased sight radius will help the squad all the way around. Several slow and fast units could help in the tactical department. Medical aiding units are also important, especially if you are trying to get veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: Strategies and Tactics.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strategies and tactics are what makes, and breaks, a squad. You wouldn&#039;t send a speedy raiding and scout party at a defensive line, just wasted supplies. Squads can be stand alone, which means they are given a standard order (attack the line, try to break through), or commander controlled. Commander controlled squads survive to fight another day quite often, and are normally veterans after a few missions. A mission is an order given to a squad by the commander, you. However, for commander controlled squads, these can be long and harsh, but can deliver unto your enemies a world of pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On to the actual strategies during a fight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanking&#039;&#039;&#039;: Several fast units in your group may move around to attack the enemy from behind, this is moderately hard to do in flat terrain, but easier in forest or mountain terrain. This draws enemy fire in two directions, splitting his damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Enemy Attention&#039;&#039;&#039;: This tactic is most used for speedy raiding groups to keep the enemy guessing. When doing this, attacking economy, then the front lines could make him pull all his forces to the area you attacked, thinking that you may be mounting an extremely large offensive, when it was a small group of 5-10 units, just causing some hell and mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Breaker&#039;&#039;&#039;: This squad has artillery and units good at breaking defensive lines. Afterwards your main force can rush through the gap. These squads can be fast, slow, or long range. It doesn&#039;t make any difference in the long run under a good commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;: Flash, as in, gone in an instant. This squad is based around ultra speedy units, or even planes. These squads can be used for reconnaisance, raids, bomb runs, or assassination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassination&#039;&#039;&#039;: Cold-Hearted Murder, just for all of you people that send hundreds of robots to the scrap heap everyday. Assassination squads can be planes, or speedy assault units. These guys rush past the line and attack the commander, normally a failed mission is losing the squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Squad:&#039;&#039;&#039; Used in tasks such as building walls, defences or mexes in enemy territory, this is the hardest, but most devastating. It&#039;s annoying to have an artillery attacking you from your own base, somewhere. Building mines in an enemies territory is also in this squad. Mines are destructive mean things to use, but only when they work. Mines can take a whole convoy from a commander who is not paying attention..&lt;br /&gt;
&lt;br /&gt;
-Snipawolf&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17890</id>
		<title>Squad Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17890"/>
		<updated>2006-10-18T01:12:11Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Squad Tactics: What they are? How to use them?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A squad is a group of units specialized for a specific purpose.&lt;br /&gt;
&lt;br /&gt;
Squads can cover almost any roll in any mod, provided they are set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: What they are made of.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squads should comprise of a versatile assortment of units, infantry, kbots, or whatever. A squad should have several artillery units in the case it happens to come across a defended position. Squads also need skirmish troops, or anything you send in to fight first. These guys are what commences the attack. You should always have a scout-ish type of unit or several. The increased sight radius will help the squad all the way around. Several slow and fast units could help in the tactical department. Medical aiding units are also important, especially if you are trying to get veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: Strategies and Tactics.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strategies and tactics are what makes, and breaks, a squad. You wouldn&#039;t send a speedy raiding and scout party at a defensive line, just wasted supplies. Squads can be stand alone, which means they are given a standard order (attack the line, try to break through), or commander controlled. Commander controlled squads survive to fight another day quite often, and are normally veterans after a few missions. A mission is an order given to a squad by the commander, you. However, for commander controlled squads, these can be long and harsh, but can deliver unto your enemies a world of pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On to the actual strategies during a fight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanking&#039;&#039;&#039;: Several fast units in your group may move around to attack the enemy from behind, this is moderately hard to do in flat terrain, but easier in forest or mountain terrain. This draws enemy fire in two directions, splitting his damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Enemy Attention&#039;&#039;&#039;: This tactic is most used for speedy raiding groups to keep the enemy guessing. When doing this, attacking economy, then the front lines could make him pull all his forces to the area you attacked, thinking that you may be mounting an extremely large offensive, when it was a small group of 5-10 units, just causing some hell and mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Breaker&#039;&#039;&#039;: This squad has artillery and units good at breaking defensive lines. Afterwards your main force can rush through the gap. These squads can be fast, slow, or long range. It doesn&#039;t make any difference in the long run under a good commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;: Flash, as in, gone in an instant. This squad is based around ultra speedy units, or even planes. These squads can be used for reconnaisance, raids, bomb runs, or assassination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassination&#039;&#039;&#039;: Cold-Hearted Murder, just for all of you people that send hundreds of robots to the scrap heap everyday. Assassination squads can be planes, or speedy assault units. These guys rush past the line and attack the commander, normally a failed mission is losing the squad.&lt;br /&gt;
&lt;br /&gt;
-Snipawolf&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17889</id>
		<title>Squad Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17889"/>
		<updated>2006-10-18T01:03:55Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Squad Tactics: What they are? How to use them?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A squad is a group of units who go on raids and scouting missions.&lt;br /&gt;
&lt;br /&gt;
Squads can cover almost any roll in any mod, provided they are set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: What they are made of.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squads should comprise of a versatile assortment of units, infantry, kbots, or whatever. A squad should have several artillery units in the case it happens to come across a defended position. Squads also need skirmish troops, or anything you send in to fight first. These guys are what commences the attack. You should always have a scout-ish type of unit or several. The increased sight radius will help the squad all the way around. Several slow and fast units could help in the tactical department. Medical aiding units are also important, especially if you are trying to get veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: Strategies and Tactics.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strategies and tactics are what makes, and breaks, a squad. You wouldn&#039;t send a speedy raiding and scout party at a defensive line, just wasted supplies. Squads can be stand alone, which means they are given a standard order (attack the line, try to break through), or commander controlled. Commander controlled squads survive to fight another day quite often, and are normally veterans after a few missions. A mission is an order given to a squad by the commander, you. However, for commander controlled squads, these can be long and harsh, but can deliver unto your enemies a world of pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On to the actual strategies during a fight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanking&#039;&#039;&#039;: Several fast units in your group may move around to attack the enemy from behind, this is moderately hard to do in flat terrain, but easier in forest or mountain terrain. This draws enemy fire in two directions, splitting his damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Enemy Attention&#039;&#039;&#039;: This tactic is most used for speedy raiding groups to keep the enemy guessing. When doing this, attacking economy, then the front lines could make him pull all his forces to the area you attacked, thinking that you may be mounting an extremely large offensive, when it was a small group of 5-10 units, just causing some hell and mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Breaker&#039;&#039;&#039;: This squad has artillery and units good at breaking defensive lines. Afterwards your main force can rush through the gap. These squads can be fast, slow, or long range. It doesn&#039;t make any difference in the long run under a good commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;: Flash, as in, gone in an instant. This squad is based around ultra speedy units, or even planes. These squads can be used for reconnaisance, raids, bomb runs, or assassination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassination&#039;&#039;&#039;: Cold-Hearted Murder, just for all of you people that send hundreds of robots to the scrap heap everyday. Assassination squads can be planes, or speedy assault units. These guys rush past the line and attack the commander, normally a failed mission is losing the squad.&lt;br /&gt;
&lt;br /&gt;
-Snipawolf&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17888</id>
		<title>Squad Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17888"/>
		<updated>2006-10-18T01:03:31Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Squad Tactics: What they are? How to use them?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A squad is a group of units who go on raids and scouting missions.&lt;br /&gt;
&lt;br /&gt;
Squads can cover almost any roll in any mod, provided they are set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: What they are made of.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squads should comprise of a versatile assortment of units, infantry, kbots, or whatever. A squad should have several artillery units in the case it happens to come across a defended position. Squads also need skirmish troops, or anything you send in to fight first. These guys are what commences the attack. You should always have a scout-ish type of unit or several. The increased sight radius will help the squad all the way around. Several slow and fast units could help in the tactical department. Medical aiding units are also important, especially if you are trying to get veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: Strategies and Tactics.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strategies and tactics are what makes, and breaks, a squad. You wouldn&#039;t send a speedy raiding and scout party at a defensive line, just wasted supplies. Squads can be stand alone, which means they are given a standard order (attack the line, try to break through), or commander controlled. Commander controlled squads survive to fight another day quite often, and are normally veterans after a few missions. A mission is an order given to a squad by the commander, you. However, for commander controlled squads, these can be long and harsh, but can deliver unto your enemies a world of pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On to the actual strategies during a fight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanking&#039;&#039;&#039;: Several fast units in your group may move around to attack the enemy from behind, this is moderatly hard to do in flat terrain, but easier in forest or mountain terrain. This draws enemy fire in two directions, splitting his damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Enemy Attention&#039;&#039;&#039;: This tactic is most used for speedy raiding groups to keep the enemy guessing. When doing this, attacking economy, then the front lines could make him pull all his forces to the area you attacked, thinking that you may be mounting an extremely large offensive, when it was a small group of 5-10 units, just causing some hell and mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Breaker&#039;&#039;&#039;: This squad has artillery and units good at breaking defensive lines. Afterwards your main force can rush through the gap. These squads can be fast, slow, or long range. It doesn&#039;t make any difference in the long run under a good commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;: Flash, as in, gone in an instant. This squad is based around ultra speedy units, or even planes. These squads can be used for reconnaisance, raids, bomb runs, or assassination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassination&#039;&#039;&#039;: Cold-Hearted Murder, just for all of you people that send hundreds of robots to the scrap heap everyday. Assassination squads can be planes, or speedy assault units. These guys rush past the line and attack the commander, normally a failed mission is losing the squad.&lt;br /&gt;
&lt;br /&gt;
-Snipawolf&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17887</id>
		<title>Squad Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17887"/>
		<updated>2006-10-18T01:03:05Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Squad Tactics: What they are? How to use them?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A squad is a group of units who go on raids and scouting missions.&lt;br /&gt;
&lt;br /&gt;
Squads can cover almost any roll in any mod, provided they are set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: What they are made of.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squads should comprise of a versatile assortment of units, infantry, kbots, or whatever. A squad should have several artillery units in the case it happens to come across a defended position. Squads also need skirmish troops, or anything you send in to fight first. These guys are what commences the attack. You should always have a scout-ish type of unit or several. The increased sight radius will help the squad all the way around. Several slow and fast units could help in the tactical department. Medical aiding units are also important, especially if you are trying to get veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Tactics: Strategies and Tactics.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strategies and tactics are what makes, and breaks, a squad. You wouldn&#039;t send a speedy raiding and scout party at a defensive line, just wasted supplies. Squads can be stand alone, which means they are given a standard order (attack the line, try to break through), or commander controlled. Commander controlled squads survive to fight another day quite often, and are normally veterans after a few missions. A mission is an order given to a squad by the commander, you. However, for commander controlled squads, these can be long and harsh, but can deliver unto your enemies a world of pain.&lt;br /&gt;
&lt;br /&gt;
On to the actual strategies during a fight:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanking&#039;&#039;&#039;: Several fast units in your group may move around to attack the enemy from behind, this is moderatly hard to do in flat terrain, but easier in forest or mountain terrain. This draws enemy fire in two directions, splitting his damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Enemy Attention&#039;&#039;&#039;: This tactic is most used for speedy raiding groups to keep the enemy guessing. When doing this, attacking economy, then the front lines could make him pull all his forces to the area you attacked, thinking that you may be mounting an extremely large offensive, when it was a small group of 5-10 units, just causing some hell and mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Breaker&#039;&#039;&#039;: This squad has artillery and units good at breaking defensive lines. Afterwards your main force can rush through the gap. These squads can be fast, slow, or long range. It doesn&#039;t make any difference in the long run under a good commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;: Flash, as in, gone in an instant. This squad is based around ultra speedy units, or even planes. These squads can be used for reconnaisance, raids, bomb runs, or assassination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassination&#039;&#039;&#039;: Cold-Hearted Murder, just for all of you people that send hundreds of robots to the scrap heap everyday. Assassination squads can be planes, or speedy assault units. These guys rush past the line and attack the commander, normally a failed mission is losing the squad.&lt;br /&gt;
&lt;br /&gt;
-Snipawolf&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17886</id>
		<title>Squad Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Squad_Tactics&amp;diff=17886"/>
		<updated>2006-10-18T00:59:58Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: Information About Squads&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Squad Tactics: What they are? How to use them?&lt;br /&gt;
&lt;br /&gt;
A squad is a group of units who go on raids and scouting missions.&lt;br /&gt;
&lt;br /&gt;
Squads can cover almost any roll in any mod, provided they are set up correctly.&lt;br /&gt;
&lt;br /&gt;
Squad Tactics: What they are made of.&lt;br /&gt;
&lt;br /&gt;
Squads should comprise of a versatile assortment of units, infantry, kbots, or whatever. A squad should have several artillery units in the case it happens to come across a defended position. Squads also need skirmish troops, or anything you send in to fight first. These guys are what commences the attack. You should always have a scout-ish type of unit or several. The increased sight radius will help the squad all the way around. Several slow and fast units could help in the tactical department. Medical aiding units are also important, especially if you are trying to get veterans.&lt;br /&gt;
&lt;br /&gt;
Squad Tactics: Strategies and Tactics.&lt;br /&gt;
&lt;br /&gt;
Strategies and tactics are what makes, and breaks, a squad. You wouldn&#039;t send a speedy raiding and scout party at a defensive line, just wasted supplies. Squads can be stand alone, which means they are given a standard order (attack the line, try to break through), or commander controlled. Commander controlled squads survive to fight another day quite often, and are normally veterans after a few missions. A mission is an order given to a squad by the commander, you. However, for commander controlled squads, these can be long and harsh, but can deliver unto your enemies a world of pain.&lt;br /&gt;
&lt;br /&gt;
On to the actual strategies during a fight:&lt;br /&gt;
&lt;br /&gt;
Flanking: Several fast units in your group may move around to attack the enemy from behind, this is moderatly hard to do in flat terrain, but easier in forest or mountain terrain. This draws enemy fire in two directions, splitting his damage.&lt;br /&gt;
&lt;br /&gt;
Drawing Enemy Attention: This tactic is most used for speedy raiding groups to keep the enemy guessing. When doing this, attacking economy, then the front lines could make him pull all his forces to the area you attacked, thinking that you may be mounting an extremely large offensive, when it was a small group of 5-10 units, just causing some hell and mayhem.&lt;br /&gt;
&lt;br /&gt;
Defensive Breaker: This squad has artillery and units good at breaking defensive lines. Afterwards your main force can rush through the gap. These squads can be fast, slow, or long range. It doesn&#039;t make any difference in the long run under a good commander.&lt;br /&gt;
&lt;br /&gt;
Flash: Flash, as in, gone in an instant. This squad is based around ultra speedy units, or even planes. These squads can be used for reconnaisance, raids, bomb runs, or assassination. &lt;br /&gt;
&lt;br /&gt;
Assassination: Cold-Hearted Murder, just for all of you people that send hundreds of robots to the scrap heap everyday. Assassination squads can be planes, or speedy assault units. These guys rush past the line and attack the commander, normally a failed mission is losing the squad.&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy_and_Tactics&amp;diff=17996</id>
		<title>Strategy and Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy_and_Tactics&amp;diff=17996"/>
		<updated>2006-10-18T00:42:15Z</updated>

		<summary type="html">&lt;p&gt;Snipawolf: /* Common Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
Strategy and Tactics are best described as &amp;quot;Concepts on how to achieve victory&amp;quot;. Strategy is a chosen global method of action, while tactics are short-term actions to attain specific goals.&lt;br /&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;
===Common Strategies===&lt;br /&gt;
&#039;&#039;&#039;[[Rushing]]&#039;&#039;&#039; - Speed Slaughter&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Porcing]]&#039;&#039;&#039; - If I Hide Long Enough, I&#039;ll Be The Last Man Standing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map Control]]&#039;&#039;&#039; - Everywhere At Once&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Uberweapon]]&#039;&#039;&#039; - Nukes, LRPCS &amp;amp; Superunits&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Expansion]]&#039;&#039;&#039; - The Eradication Of Base Mentality&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Planned Delaying]]&#039;&#039;&#039; - Just Need To Slow Them Down...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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;
===Common Tactics===&lt;br /&gt;
&#039;&#039;&#039;[[Commander bombing]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Commander kidnapping]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Raiding]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Swarming]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Nuke strike]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Chokepoint]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Teching]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Defensive Lines]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Transports and setting up supply Lines]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Dedicated Spamming]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Classic Pincer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Air Domination]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Squad Tactics]]&#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;
===Tips and Other===&lt;br /&gt;
&#039;&#039;&#039;[[Spring guide!]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Base building tips]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring for RTS Players]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Replays]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods, and their strategies/tactics]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Advanced Strategy Discussion]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Resources]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Theory On Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Aggressive Vs. Passive Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[How to be good at 1v1]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Delaying Inevitable Defeat: Development Time]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Multiplayer Strategy]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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:Playing]]&lt;br /&gt;
[[category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Snipawolf</name></author>
	</entry>
</feed>